there may be some stragglers here that will be more obvious as I fix the section depth, but this should have everything roughly where it needs to be. unfortunately, most of the module-specific rules that were in Running the Cypher System moved out into Genres, so the diff just looks like a gigantic delta of stuff moving without much aim Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
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--- _tmp/ccsrd.md 2025-05-05 12:44:41.501386611 -0500
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+++ _tmp/ccsrd.new.md 2025-05-06 16:19:13.249453972 -0500
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@@ -18227,7 +18227,7 @@
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The Cypher System can be used to play in many settings. This chapter provides additional information and rules for
|
||
fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres.
|
||
|
||
-### MAGICAL RULES MODULE
|
||
+### FANTASY RULES MODULES
|
||
|
||
For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort
|
||
of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a
|
||
@@ -18293,6 +18293,1166 @@
|
||
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||
Villager: level 2
|
||
|
||
+### CRAFTING MAGIC ITEMS
|
||
+
|
||
+Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
|
||
+
|
||
+### CRAFTING CYPHERS
|
||
+
|
||
+1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
|
||
+what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
|
||
+System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
|
||
+could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
|
||
+particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
|
||
+its level range, and should always be treated as a level 6 cypher when crafted by a PC.
|
||
+
|
||
+2\. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and
|
||
+exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how
|
||
+expensive these materials are, according to the following table.
|
||
+
|
||
+| Cypher Level | Materials Cost |
|
||
+|--------------|--------------------------|
|
||
+| 1 | One inexpensive item |
|
||
+| 2 | Two inexpensive items |
|
||
+| 3 | One moderate item |
|
||
+| 4 | Two moderate items |
|
||
+| 5 | Three moderate items |
|
||
+| 6 | One expensive item |
|
||
+| 7 | Two expensive items |
|
||
+| 8 | Three expensive items |
|
||
+| 9 | One very expensive item |
|
||
+| 10 | Two very expensive items |
|
||
+
|
||
+3\. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The
|
||
+crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized
|
||
+in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a
|
||
+formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an
|
||
+activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this
|
||
+skill) to do this sort of crafting; the character cannot attempt the task at all.
|
||
+
|
||
+4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
|
||
+difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that
|
||
+they have to spend less time on crafting it. See the table below.
|
||
+
|
||
+For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
|
||
+on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
|
||
+potion to cook for a few hours, stirring to make sure the ingredients don't congeal, allowing ink on a scroll to dry,
|
||
+and so on. In other words, the character is able to perform other actions in the vicinity of the crafting (such as
|
||
+studying, resting, eating, and so on), but couldn't craft on the road or in the middle of a dungeon.
|
||
+
|
||
+| Assessed Difficulty | Time to Craft |
|
||
+|---------------------|---------------|
|
||
+| 1 | Ten minutes |
|
||
+| 2 | One hour |
|
||
+| 3 | Four hours |
|
||
+| 4 | Nine hours |
|
||
+| 5 | One day |
|
||
+| 6 | Two days |
|
||
+| 7 | One week |
|
||
+| 8 | Three weeks |
|
||
+| 9 | Two months |
|
||
+| 10 | Six months |
|
||
+
|
||
+5\. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the
|
||
+process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a
|
||
+crafting task assessed as difficulty 5 requires five subtask successes.
|
||
+
|
||
+The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the
|
||
+crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
|
||
+intervals over the course of the full time required to craft the item.
|
||
+
|
||
+> If at any point the crafter fails on a subtask, the item isn't ruined. Instead, the character only wasted the time
|
||
+> spent on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter
|
||
+> fails twice in a row on the same subtask, the character can continue crafting, but in addition to losing another
|
||
+> interval of crafting time, more crafting material (equal to one of the kind of item needed to craft it) is destroyed
|
||
+> in a mishap and must be replaced before crafting can continue.
|
||
+>
|
||
+> A player may ask to apply Effort to each subtask. Applying Effort is something they do in the moment, not over the
|
||
+> course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
|
||
+> day
|
||
+
|
||
+### ARTIFACT RULES
|
||
+
|
||
+Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
|
||
+When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
|
||
+the depletion number(s), the item works, but that is its last use. A depletion entry of "—" means that the artifact
|
||
+never depletes, and an entry of "automatic" means that it can be used only once. Depowered artifacts can sometimes be
|
||
+recharged using the repair rules, depending on the item's nature. Other special abilities can also repower an expended
|
||
+item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
|
||
+temporarily
|
||
+
|
||
+### CRAFTING ARTIFACTS
|
||
+
|
||
+Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
|
||
+select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
|
||
+their other character abilities. The main difference is that most artifacts don't cost Pool points to activate, and
|
||
+character abilities don't have a depletion stat that eventually removes the item from play. Crafting artifacts is
|
||
+handled as a long-term benefit of character advancement; the character and GM agree on the artifact to be crafted, and
|
||
+the character spends 3 XP. If the item is fairly simple, the GM can skip the crafting details and just say that after a
|
||
+period of time, the PC creates the artifact. For an item that significantly alters gameplay—granting the character vast
|
||
+telepathic powers or giving them the ability to teleport at will—the GM can give the item an assessed difficulty equal
|
||
+to 3 + the artifact level and require the character to follow the crafting steps for creating a magical cypher. Crafting
|
||
+this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
|
||
+the same assessed difficulty
|
||
+
|
||
+### RITUAL MAGIC
|
||
+
|
||
+### TIME
|
||
+
|
||
+Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
|
||
+it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
|
||
+ritual takes from start to finish, once the preparations (if any) are complete.
|
||
+
|
||
+### DIFFICULTY AND SUBTASKS
|
||
+
|
||
+Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
|
||
+a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
|
||
+from the dead don't have an obvious task level. In these cases, the GM should choose a level for the ritual based on
|
||
+what would make an interesting experience for the players. Instead of having the success or failure of this sort of
|
||
+magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
|
||
+subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
|
||
+a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
|
||
+at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
|
||
+
|
||
+If at any point the PC fails a subtask, the ritual isn't automatically ruined, but it costs time—a failure means the
|
||
+time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
|
||
+subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
|
||
+the ritual (perhaps equal to half the ritual's overall level) means the whole thing needs to be started again. Skills,
|
||
+assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
|
||
+the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
|
||
+
|
||
+### POOL INVESTMENT
|
||
+
|
||
+Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
|
||
+vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
|
||
+could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
|
||
+necessary to prevent a participating PC from dying during the ritual).
|
||
+
|
||
+### ACCELERATED PERFORMANCE
|
||
+
|
||
+The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
|
||
+reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
|
||
+a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
|
||
+time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
|
||
+
|
||
+### EXAMPLE RITUALS
|
||
+
|
||
+The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
|
||
+may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
|
||
+might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
|
||
+ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
|
||
+
|
||
+### UNDERSTANDING THE EXAMPLES
|
||
+
|
||
+Each ritual is described in the following format.
|
||
+
|
||
+Level: The overall level of the ritual, which determines how many subtasks it has.
|
||
+
|
||
+Time: The preparation time (if any) and performance time.
|
||
+
|
||
+Roles: Things other characters can do to participate and help.
|
||
+
|
||
+Side Effects: Negative consequences for failed rolls or GM intrusions.
|
||
+Reagents: Resources that can help success.
|
||
+
|
||
+Pool: What kind of Pool points the ritual costs.
|
||
+
|
||
+Other Assets: Kinds of abilities that can help success.
|
||
+
|
||
+### BESEECH
|
||
+
|
||
+Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
|
||
+that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
|
||
+makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information,
|
||
+for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the
|
||
+ritual merely gains its attention and gives the characters the opportunity to speak their case.
|
||
+
|
||
+Level: The level of the entity
|
||
+
|
||
+Time: Four hours of preparation, one hour of performance
|
||
+
|
||
+Roles: Chanting, lighting candles, holding gifts/reagents
|
||
+
|
||
+Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the
|
||
+entity will consider answering)
|
||
+
|
||
+Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
|
||
+
|
||
+Pool: Might or Intellect
|
||
+
|
||
+Other Assets: Knowledge or control of similar entities
|
||
+
|
||
+Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
|
||
+space to talk in person.
|
||
+
|
||
+### CONJURE THE DEAD
|
||
+
|
||
+Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
|
||
+prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
|
||
+them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
|
||
+the living or unfulfilled tasks completed). If the characters don't comply, they must magically threaten or compel the
|
||
+spirit to obey.
|
||
+
|
||
+Level: The level of the dead spirit
|
||
+
|
||
+Time: Three hours of preparation, one hour of performance
|
||
+
|
||
+Roles: Chanting, holding hands in a circle, manipulating a spirit device
|
||
+
|
||
+Side Effects: Haunting, possession
|
||
+
|
||
+Reagents: Mementos of the spirit's life, the spirit's former physical remains, a person or creature to possess
|
||
+
|
||
+Pool: Might or Intellect
|
||
+
|
||
+Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
|
||
+
|
||
+A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
|
||
+accordingly.
|
||
+
|
||
+### CONJURE DEMON
|
||
+
|
||
+Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
|
||
+perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
|
||
+about a minute, during which time the summoners must bargain with or command it to perform a deed that takes no longer
|
||
+than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property
|
||
+are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get
|
||
+it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge
|
||
+for the unwanted summoning).
|
||
+
|
||
+Level: The level of the demon
|
||
+
|
||
+Time: Three hours of preparation, one hour of performance
|
||
+
|
||
+Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
|
||
+
|
||
+Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
|
||
+
|
||
+Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects
|
||
+representing anger, destruction, or hatred (according to the desired service)
|
||
+
|
||
+Pool: Might or Intellect
|
||
+
|
||
+Other Assets: Knowledge or control of similar entities, secret name of the demon
|
||
+
|
||
+### CONJURE DEVIL
|
||
+
|
||
+Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
|
||
+perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
|
||
+it to perform a deed that takes no longer than an hour and requires the devil to travel no more than about 50 miles (80
|
||
+km)—spying, stealing, guarding, and murdering are common tasks. The devil usually wants something in return (even if
|
||
+just an agreement for a later favor); otherwise, the characters must threaten it or have some way to force it to obey.
|
||
+If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the
|
||
+interruption).
|
||
+
|
||
+Level: The level of the devil
|
||
+
|
||
+Time: Three hours of preparation, one hour of performance
|
||
+
|
||
+Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
|
||
+
|
||
+Side Effects: Bad smell, curse, infernal mark, possession
|
||
+
|
||
+Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing
|
||
+betrayal, deception, or greed (according to the desired service)
|
||
+
|
||
+Pool: Might or Intellect
|
||
+
|
||
+Other Assets: Knowledge or control of similar entities, secret name of the devil
|
||
+
|
||
+### CONJURE ELEMENTAL
|
||
+
|
||
+Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
|
||
+remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
|
||
+elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than
|
||
+about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
|
||
+its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
|
||
+water, and so on. If the summoners can't come to an agreement with the elemental, it might make one attack before it
|
||
+leaves.
|
||
+
|
||
+Level: The level of the elemental
|
||
+
|
||
+Time: Three hours of preparation, one hour of performance
|
||
+
|
||
+Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
|
||
+
|
||
+Side Effects: Damage, weakness toward one kind of attack
|
||
+
|
||
+Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or
|
||
+creatures
|
||
+
|
||
+Pool: Might, Speed, or Intellect, depending on the kind of elemental
|
||
+
|
||
+Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental
|
||
+
|
||
+Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
|
||
+playing up their strengths are the key to bargaining with them.
|
||
+
|
||
+### CONSECRATION
|
||
+
|
||
+Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
|
||
+very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
|
||
+use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
|
||
+enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
|
||
+area are hindered by two steps.
|
||
+
|
||
+Level: The level of the effects to protect against
|
||
+
|
||
+Time: One hour of preparation, two hours of performance
|
||
+
|
||
+Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
|
||
+other suitable markers)
|
||
+
|
||
+Side Effects: Lights, sounds, weak spots or "back doors" in the barrier
|
||
+
|
||
+Reagents: Silver dust, sacred oil, buried blessed gemstones
|
||
+
|
||
+Pool: Intellect
|
||
+
|
||
+Other Assets: Warding magic, religious knowledge
|
||
+
|
||
+### ENCHANT WEAPON
|
||
+
|
||
+Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
|
||
+next day.
|
||
+
|
||
+Level: 3 or 4
|
||
+
|
||
+Time: Thirty minutes of preparation, one hour of performance
|
||
+
|
||
+Roles: —
|
||
+
|
||
+Side Effects: Weapon attack hindered, higher GM intrusion rate
|
||
+
|
||
+Reagents: Rare oils, gem dust
|
||
+
|
||
+Pool: Speed or Intellect
|
||
+
|
||
+Other Assets: Battle tactics, weapon crafting
|
||
+
|
||
+In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
|
||
+rolls, grant extra damage, affect multiple weapons at once, or all of the above.
|
||
+
|
||
+### ENTOMBMENT
|
||
+
|
||
+Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
|
||
+the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
|
||
+forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the
|
||
+vessel.
|
||
+
|
||
+Level: The level of the creature
|
||
+
|
||
+Time: Sixteen hours of preparation, one hour of performance
|
||
+
|
||
+Roles: Chanting, carrying or protecting the vessel
|
||
+
|
||
+Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
|
||
+
|
||
+Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
|
||
+
|
||
+Pool: Intellect
|
||
+
|
||
+Other Assets: Control magic, grappling, imprisoning magic, wards
|
||
+
|
||
+### EXORCISM
|
||
+
|
||
+Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
|
||
+out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
|
||
+comes). Completing the ritual doesn't prevent other spirits from entering or inhabiting the area, but it is likely that
|
||
+they can sense that an exorcism happened there, and most choose to avoid such an area so they don't suffer the same
|
||
+fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning
|
||
+for a year and a day. As with using the ritual to cleanse a location, this doesn't prevent other spirits from afflicting
|
||
+the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
|
||
+
|
||
+Level: The level of the most powerful hostile presence to be exorcised
|
||
+
|
||
+Time: Two hours of preparation, two hours of performance
|
||
+
|
||
+Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with
|
||
+incense
|
||
+
|
||
+Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
|
||
+
|
||
+Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
|
||
+
|
||
+Pool: Intellect
|
||
+
|
||
+Other Assets: Warding magic, religious knowledge
|
||
+
|
||
+Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
|
||
+possessing a creature— throwing objects, causing nightmares, making noises, and so on.
|
||
+
|
||
+### FLESH FOR KNOWLEDGE
|
||
+
|
||
+Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
|
||
+permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
|
||
+they see fit). The character experiences painful hallucinations that give them insight and understanding. They
|
||
+immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
|
||
+advancement).
|
||
+
|
||
+Level: Twice the tier of the ability the character wishes to learn
|
||
+
|
||
+Time: One hour of preparation, one hour of performance
|
||
+
|
||
+Roles: Chanting, restraining the subject of the ritual
|
||
+
|
||
+Side Effects: Lasting damage, permanent damage, scarring
|
||
+
|
||
+Reagents: Silver knife, silver vessel
|
||
+
|
||
+Pool: See above
|
||
+
|
||
+Other Assets: Pain tolerance, surgery
|
||
+
|
||
+Instead of permanently reducing a character's Pools by 4 points, the GM could allow other permanent penalties such as
|
||
+reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
|
||
+points gained through recovery rolls by 2.
|
||
+
|
||
+### PURIFICATION
|
||
+
|
||
+Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
|
||
+or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
|
||
+creature or object, which is then discarded or safely destroyed.
|
||
+
|
||
+Level: The level of the affliction or effect to remove
|
||
+
|
||
+Time: One hour of preparation, two hours of performance
|
||
+
|
||
+Roles: Applying reagents, chanting
|
||
+
|
||
+Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
|
||
+
|
||
+Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on
|
||
+the target, scapegoat, silver dust
|
||
+
|
||
+Pool: Might
|
||
+
|
||
+Other Assets: Healing magic, resistance to the target's affliction
|
||
+
|
||
+### RESURRECTION
|
||
+
|
||
+Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
|
||
+completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
|
||
+anything that happened after they died.
|
||
+
|
||
+Level: The level of the deceased (at least tier 6 if a PC)
|
||
+
|
||
+Time: Five hours of preparation, two hours of performance
|
||
+
|
||
+Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
|
||
+
|
||
+Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
|
||
+damage
|
||
+
|
||
+Reagents: Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
|
||
+items of importance to the deceased, parchment extolling the deceased's history and deeds, soul-sympathetic items
|
||
+
|
||
+Pool: Might or Intellect
|
||
+
|
||
+Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy,
|
||
+spirit knowledge, secret name of the deceased
|
||
+
|
||
+A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
|
||
+impaired state on the damage track instead of hale, requiring further rest or healing.
|
||
+
|
||
+### SACRIFICIAL RITE
|
||
+
|
||
+A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
|
||
+the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
|
||
+the final destination for the soul (such as placing it in a sword to create a magic item).
|
||
+
|
||
+Level: The level of the creature (at least tier 6 if a PC)
|
||
+
|
||
+Time: One hour of preparation, one hour of performance Roles: Chanting, playing instruments, bearing the soul object,
|
||
+restraining the creature, slaying the creature
|
||
+
|
||
+Side Effects: Creature rages or escapes, damage, dying curse, haunting
|
||
+
|
||
+Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
|
||
+high as the creature's level)
|
||
+
|
||
+Pool: Might or Intellect
|
||
+
|
||
+Other Assets: Death spells, instant-kill abilities, soul manipulation
|
||
+
|
||
+### MAGICAL TECHNOLOGY
|
||
+
|
||
+To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
|
||
+regular (nonmagical) items.
|
||
+
|
||
+### MAGIC PLUS TECHNOLOGY
|
||
+
|
||
+Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
|
||
+certainly be manifest cyphers or artifacts. Here's an example cypher:
|
||
+
|
||
+### FROZEN TIMEPIECE
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Effect: Creates or transforms into a pocketwatch that seems to be made of ice. Upon activation of the cypher, the user
|
||
+can take normal actions, but everything and everyone around them is frozen in time. The user cannot affect anything
|
||
+else, but they can move through the world and take actions that affect themselves or their own belongings (bandage a
|
||
+wound, repair a broken item, and so on). The effect lasts for one round per cypher level.
|
||
+
|
||
+And here's an example artifact:
|
||
+
|
||
+### TRUTH BINOCULARS
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Pair of binoculars with a large runic symbol on them
|
||
+
|
||
+Effect: Not only do these make it easy to see things far away, but looking through them also allows the viewer to see
|
||
+through illusions and see things that are normally invisible, assuming the effect has a level lower than that of the
|
||
+binoculars.
|
||
+
|
||
+Depletion: 1–2 in 1d100 (check each use)
|
||
+
|
||
+To craft items that are both technological and magical, either you need to make the device first and then enchant it, or
|
||
+you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
|
||
+very different.
|
||
+
|
||
+### TECHNOLOGY THAT INTERACTS WITH MAGIC
|
||
+
|
||
+In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
|
||
+interact and cope with it. Technological devices that are not magical but deal with magic could include:
|
||
+
|
||
+Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something
|
||
+magical, it does not function again.
|
||
+
|
||
+Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
|
||
+suit. However, all of the wearer's tasks to resist magical effects are eased. If the wearer takes even 1 point of
|
||
+physical damage, the suit rips and no longer functions until it is repaired and resealed.
|
||
+
|
||
+Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
|
||
+signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
|
||
+impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
|
||
+
|
||
+### MAGIC THAT INTERACTS WITH TECHNOLOGY
|
||
+
|
||
+In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
|
||
+blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
|
||
+
|
||
+### FINDING PRYING EYES
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
|
||
+source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
|
||
+this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
|
||
+the location of the listener.
|
||
+
|
||
+### POWER DEVICE
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
|
||
+powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
|
||
+flashlight, the battery is fully charged.
|
||
+
|
||
+### SCREEN CONTROL
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
|
||
+whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
|
||
+and colors.
|
||
+
|
||
+Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
|
||
+though the technology involved might not have any common principles
|
||
+
|
||
+### MIND CONTROL
|
||
+
|
||
+From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
|
||
+takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
|
||
+such as attacking friends). But what's happening inside the controlled creature's head—whether during the effect or
|
||
+afterward—often isn't specified. There are several options for the GM to consider, either for all kinds of mind-control
|
||
+magic or on a case-by-case basis.
|
||
+
|
||
+- Confusion: The controlled creature doesn't understand why they're doing things they normally wouldn't do, but they
|
||
+ aren't aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
|
||
+ that they don't know why they did those things, or come up with an explanation justifying (to themselves and others)
|
||
+ their reasons for those actions.
|
||
+
|
||
+- Dream: The controlled creature is aware of what's going on but perceives it in a dreamlike state. They may believe
|
||
+ that they're in control of themselves the entire time, or somewhat aware that they're not fully in control (similar to
|
||
+ being intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about
|
||
+ the events but may not realize that someone else was controlling them.
|
||
+
|
||
+- Trapped: The active thoughts in the controlled creature's head come from the controller, but the creature still has a
|
||
+ small voice or awareness in the background, like they're a prisoner in their own mind. This horrible situation usually
|
||
+ means the controlled creature reverts to normal once the control is gone, and is probably very upset that their mind
|
||
+ and body autonomy were violated.
|
||
+
|
||
+One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control.
|
||
+For example, being charmed by a vampire might mean the PC can't attack the vampire (or its allies) or run away, but is
|
||
+still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the
|
||
+character can be given a specific command, and until they comply with that command their other actions are hindered by
|
||
+one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an
|
||
+additional 1 XP (or, to approach it from the opposite direction, the GM can offer them a GM intrusion that the mind
|
||
+control is happening, and allow the player to spend 1 XP to refuse it, or go into XP debt if they want to refuse it but
|
||
+have no XP to spend).
|
||
+
|
||
+A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
|
||
+For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
|
||
+
|
||
+### MYSTICAL MARTIAL ARTS
|
||
+
|
||
+If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
|
||
+portray the kinds of things characters in such stories can accomplish.
|
||
+
|
||
+- Running and climbing speeds and jumping distances are doubled. For those trained in running, climbing, or jumping, the
|
||
+ speeds and distances are tripled instead of doubled. For those specialized, they are quintupled. For all intents and
|
||
+ purposes, this means that everyone can run up a wall or jump very high in the air, and masters can practically fly or
|
||
+ run across water.
|
||
+
|
||
+- Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
|
||
+ and powerful martial arts styles. This doesn't change anything in the game mechanically—no one gets the ability to use
|
||
+ weapons that they wouldn't normally have under the rules. But it does change the flavor, suggesting that no PC is
|
||
+ entirely ignorant of weapons or close combat.
|
||
+
|
||
+- Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
|
||
+ attack, perhaps it is "The Three-Flower Fist," and instead of Fury, a character uses "The Rage of the Sevenfold." It
|
||
+ is reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described
|
||
+ with a magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character,
|
||
+ and so on.
|
||
+
|
||
+- Materials and objects are easier to destroy. For the purpose of attacking objects, subtract 2 from the level of any
|
||
+ material (minimum of 0). It should be relatively simple for any character to smash through a plain wooden door with
|
||
+ little effort, and true warriors can shatter stones with their blows.
|
||
+
|
||
+- Wounds heal faster. Everyone gains +1 to all recovery rolls.
|
||
+
|
||
+- Superhuman abilities exist. Consider adopting some of the superhero rules from the Cypher System Reference Document,
|
||
+ in particular the power shift optional rules. These may derive from almost supernatural levels of training in various
|
||
+ techniques (such as dianxue) but probably mostly from neili.
|
||
+
|
||
+> Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
|
||
+> building up and cultivating the energy known as qi and using it for supernatural effects.
|
||
+
|
||
+### POSSESSION
|
||
+
|
||
+Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
|
||
+person, taking over a character's body as if it were the creature's own. The creature must touch the character to
|
||
+attempt possession (even if the creature's touch normally inflicts damage, the possession attempt doesn't inflict
|
||
+damage). The character must make an Intellect defense roll or become possessed, whereupon the creature's immaterial form
|
||
+disappears into the character.
|
||
+
|
||
+The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
|
||
+possessing creature can try to control the actions of the host, but the character can attempt an Intellect defense roll
|
||
+to resist each suggested action. Successful resistance means that the character does nothing for one round. When the
|
||
+creature isn't trying to control the host, the character can act as they choose. Usually, a possessing creature's
|
||
+actions are limited to controlling its host and leaving the host (the creature's own abilities are unavailable to it
|
||
+while in someone else's body).
|
||
+
|
||
+While it possesses a character, the creature is immune to most direct attacks (though not so the host; killing the host
|
||
+will eject the creature). For example, hitting a demon-possessed human with a sword hurts only the human, not the demon
|
||
+controlling them. Mental attacks and special abilities that only affect possession or the type of possessing creature
|
||
+usually work normally
|
||
+
|
||
+A possessed character is allowed an Intellect defense roll to eject the creature once per day. The defense roll is
|
||
+hindered by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised
|
||
+demon is powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that
|
||
+has power over the demon. This can be attempted once per day and grants the possessed character an additional Intellect
|
||
+defense roll to eject the demon.
|
||
+
|
||
+Possession is like mind control in that it takes away a player's ability to control their character, and that can make
|
||
+some players very uncomfortable. See the section on mind control and consent for more information (page 67).
|
||
+
|
||
+### SECRET AND TRUE NAMES
|
||
+
|
||
+Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
|
||
+including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
|
||
+defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
|
||
+enough to convince it to perform a service without compensation. A creature doesn't automatically know if someone has
|
||
+learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
|
||
+informed opponent has some kind of advantage against them and deduce that their secret name is involved.
|
||
+
|
||
+Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
|
||
+the Uncover a Secret character arc to do so.
|
||
+
|
||
+### WISHES
|
||
+
|
||
+Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
|
||
+them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
|
||
+do so as a GM intrusion— that way, the character still gets a reward, and they can either accept the twisted wish (which
|
||
+isn't as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight
|
||
+wording that can't be twisted).
|
||
+
|
||
+Second, consider the level of the creature granting the wish—that's basically the level of the wish, as the creature
|
||
+shouldn't be able to grant a boon more powerful than itself. Therefore, it's reasonable that a level 6 creature could
|
||
+create a level 6 effect. The GM could look at the creature's other abilities (or abilities of other creatures of its
|
||
+level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
|
||
+result downward until it's appropriate for the creature's power.
|
||
+
|
||
+Wishing for more wishes doesn't work because a creature shouldn't be able to create something more powerful than
|
||
+itself—at least not without some investment of time and other resources, like a character using XP to acquire an
|
||
+artifact.
|
||
+
|
||
+### AWARDING TREASURE
|
||
+
|
||
+It's best to think of gold and magic as two different kinds of currencies that characters have access to.
|
||
+
|
||
+### GOLD
|
||
+
|
||
+The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
|
||
+characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
|
||
+a typical fantasy campaign, the characters should become wealthier as they advance.
|
||
+
|
||
+### MANIFEST CYPHERS
|
||
+
|
||
+The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
|
||
+can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
|
||
+might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the
|
||
+premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The
|
||
+key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold.
|
||
+
|
||
+The PCs can have opportunities to trade their cyphers with NPCs in town, whether that's at a magic item shop, the tower
|
||
+of a mentor wizard, a thieves' guild, a temple, other adventurers, or the local government. The kinds of cyphers these
|
||
+NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other
|
||
+useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level
|
||
+are generally considered to be about the same value, although local biases and NPC interests may affect their
|
||
+willingness to trade certain items despite or because of a level disparity
|
||
+
|
||
+### ARTIFACTS
|
||
+
|
||
+Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
|
||
+not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
|
||
+artifact of about the same level. Unlike cyphers, the game doesn't assume that PCs have frequent opportunities to gain
|
||
+new artifacts or replace the ones that deplete.
|
||
+
|
||
+In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
|
||
+what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very
|
||
+expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
|
||
+could be worth about the same as an exorbitant item.
|
||
+
|
||
+### DUNGEONS, CASTLES, AND KEEPS
|
||
+
|
||
+This section describes several kinds of common physical features and their game stats. Any of these levels can be
|
||
+adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
|
||
+reinforced by magic so its level is higher, and so on.
|
||
+
|
||
+### WALLS
|
||
+
|
||
+Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
|
||
+by a creature). Anything describing walls in this section also applies to ceilings and floors.
|
||
+
|
||
+- Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
|
||
+ blindly (hindered by four steps), but it's usually easier to break a hole in the wall and attack through the hole.
|
||
+ Paper walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a
|
||
+ paper wall, and a cloth wall is probably level 2.
|
||
+
|
||
+- Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a
|
||
+ partition within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might
|
||
+ be level 5. Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing
|
||
+ weapons (attacks are hindered).
|
||
+
|
||
+- Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold
|
||
+ them in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a
|
||
+ cave wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to
|
||
+ suit their needs for a living space. Some constructed stone walls are reinforced with metal bars on the surface or
|
||
+ built inside, increasing its level to 7. Stone walls are vulnerable to piercing weapons (attacks are eased) but
|
||
+ resistant to bashing and slashing weapons (attacks are hindered).
|
||
+
|
||
+- Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
|
||
+
|
||
+### DOORS
|
||
+
|
||
+Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
|
||
+their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
|
||
+the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
|
||
+
|
||
+- Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to
|
||
+ keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple
|
||
+ planks nailed together on a frame or with support struts. Wooden doors of all strengths are vulnerable to fire
|
||
+ (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
|
||
+
|
||
+- Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or
|
||
+ shop.
|
||
+
|
||
+- Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An
|
||
+ especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
|
||
+
|
||
+- Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a
|
||
+ center point. They are common in places like dungeons where wood and metal are scarce. Stone doors are vulnerable to
|
||
+ piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
|
||
+
|
||
+- Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
|
||
+ king's tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
|
||
+
|
||
+- Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
|
||
+ archers to fire at the creatures trapped by it. They're also useful in closing access to a waterway without impacting
|
||
+ its flow. A wooden portcullis is relatively fragile and usually isn't meant to keep anyone out for long.
|
||
+
|
||
+- Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
|
||
+ necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
|
||
+ lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
|
||
+
|
||
+### TRAPS
|
||
+
|
||
+One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
|
||
+
|
||
+### TRIGGERING TRAPS
|
||
+
|
||
+Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
|
||
+Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
|
||
+activates.
|
||
+
|
||
+### FINDING TRAPS
|
||
+
|
||
+Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
|
||
+presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
|
||
+dangers are present.
|
||
+
|
||
+Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
|
||
+before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
|
||
+traps the GM has in their path. Allowing characters to passively search in this way means the players don't have to keep
|
||
+stating over and over that they're looking for traps. The drawback for them is that it takes them more time to get
|
||
+anywhere (which means time-based special abilities and cyphers will run out sooner).
|
||
+
|
||
+Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it.
|
||
+Active searching takes about one round for each immediate area searched. Rather than having the players make separate
|
||
+rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the
|
||
+trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
|
||
+they've resolved the first trap.
|
||
+
|
||
+### DISABLING, DAMAGING, AND BYPASSING TRAPS
|
||
+
|
||
+A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
|
||
+same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
|
||
+and much harder to disable. Traps are objects and use the object damage track. Characters can attack a trap with weapons
|
||
+or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of
|
||
+sabotage (such as hammering a piton into a groove where a blade springs out). Magical traps can be damaged or disabled
|
||
+with special abilities.
|
||
+
|
||
+Instead of disabling a trap, a character can try to bypass it so they and their allies can get past it without
|
||
+triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is
|
||
+hindered by two steps
|
||
+
|
||
+Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap's target is the acting
|
||
+character, and the trap's attack is eased because the character placed themselves in harm's way
|
||
+
|
||
+Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
|
||
+hindered by two additional steps).
|
||
+
|
||
+### UNDERSTANDING THE LISTINGS
|
||
+
|
||
+The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
|
||
+standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
|
||
+from the listing.
|
||
+
|
||
+Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
|
||
+reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
|
||
+(always three times the trap's level).
|
||
+
|
||
+Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
|
||
+it has a limited number of uses, and so on.
|
||
+
|
||
+Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
|
||
+attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
|
||
+if it's the normal amount for a trap of its level.
|
||
+
|
||
+Modifications: Use these numbers when a trap's information says to use a different target number. For example, a level 4
|
||
+trap might say "defends as level 5," which means PCs attacking it or trying to disable it must roll a target number of
|
||
+15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap's attacks, defenses, and
|
||
+stealth (how hard or easy it is to notice the trap).
|
||
+
|
||
+GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
|
||
+possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
|
||
+
|
||
+### COMMON TRAP POISONS
|
||
+
|
||
+- Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
|
||
+ and one hour.
|
||
+
|
||
+- Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute,
|
||
+ ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
|
||
+
|
||
+- Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
|
||
+
|
||
+- Debilitating: The poison hinders all of the creature's actions by one or two steps if they fail a defense roll. (Some
|
||
+ poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
|
||
+ are ten minutes, one hour, and ten hours.
|
||
+
|
||
+- Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense
|
||
+ roll.
|
||
+
|
||
+- Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has
|
||
+ passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The
|
||
+ ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a
|
||
+ defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point
|
||
+ every round.
|
||
+
|
||
+- Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might
|
||
+ leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten
|
||
+ minutes, one hour, and ten hours.
|
||
+
|
||
+- Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
|
||
+ hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
|
||
+ time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and
|
||
+ then making them groggy for an hour, even if they're awakened early).
|
||
+
|
||
+### ARROW 4 (12)
|
||
+
|
||
+Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
|
||
+hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
|
||
+for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be
|
||
+triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap
|
||
+releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
|
||
+
|
||
+Damage Inflicted: 4 points
|
||
+
|
||
+Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
|
||
+
|
||
+GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
|
||
+or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
|
||
+
|
||
+### CRUSHING WALL 6 (18)
|
||
+
|
||
+A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
|
||
+could be built in its place).
|
||
+
|
||
+A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks)
|
||
+falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
|
||
+so that triggering the trap makes the area impassible.
|
||
+
|
||
+ A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
|
||
+Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
|
||
+difficult terrain.
|
||
+
|
||
+Damage Inflicted: 6 points (ignores Armor)
|
||
+
|
||
+GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they
|
||
+can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
|
||
+and can now reach the characters.
|
||
+
|
||
+### DISINTEGRATION 7 (21)
|
||
+
|
||
+A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
|
||
+any object destroyed by it) turns to dust.
|
||
+
|
||
+Damage Inflicted: 15 points
|
||
+
|
||
+GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
|
||
+ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
|
||
+
|
||
+### EXPLOSIVE GLYPH 4 (12)
|
||
+
|
||
+A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
|
||
+acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
|
||
+unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of
|
||
+electrified salt water, or a gout of burning oil.
|
||
+
|
||
+Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if
|
||
+they make their defense roll.
|
||
+
|
||
+Modifications: Stealth as level 5
|
||
+
|
||
+GM Intrusion: The glyph marks the character's face with a symbol indicating they are a thief. The glyph makes the
|
||
+character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
|
||
+curse is removed.
|
||
+
|
||
+### FLOODING ROOM 4 (12)
|
||
+
|
||
+Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
|
||
+creatures in it begin to drown.
|
||
+
|
||
+A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
|
||
+or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
|
||
+starting to suffocate. (Restoring the air allows the characters to awaken, but doesn't move them back up the damage
|
||
+track.)
|
||
+
|
||
+Damage Inflicted: None until drowning starts
|
||
+
|
||
+Modifications: Defends as level 7
|
||
+
|
||
+GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
|
||
+fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
|
||
+
|
||
+### MANGLER 3 (9)
|
||
+
|
||
+A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
|
||
+hindering all actions requiring that hand by one or two steps.
|
||
+
|
||
+A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
|
||
+trapdoor, reducing their movement speed by half.
|
||
+
|
||
+ Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
|
||
+character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
|
||
+lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
|
||
+instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
|
||
+have a glue pot stuck on their hand or foot.
|
||
+
|
||
+Damage Inflicted: 3 points, plus lasting damage
|
||
+
|
||
+Modifications: Stealth as level 4
|
||
+
|
||
+GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they
|
||
+fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
|
||
+poison.
|
||
+
|
||
+### NET 3 (9)
|
||
+
|
||
+A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
|
||
+traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
|
||
+
|
||
+A variant of this trap is a snare made of sturdy cord or wire.
|
||
+
|
||
+Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense
|
||
+roll to break or escape the net)
|
||
+
|
||
+Modifications: Attacks as level 5, defends as level 2
|
||
+
|
||
+GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The
|
||
+net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
|
||
+round.
|
||
+
|
||
+### PIT 4 (12)
|
||
+
|
||
+A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
|
||
+multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
|
||
+areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other
|
||
+debris.
|
||
+
|
||
+A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when
|
||
+enough weight reaches the middle section.
|
||
+
|
||
+Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
|
||
+
|
||
+GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor
|
||
+closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased,
|
||
+hindering attempts to climb out by two steps. A dangerous creature is at the bottom of the pit (or in a room adjacent to
|
||
+it). The pit is filled with poison gas. The trapdoor detaches and falls into the pit, inflicting 1 point of ambient
|
||
+damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
|
||
+falls in.
|
||
+
|
||
+### POISON GAS 3 (9)
|
||
+
|
||
+The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
|
||
+harm, it is likely that the character won't realize at first that they've sprung a trap.
|
||
+
|
||
+A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
|
||
+torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap's level.
|
||
+
|
||
+A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
|
||
+creatures.
|
||
+
|
||
+Damage Inflicted: As poison
|
||
+
|
||
+Modifications: Stealth as level 5
|
||
+
|
||
+GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after
|
||
+exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
|
||
+companions for enemies, until they make an Intellect defense roll. The gas is flammable.
|
||
+
|
||
+### POISON NEEDLE 5 (15)
|
||
+
|
||
+A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
|
||
+mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
|
||
+
|
||
+Damage Inflicted: 1 point (plus poison)
|
||
+
|
||
+Modifications: Stealth as level 6
|
||
+
|
||
+GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap
|
||
+releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
|
||
+instead of a poisoned needle, affecting all nearby characters.
|
||
+
|
||
+### PORTCULLIS 5 (15)
|
||
+
|
||
+An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
|
||
+creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
|
||
+hindered. Otherwise, it is even chances what side they end up on.
|
||
+
|
||
+A variant of this trap is a solid wall. A magical variant is a force field.
|
||
+
|
||
+Damage Inflicted: 5 points
|
||
+
|
||
+GM Intrusion: The portcullis impales the character, trapping them beneath it until it is lifted or destroyed. The
|
||
+portcullis is electrified, inflicting 1 point of damage each time it is touched or attacked with flesh or a metal
|
||
+object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
|
||
+enemies to make ranged attacks on the trapped character.
|
||
+
|
||
+### ROLLING BOULDER 6 (12)
|
||
+
|
||
+A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
|
||
+the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
|
||
+
|
||
+A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several
|
||
+times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and
|
||
+becomes an obstacle.
|
||
+
|
||
+Damage Inflicted: 6 points
|
||
+
|
||
+Modifications: Defends as level 7
|
||
+
|
||
+GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character's
|
||
+location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
|
||
+is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
|
||
+which jump out as it moves and attack nearby creatures.
|
||
+
|
||
+### SLICING BLADE 5 (15)
|
||
+
|
||
+A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
|
||
+(such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
|
||
+the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
|
||
+nearby that allows a creature to reset it manually.
|
||
+
|
||
+Damage Inflicted: 5 points
|
||
+
|
||
+Modifications: Attacks as level 6
|
||
+
|
||
+GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The
|
||
+blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
|
||
+the initial attack until it is healed.
|
||
+
|
||
+### SLIDING STAIR 4 (12)
|
||
+
|
||
+A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
|
||
+near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
|
||
+resets after a minute or has a manual reset lever at the top or bottom of the stairs.
|
||
+
|
||
+Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
|
||
+
|
||
+GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out
|
||
+between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
|
||
+the stairs after the sliding character, inflicting an additional 3 points of damage.
|
||
+
|
||
+### SNAKE PIT 4 (12)
|
||
+
|
||
+The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
|
||
+immediately attack the character and perhaps others in the area.
|
||
+
|
||
+Damage Inflicted: As per the swarm of snakes
|
||
+
|
||
+GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
|
||
+Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
|
||
+
|
||
+### SPEAR 4 (12)
|
||
+
|
||
+The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
|
||
+version of an arrow trap, and the same suggestions for that trap apply to this one.)
|
||
+
|
||
+Damage Inflicted: 6 points
|
||
+
|
||
+Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
|
||
+
|
||
+GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points
|
||
+of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
|
||
+falling block or an electrical shock
|
||
+
|
||
+### TELEPORTER 6 (18)
|
||
+
|
||
+The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
|
||
+oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
|
||
+usually reserved for trapping creatures for interrogation.
|
||
+
|
||
+Damage Inflicted: None
|
||
+
|
||
+GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage
|
||
+(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.
|
||
+
|
||
### ADDITIONAL FANTASY EQUIPMENT
|
||
|
||
In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time
|
||
@@ -18406,6 +19566,16 @@
|
||
| Other Items | Notes |
|
||
| Sailing ship (small) | |
|
||
|
||
+### STARTING GOLD PIECES FOR CHARACTERS
|
||
+
|
||
+Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
|
||
+
|
||
+Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
|
||
+
|
||
+Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
|
||
+
|
||
+Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
|
||
+
|
||
### MEDIEVAL FANTASY EQUIPMENT
|
||
|
||
| Category | GP Value |
|
||
@@ -18416,6 +19586,479 @@
|
||
| Very expensive | 1,000–10,000 gp |
|
||
| Exorbitant | 10,000+ gp |
|
||
|
||
+#### 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 | |
|
||
+
|
||
+### RANDOM WEAPON TABLE
|
||
+
|
||
+If the GM needs to randomly determine the weapon a creature or treasure trove has, use the following table.
|
||
+
|
||
+| d100 | Weapon |
|
||
+|--------|----------------|
|
||
+| 01-06 | Battleaxe |
|
||
+| 07 | Blowgun |
|
||
+| 08-13 | Bow |
|
||
+| 14-20 | Broadsword |
|
||
+| 21-23 | Club |
|
||
+| 24 | Crank crossbow |
|
||
+| 25-31 | Dagger |
|
||
+| 32-34 | Flail |
|
||
+| 35-36 | Greataxe |
|
||
+| 37-42 | Greatsword |
|
||
+| 43-48 | Hammer |
|
||
+| 49 | Hand crossbow |
|
||
+| 50-55 | Handaxe |
|
||
+| 56-59 | Heavy crossbow |
|
||
+| 60-61 | Heavy mace |
|
||
+| 62-63 | Javelin |
|
||
+| 64-67 | Light crossbow |
|
||
+| 68-71 | Mace |
|
||
+| 72-74 | Maul |
|
||
+| 75 | Net |
|
||
+| 76 | Pick |
|
||
+| 77-79 | Polearm |
|
||
+| 80-81 | Quarterstaff |
|
||
+| 82-84 | Rapier |
|
||
+| 85-87 | Scimitar |
|
||
+| 88 | Sickle |
|
||
+| 89-91 | Sling |
|
||
+| 92-96 | Spear |
|
||
+| 97 | Throwing dart |
|
||
+| 98-99 | Trident |
|
||
+| 00 | Whip |
|
||
+
|
||
+> It's more fun if a character finds an improved version of a weapon they like instead of a weapon they're not familiar
|
||
+> with.
|
||
+
|
||
+### 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 |
|
||
+
|
||
+### ANIMALS AND GEAR DESCRIPTIONS
|
||
+
|
||
+Draft horse: A strong horse able to carry or pull heavy loads.
|
||
+
|
||
+Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
|
||
+intruders than it is for accompanying adventurers into dangerous locations.
|
||
+
|
||
+Pony: A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving
|
||
+as a mount for a smaller-than-human creature such as a dwarf or halfling.
|
||
+
|
||
+Riding horse: A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in
|
||
+combat.
|
||
+
|
||
+Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
|
||
+such as a chariot.
|
||
+
|
||
+### ANIMALS AND GEAR
|
||
+
|
||
+| Item | Price |
|
||
+|--------------|------------|
|
||
+| Draft horse | 50 gp |
|
||
+| Guard dog | 25 gp |
|
||
+| Pony | 30 gp |
|
||
+| Riding horse | 75 gp |
|
||
+| Saddle | 10 gp |
|
||
+| Warehouse | 300-500 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 |
|
||
+
|
||
### FANTASY CYPHERS
|
||
|
||
Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
|
||
@@ -18703,6 +20346,115 @@
|
||
swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a
|
||
template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.
|
||
|
||
+If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
|
||
+be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers,
|
||
+there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to
|
||
+collect all of the legendary items carried by a famous hero.
|
||
+
|
||
+The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
|
||
+tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
|
||
+major items (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the
|
||
+minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
|
||
+table.
|
||
+
|
||
+### MINOR FANTASY ARTIFACTS TABLE
|
||
+
|
||
+| 01-02 | Adamantine rope |
|
||
+|-------|-------------------------|
|
||
+| 03-06 | Alchemist bag |
|
||
+| 07-09 | Armored cloth |
|
||
+| 10-15 | Belt of strength |
|
||
+| 16-18 | Bounding boots |
|
||
+| 19-21 | Cat's eye spectacles |
|
||
+| 22-24 | Cloak of elfkind |
|
||
+| 25-26 | Coil of endless rope |
|
||
+| 27-28 | Crown of the mind |
|
||
+| 34 | Crystal ball |
|
||
+| 35-37 | Deflecting shield |
|
||
+| 38-40 | Elfblade |
|
||
+| 41-43 | Enchanted armor |
|
||
+| 44-49 | Exploding arrow |
|
||
+| 50-55 | Gloves of agility |
|
||
+| 56-58 | Gruelmake |
|
||
+| 59-60 | Helm of water breathing |
|
||
+| 61-66 | Mastercraft armor |
|
||
+| 67-72 | Mastercraft weapon |
|
||
+| 73-75 | Mindshield helment |
|
||
+| 76-77 | Pack of storage |
|
||
+| 78-79 | Poisoner's touch |
|
||
+| 80-85 | Protection amulet |
|
||
+| 86-87 | Shield of two skies |
|
||
+| 88-92 | Skill ring |
|
||
+| 93 | Soulflaying weapon\* |
|
||
+| 94-96 | Sovereign key |
|
||
+| 97-98 | Tunneling gauntlets |
|
||
+| 99 | Vorpal sword |
|
||
+| 00 | Whisperer in the ether |
|
||
+
|
||
+### MAJOR FANTASY ARTIFACTS TABLE
|
||
+
|
||
+| 01-03 | Angelic ward\* |
|
||
+|-------|-------------------------------------------------|
|
||
+| 04 | Book of all spells |
|
||
+| 05 | Cloak of Balakar |
|
||
+| 06-07 | Crown of eyes |
|
||
+| 08 | Death's scythe |
|
||
+| 09-10 | Demonflesh |
|
||
+| 11 | Demonic rune blade |
|
||
+| 12-15 | Dragontongue weapon |
|
||
+| 16-18 | Dragontooth soldiers |
|
||
+| 19-20 | Explorer's gloves |
|
||
+| 21-23 | Falcon cloak |
|
||
+| 24-25 | Flying carpet |
|
||
+| 26-27 | Ghostly armor |
|
||
+| 28-30 | Guardian idol |
|
||
+| 31-33 | Hand of glory |
|
||
+| 34-36 | Horn of thunder |
|
||
+| 37-39 | Instant ladder |
|
||
+| 40-43 | Lightening hammer |
|
||
+| 44-47 | Necromantic wand |
|
||
+| 48-50 | Ring of dragon's flight\* |
|
||
+| 51-53 | Ring of fall flourishing |
|
||
+| 54-56 | Ring of invisibility |
|
||
+| 57 | Ring of wishes |
|
||
+| 58-60 | Smooth stepping boots |
|
||
+| 61-62 | Soul-stealing knife |
|
||
+| 63-65 | Spellbook of elemental summoning |
|
||
+| 66 | Spellbook of the amber mage\* |
|
||
+| 67-69 | Staff of black iron |
|
||
+| 70-74 | Staff of healing |
|
||
+| 75-77 | Staff of the prophet |
|
||
+| 78-79 | Storm shack |
|
||
+| 80-83 | Trap runestone |
|
||
+| 84-88 | Wand of firebolts\* |
|
||
+| 89-93 | Wand of spider's webbing |
|
||
+| 94-97 | Witch's broom |
|
||
+| 98-00 | Roll twice on the Minor Fantasy Artifacts table |
|
||
+
|
||
+\* Artifact found in the Fantasy Artifacts section of the Cypher System
|
||
+
|
||
+### ADAMANTINE ROPE
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: A 50-foot (15 m) length of black rope
|
||
+
|
||
+Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to
|
||
+damage (including attempts to cut it) from anything less than the artifact's level.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### ALCHEMIST BAG
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Embroidered velvet bag
|
||
+
|
||
+Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion
|
||
+bottle or scroll case. These cyphers do not count against a character's cypher limit.
|
||
+
|
||
+Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
|
||
+
|
||
### ANGELIC WARD
|
||
|
||
Level: 1d6 + 2
|
||
@@ -18716,6 +20468,583 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
+### ARMORED CLOTH
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on)
|
||
+
|
||
+Effect: This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point
|
||
+it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way encumbering).
|
||
+This clothing cannot be worn with armor of any kind.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### BELT OF STRENGTH
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Thick leather belt with a metal buckle and rivets
|
||
+
|
||
+Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5
|
||
+(or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above their
|
||
+normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be
|
||
+restored with recovery rolls, healing magic, or similar effects).
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### BOOK OF ALL SPELLS
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Weighty tome filled with pages of spell runes
|
||
+
|
||
+Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
|
||
+of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
|
||
+
|
||
+When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
|
||
+following table, then rolling on the indicated table in the Cypher System Reference Document:
|
||
+
|
||
+| d6 | Cypher Type |
|
||
+|-----|------------------------------------|
|
||
+| 1–2 | Roll on the Manifest Cypher table |
|
||
+| 3-5 | Roll on the Fantastic Cypher table |
|
||
+| 6 | Roll on the Subtle Cypher table |
|
||
+
|
||
+The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't
|
||
+remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
|
||
+
|
||
+As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
|
||
+said that turning to the last page makes the book vanish and appear somewhere else in the world.
|
||
+
|
||
+The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to
|
||
+copy, remove, or destroy a page only makes the book turn to a later page on its own.
|
||
+
|
||
+Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by
|
||
+1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
|
||
+later page, or disappear and reappear somewhere else in the world.)
|
||
+
|
||
+### BOUNDING BOOTS
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Sturdy but flexible boots
|
||
+
|
||
+Effect: The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping
|
||
+and running (easing one of these skills by two steps if the artifact is level 6 or higher).
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### CAT'S EYE SPECTACLES
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Pair of dark crystalline spectacles in a dull wooden frame
|
||
+
|
||
+Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
|
||
+short range (or to long range if the artifact is level 5 or higher).
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### CLOAK OF BALAKAR
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Blue cloak with elaborate designs suggesting blowing wind
|
||
+
|
||
+Effect: The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
|
||
+wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to half the
|
||
+artifact's level.
|
||
+
|
||
+Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
|
||
+
|
||
+### CLOAK OF ELFKIND
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Thin greyish-green cloak with a cowl and clasp
|
||
+
|
||
+Effect: When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of
|
||
+everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
|
||
+sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+### CLOAK OF FINERY
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Multilayered cloak of glittering material
|
||
+
|
||
+Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
|
||
+in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their grammar,
|
||
+granting an asset to all interaction tasks for the next minute.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+### COIL OF ENDLESS ROPE
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Coil of rope
|
||
+
|
||
+Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
|
||
+no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
|
||
+depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or two.
|
||
+
|
||
+Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
|
||
+
|
||
+### CROWN OF EYES
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Metallic circlet set with several crystal spheres
|
||
+
|
||
+Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
|
||
+around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows
|
||
+the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all
|
||
+perception tasks.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+### CROWN OF THE MIND
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Crown, circlet, headband, diadem, or amulet
|
||
+
|
||
+Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5
|
||
+(or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
|
||
+normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
|
||
+be restored with recovery rolls, healing magic, or similar effects).
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### CRYSTAL BALL
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Melon-sized crystalline or glass orb, with or without a support stand
|
||
+
|
||
+Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
|
||
+task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user
|
||
+must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only indistinct or
|
||
+misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be
|
||
+viewed, and how far away they are.
|
||
+
|
||
+| Familiarity | |
|
||
+|----------------------------------|----------|
|
||
+| Only have name or description | Hindered |
|
||
+| Target has been visited | Eased |
|
||
+| Target is well known to the user | Eased |
|
||
+| Availability | |
|
||
+| Target is willing | Eased |
|
||
+| Target is unwilling | Hindered |
|
||
+| Distance | |
|
||
+| More than 1 mile | Hindered |
|
||
+| More than 10 miles | Hindered |
|
||
+| More than 100 miles | Hindered |
|
||
+
|
||
+These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
|
||
+unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
|
||
+
|
||
+ The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
|
||
+activated again.
|
||
+
|
||
+In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
|
||
+communication with the viewed area. All creatures in the area can sense the user's presence and hear their voice, and
|
||
+the creatures can speak to and be heard by the user.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
|
||
+against a directly harmful mental spell.
|
||
+
|
||
+### DEATH'S SCYTHE
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Double-handed scythe
|
||
+
|
||
+Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits.
|
||
+In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a
|
||
+higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the
|
||
+scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three
|
||
+levels of Effort.
|
||
+
|
||
+Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
|
||
+
|
||
+Death manifestation: level 7
|
||
+
|
||
+### DEMONFLESH
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Ball of black leather with vein-like red streaks
|
||
+
|
||
+Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
|
||
+leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
|
||
+invisible, they are specialized in stealth and Speed defense tasks. This effect ends if they do something to reveal
|
||
+their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this
|
||
+occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The
|
||
+wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores
|
||
+most Armor, but Armor made to ward against evil or demonic attacks should work against it.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
|
||
+
|
||
+### DEMONIC RUNE BLADE
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Sword inscribed with demonic runes
|
||
+
|
||
+Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
|
||
+sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and
|
||
+dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
|
||
+and it inflicts 4 additional points of damage (for a total of 8 points).
|
||
+
|
||
+If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its energy to
|
||
+the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
|
||
+the wielder to exceed their normal Might Pool and Might Edge stats.
|
||
+
|
||
+If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
|
||
+attack roll of 1).
|
||
+
|
||
+Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
|
||
+abilities can be recharged if it kills an "innocent" creature)
|
||
+
|
||
+### DRAGONTONGUE WEAPON
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
|
||
+
|
||
+Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
|
||
+hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
|
||
+inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
|
||
+activation.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+### DRAGONTOOTH SOLDIERS
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Burlap bag containing a handful of large reptilian teeth
|
||
+
|
||
+ Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
|
||
+user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
|
||
+tooth drawn requires a separate depletion roll.
|
||
+
|
||
+Depletion: 1 in 1d10
|
||
+
|
||
+Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
|
||
+spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
|
||
+
|
||
+### ELFBLADE
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Medium sword
|
||
+
|
||
+Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
|
||
+points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
|
||
+sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
|
||
+are within 300 feet (90 m). Depletion: —
|
||
+
|
||
+### ENCHANTED ARMOR L
|
||
+
|
||
+evel: 1d6 + 3
|
||
+
|
||
+Form: Full suit of light, medium, or heavy armor
|
||
+
|
||
+Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
|
||
+It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact
|
||
+is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so
|
||
+enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
|
||
+higher).
|
||
+
|
||
+The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, such as
|
||
+heat or cold damage (but not Intellect damage).
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### EXPLODING ARROW
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Arrow with runes carved on the shaft and head
|
||
+
|
||
+Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
|
||
+d100 to determine the type of damage.
|
||
+
|
||
+| 01-20 | Acid |
|
||
+|-------|--------------------------------|
|
||
+| 21-40 | Electricity |
|
||
+| 41-60 | Cold |
|
||
+| 61-90 | Fire |
|
||
+| 91-00 | Necromantic (harms only flesh) |
|
||
+
|
||
+Depletion: Automatic
|
||
+
|
||
+One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher limit.
|
||
+
|
||
+An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
|
||
+
|
||
+### EXPLORER'S GLOVES
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Thick but flexible-fingered leather gloves
|
||
+
|
||
+Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
|
||
+while the gloves are activated, but taking any other action while climbing requires a new activation.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+### FALCON CLOAK
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Cloak made of feathers
|
||
+
|
||
+Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
|
||
+distance each round, or up to 60 miles (97 km) per hour when traveling overland.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+Most magic items that turn a character into a different creature make it difficult to use any of the character's special
|
||
+abilities (other than skills) in that form.
|
||
+
|
||
+### FLYING CARPET
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
|
||
+
|
||
+Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
|
||
+activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+### GHOSTLY ARMOR
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Full suit of light, medium, or heavy armor
|
||
+
|
||
+Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
|
||
+It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would
|
||
+normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
|
||
+
|
||
+When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
|
||
+artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
|
||
+character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
|
||
+defense.
|
||
+
|
||
+Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
|
||
+provides its full Armor value)
|
||
+
|
||
+To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
|
||
+
|
||
+### GLOVES OF AGILITY
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Supple leather or cloth gloves
|
||
+
|
||
+Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5
|
||
+(or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
|
||
+normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
|
||
+restored with recovery rolls, healing magic, or similar effects).
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### GRUELMAKER
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Clay bowl stamped with symbols of fish and birds
|
||
+
|
||
+Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
|
||
+person for one day (or two people if the artifact is level 5 or higher).
|
||
+
|
||
+Depletion: 1 in 1d10
|
||
+
|
||
+### GUARDIAN IDOL
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
|
||
+
|
||
+Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
|
||
+activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
|
||
+shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within long range, it
|
||
+spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
|
||
+to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
|
||
+twenty-four hours or until it has made one hundred attacks, whichever comes first.
|
||
+Depletion: Automatic
|
||
+
|
||
+### HAND OF GLORY
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Dried humanoid hand with candle-tip fingers
|
||
+
|
||
+Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the
|
||
+hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
|
||
+unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
|
||
+snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
|
||
+invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or barred door or a
|
||
+container whose level is less than or equal to the hand's level becomes unlocked when touched by the hand.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+### HELM OF WATER BREATHING
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Green metal helm with a scaly or fishy motif Effect: The wearer's head is enveloped in a tight bubble of air that
|
||
+constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
|
||
+
|
||
+Depletion: 1–2 in 1d100 (check each day)
|
||
+
|
||
+### HORN OF THUNDER
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Large signal horn banded with metal and carved with runes
|
||
+
|
||
+Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
|
||
+m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one
|
||
+round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m).
|
||
+Larger objects might also be toppled.
|
||
+
|
||
+Depletion: 1 in 1d10
|
||
+
|
||
+### INSTANT LADDER
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Small lightweight metal rod with gem buttons
|
||
+
|
||
+Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long.
|
||
+The ladder can be transformed back into its rod form from either end.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
|
||
+sequence to expand or collapse it.
|
||
+
|
||
+### LIGHTNING HAMMER
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Massive silver hammer that crackles with electricity
|
||
+
|
||
+Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
|
||
+weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10
|
||
+points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity
|
||
+outward that deal 5 points of damage to everyone within short range.
|
||
+
|
||
+Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
|
||
+
|
||
+### MASTERCRAFT ARMOR
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Armor of exceptional quality
|
||
+
|
||
+Effect: This armor grants its wearer an asset for Speed defense rolls.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### MASTERCRAFT WEAPON
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Weapon of exceptional quality
|
||
+
|
||
+Effect: This weapon grants its wielder an asset for attack rolls made with it.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality,
|
||
+or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
|
||
+Equipment, page 34.
|
||
+
|
||
+### MINDSHIELD HELMET
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Lightweight cloth, leather, or metal helmet
|
||
+
|
||
+Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer's
|
||
+mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### NECROMANTIC WAND
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Bone wand carved with runes
|
||
+
|
||
+Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
|
||
+materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely
|
||
+destroyed.
|
||
+
|
||
+This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
|
||
+but each "round of ammo" used or each additional target selected requires an additional depletion roll.
|
||
+
|
||
+Depletion: 1 in 1d10
|
||
+
|
||
+### PACK OF STORAGE
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Leather backpack or haversack with multiple pockets
|
||
+
|
||
+Effect: This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
|
||
+on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
|
||
+as much as it is holding.
|
||
+
|
||
+Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
|
||
+pack)
|
||
+
|
||
+### POISONER'S TOUCH
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Very thin transparent glove with faint markings
|
||
+
|
||
+Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
|
||
+on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed
|
||
+damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the
|
||
+damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
|
||
+
|
||
+Depletion: 1 in 1d10
|
||
+
|
||
+### PROTECTION AMULET
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Stylized amulet worn on a chain
|
||
+
|
||
+Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
|
||
+of damage the amulet protects against.
|
||
+
|
||
+| 1-4 | Acid |
|
||
+|-------|-------------|
|
||
+| 5-8 | Cold |
|
||
+| 9-12 | Electricity |
|
||
+| 13-16 | Fire |
|
||
+| 17-20 | Poison |
|
||
+
|
||
+Depletion: 1 in 1d6 (check each time the amulet reduces damage)
|
||
+
|
||
### RING OF DRAGON'S FLIGHT
|
||
|
||
Level: 1d6 + 2
|
||
@@ -18727,6 +21056,89 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
+### RING OF FALL FLOURISHING
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Gold band inscribed with feather wreath
|
||
+
|
||
+Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+### RING OF INVISIBILITY
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Gold band inscribed with characters that are revealed only if ring is heated
|
||
+
|
||
+Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
|
||
+and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+### RING OF WISHES
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Plain gold band
|
||
+
|
||
+Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
|
||
+level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more
|
||
+likely the GM will limit its effect.)
|
||
+
|
||
+Depletion: 1–3 in 1d6
|
||
+
|
||
+### SHIELD OF TWO SKIES
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Small hexagonal amulet
|
||
+
|
||
+Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
|
||
+cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+### SKILL RING
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Ring carved with sigils appropriate to its granted skill
|
||
+
|
||
+Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion.
|
||
+This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### SMOOTH-STEPPING BOOTS
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Pair of boots
|
||
+
|
||
+Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
|
||
+speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard
|
||
+surfaces (even vertically or upside down) as if under normal gravity.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+### SOUL-STEALING KNIFE
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Night-black blade in which distant stars are sometimes visible
|
||
+
|
||
+Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
|
||
+inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a target to
|
||
+0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three days, after which
|
||
+time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
|
||
+
|
||
+As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
|
||
+yet consumed. After answering the third question, the soul is consumed.
|
||
+
|
||
+Depletion: 1 in 1d20 (check each activation)
|
||
+
|
||
### SOULFLAYING WEAPON
|
||
|
||
Level: 1d6 + 1
|
||
@@ -18739,6 +21151,18 @@
|
||
|
||
Depletion: 1 in 1d100
|
||
|
||
+### SOVEREIGN KEY
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Slender golden key
|
||
+
|
||
+Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
|
||
+glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less
|
||
+than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
|
||
+
|
||
+Depletion: 1 in 1d10
|
||
+
|
||
### SPELLBOOK OF THE AMBER MAGE
|
||
|
||
Level: 1d6
|
||
@@ -18752,6 +21176,133 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
+### SPELLBOOK OF ELEMENTAL SUMMONING
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Weighty tome filled with pages of spell runes
|
||
+
|
||
+Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
|
||
+of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
|
||
+summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book.
|
||
+
|
||
+Depletion: 1–3 in 1d20
|
||
+
|
||
+### STAFF OF BLACK IRON
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Staff of black iron set with an eye-shaped crystal headpiece
|
||
+
|
||
+Effect: The wielder can use an action to gain one of the following effects.
|
||
+
|
||
+Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
|
||
+target follows any suggestion during its next turn that doesn't cause direct harm to itself or its allies.
|
||
+
|
||
+Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
|
||
+inflicting damage equal to the artifact level.
|
||
+
|
||
+Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
|
||
+rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the staff is sufficient.
|
||
+
|
||
+The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
|
||
+lightning), but each requires a separate activation and depletion roll.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+### STAFF OF HEALING
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Wooden staff capped with a golden icon
|
||
+
|
||
+Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
|
||
+the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a
|
||
+free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
|
||
+
|
||
+Depletion: 1 in 1d10
|
||
+
|
||
+### STAFF OF THE PROPHET
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Short wooden staff
|
||
+
|
||
+Effect: The staff has three abilities, each of which requires an action to activate.
|
||
+
|
||
+Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000
|
||
+feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder
|
||
+can collapse it as an action.
|
||
+
|
||
+Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
|
||
+attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
|
||
+failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't do anything a regular snake
|
||
+couldn't do.
|
||
+Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
|
||
+natural spring in the ground.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+### STORM SHACK
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Miniature model of a simple wooden shack
|
||
+
|
||
+Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
|
||
+feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
|
||
+inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
|
||
+duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
|
||
+artifact's level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
|
||
+model, which can be taken and reused.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+### TRAP RUNESTONE
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Pouch with chalk, sealing wax, and an engraved runestone
|
||
+
|
||
+Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap.
|
||
+First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task
|
||
+to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct
|
||
+position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an
|
||
+explosive spell scroll, a poisonous potion, and so on.
|
||
+
|
||
+The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
|
||
+runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
|
||
+artifact's trigger might be based on a creature's size or weight, a level 5 artifact can trigger based on a specific
|
||
+type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
|
||
+
|
||
+Depletion: Automatic
|
||
+
|
||
+### TUNNELING GAUNTLETS
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Oversized pair of metallic gauntlets with broad nails
|
||
+
|
||
+Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
|
||
+can burrow through most soils and even some stone, but only through material whose level is lower than the artifact
|
||
+level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After
|
||
+that, the tunnel is subject to collapse.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+### VORPAL SWORD
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Long sword that sometimes whispers and snickers aloud
|
||
+
|
||
+Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
|
||
+Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is
|
||
+decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a
|
||
+different effect).
|
||
+
|
||
+Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
|
||
+
|
||
### WAND OF FIREBOLTS
|
||
|
||
Level: 1d6 + 2
|
||
@@ -18763,6 +21314,425 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
+### WAND OF SPIDER'S WEBBING
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: White oak wand
|
||
+
|
||
+Effect: This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to
|
||
+nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is higher than
|
||
+the wand's level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
|
||
+it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
|
||
+was caught within it.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+### WHISPERER IN THE ETHER
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Small crystal
|
||
+
|
||
+Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
|
||
+(probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
|
||
+basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day.
|
||
+Sometimes, this translates into an asset on one of the user's actions. For example, the intelligence can suggest the
|
||
+right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
|
||
+door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
|
||
+the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
|
||
+guarding.
|
||
+
|
||
+The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
|
||
+Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
|
||
+reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It cannot see the future, but
|
||
+it can often predict outcomes based on logic.
|
||
+
|
||
+Depletion: 1 in 1d20 (check each day)
|
||
+
|
||
+### WITCH'S BROOM
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: A 6-foot (2 m) long wooden broom
|
||
+
|
||
+Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
|
||
+(160 km) per hour.
|
||
+
|
||
+The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
|
||
+time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
|
||
+minutes.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+### 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.
|
||
+
|
||
+### NEW FOCI
|
||
+
|
||
+Takes Animal Shape: A shapechanger who can take the form of various animals.
|
||
+
|
||
+Tier 1: Animal Shape
|
||
+
|
||
+Tier 2: Communication
|
||
+
|
||
+Tier 2: Soothe the Savage
|
||
+
|
||
+Tier 3: Bigger Animal Shape or Greater Beast Form \[This ability is described in the main portion of the CSOL.\]
|
||
+
|
||
+Tier 4: Animal Scrying
|
||
+
|
||
+Tier 5: Hard to Kill
|
||
+
|
||
+Tier 6: Blurring Speed or Lend Animal Shape
|
||
+
|
||
+Uses Wild Magic: A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
|
||
+
|
||
+Tier 1: Magical Repertoire
|
||
+
|
||
+Tier 1: Cypher Casting
|
||
+
|
||
+Tier 2: Expanded Repertoire
|
||
+
|
||
+Tier 3: Cypher Surge or Faster Wild Magic
|
||
+
|
||
+Tier 4: Expanded Repertoire
|
||
+
|
||
+Tier 5: Magical Training
|
||
+
|
||
+Tier 6: Maximize Cypher or Wild Insight
|
||
+
|
||
+Walks the Wild Woods: An adherent of nature magic who draws on the power and strength of trees.
|
||
+
|
||
+Tier 1: Wilderness Life
|
||
+
|
||
+Tier 1: Patient Recovery
|
||
+
|
||
+Tier 2: Wooden Body
|
||
+
|
||
+Tier 3: Tree Companion or Wilderness Awareness
|
||
+
|
||
+Tier 4: Tree Travel
|
||
+
|
||
+Tier 5: Great Tree
|
||
+
|
||
+Tier 6: Dreadwood or Restorative Bloom
|
||
+
|
||
+Wields an Enchanted Weapon: One who channels magic through or from a weapon to create a unique fighting style.
|
||
+
|
||
+Tier 1: Enchanted Weapon
|
||
+
|
||
+Tier 1: Innate Power
|
||
+
|
||
+Tier 1: Charge Weapon
|
||
+
|
||
+Tier 2: Power Crash
|
||
+
|
||
+Tier 3: Rapid Attack or ThrowEnchanted Weapon
|
||
+
|
||
+Tier 4: Defending Weapon
|
||
+
|
||
+Tier 5: Enchanted Movement
|
||
+
|
||
+Tier 6: Deadly Strike or Spin Attack
|
||
+
|
||
+### NEW ABILITIES
|
||
+
|
||
+Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
|
||
+within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
|
||
+animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
|
||
+establish.
|
||
+
|
||
+Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
|
||
+power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
|
||
+whether to spend the cost for this ability before you make each attack. Enabler.
|
||
+
|
||
+Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
|
||
+creature to affect it. Enabler.
|
||
+
|
||
+Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
|
||
+of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
|
||
+
|
||
+Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
|
||
+
|
||
+Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
|
||
+woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
|
||
+make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
|
||
+source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
|
||
+or until they are attacked. Some creatures without minds might be immune to this fear. Action.
|
||
+
|
||
+Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
|
||
+distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
|
||
+on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
|
||
+pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
|
||
+use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
|
||
+feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
|
||
+that ability and this one increases to very long. Action.
|
||
+
|
||
+Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
|
||
+know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
|
||
+farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
|
||
+only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
|
||
+initiate, ten minutes to complete. Enabler.
|
||
+
|
||
+If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
|
||
+chose this new weapon
|
||
+
|
||
+Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
|
||
+
|
||
+Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
|
||
+cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
|
||
+are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
|
||
+You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
|
||
+
|
||
+Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
|
||
+points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
|
||
+from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
|
||
+necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
|
||
+like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
|
||
+tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
|
||
+tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
|
||
+hiding among normal trees are eased by two steps. Enabler.
|
||
+
|
||
+Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
|
||
+you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
|
||
+instead of your Intellect Edge, as appropriate). Enabler
|
||
+
|
||
+Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
|
||
+transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
|
||
+Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
|
||
+you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
|
||
+into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
|
||
+affected with this ability. Action.
|
||
+
|
||
+A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
|
||
+
|
||
+A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
|
||
+of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
|
||
+change, and the character wouldn't gain any of the creature's magical abilities.
|
||
+
|
||
+Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
|
||
+preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
|
||
+hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
|
||
+preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
|
||
+Enabler.
|
||
+
|
||
+If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
|
||
+whether from preparation or by gaining them automatically as explained in the Cyphers chapter
|
||
+
|
||
+Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
|
||
+spells. Enabler.
|
||
+
|
||
+Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
|
||
+example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
|
||
+only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
|
||
+recovery action. Enabler.
|
||
+
|
||
+Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
|
||
+
|
||
+Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
|
||
+creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
|
||
+a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
|
||
+inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
|
||
+attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
|
||
+level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
|
||
+all targets in the area still take 1 point of damage. Action.
|
||
+
|
||
+Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
|
||
+similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
|
||
+Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
|
||
+produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
|
||
+produce, action to eat.
|
||
+
|
||
+Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
|
||
+or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
|
||
+Enabler.
|
||
+
|
||
+Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
|
||
+creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
|
||
+roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
|
||
+expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
|
||
+Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
|
||
+Action.
|
||
+
|
||
+Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
|
||
+distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
|
||
+can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
|
||
+your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
|
||
+travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
|
||
+and each additional level of Effort beyond that increases it by an additional mile. Action.
|
||
+
|
||
+Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
|
||
+your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
|
||
+gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
|
||
+specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
|
||
+the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
|
||
+ability again until after you've taken a ten-hour recovery action. Enabler.
|
||
+
|
||
+Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
|
||
+benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
|
||
+much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
|
||
+creature of flesh, hindering your Speed defense rolls. Action to change or revert.
|
||
+
|
||
+Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
|
||
+
|
||
+### FANTASY SPECIES
|
||
+
|
||
+For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
|
||
+additional options, which a player can choose for their character in place of their descriptor
|
||
+
|
||
Fantasy SPECIES DESCRIPTORS
|
||
|
||
In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some
|
||
@@ -19151,6 +22121,14 @@
|
||
|
||
### FANTASY CREATURES AND NPCs BY LEVEL
|
||
|
||
+The most important element of each creature or NPC is its level. You use the level to determine the target number a PC
|
||
+must reach to attack or defend against the opponent. In each entry, the target number for the creature is listed in
|
||
+parentheses after its level. The target number is three times the level.
|
||
+
|
||
+A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
|
||
+incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a
|
||
+creature of its level.
|
||
+
|
||
| Level | Name |
|
||
|-------|------------------------|
|
||
| 1 | Goblin\* |
|
||
@@ -19623,6 +22601,84 @@
|
||
exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the
|
||
character.)
|
||
|
||
+### OPTIONAL RULES FOR SCIENCE FICTION
|
||
+
|
||
+### SPACE HAZARDS
|
||
+
|
||
+A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
|
||
+more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
|
||
+
|
||
+### GRAVITY WELL
|
||
+
|
||
+All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
|
||
+hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
|
||
+associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
|
||
+purposes, that's either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
|
||
+
|
||
+Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
|
||
+error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
|
||
+
|
||
+Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
|
||
+trajectory on a failed piloting task, the difficulty determined by the situation.
|
||
+
|
||
+Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
|
||
+the craft to expend additional power to get free (power it may or may not have)
|
||
+
|
||
+### BLACK HOLE
|
||
+
|
||
+Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
|
||
+couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
|
||
+dilation, and being swallowed.
|
||
+
|
||
+Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole's
|
||
+event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
|
||
+thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
|
||
+fantastic tech-rated gravity nullifier isn't in use) suffer 1 point of ambient damage each round.
|
||
+
|
||
+A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
|
||
+Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
|
||
+dilation.
|
||
+
|
||
+Relativistic Time Dialation: From a mechanical perspective, spacecraft that survive close encounters with black holes
|
||
+and return to normal space discover that more time has passed than expected, which could range from fairly
|
||
+inconsequential minutes or hours, to far more serious days, months, years, centuries, or more.
|
||
+
|
||
+Past the Event Horizon: The event horizon is the point of no return, where not even light can escape the clutch of
|
||
+gravity. If a spacecraft falls into a black hole, assuming it is not spaghettified by tidal forces, it is still lost
|
||
+from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
|
||
+post-singularity AI or ancient ultra.
|
||
+
|
||
+### RADIATION BELT/SOLAR FLARE
|
||
+
|
||
+Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
|
||
+causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
|
||
+unexpected exposure.
|
||
+
|
||
+Ship Damage: The ship suffers minor or major damage, requiring repair and perhaps even replacement of parts. This damage
|
||
+is as serious as you require for the purposes of creating an interesting story.
|
||
+
|
||
+Radiation Sickness: When PCs are exposed to intense radiation, they suffer 3 points of ambient radiation damage for each
|
||
+minute the character fails a difficulty 3 Might defense task. If the character fails three such defense rolls during any
|
||
+single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
|
||
+the damage track for each day they fail a Might defense roll until they expire.
|
||
+
|
||
+### ASTEROID/DEBRIS FIELD
|
||
+
|
||
+Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
|
||
+to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
|
||
+fantastic settings, or possibly in solar systems other than Earth's.
|
||
+
|
||
+Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
|
||
+pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
|
||
+collision occurs. Each time a collision occurs, the ship (and possibly its crew) is damaged according to the track laid
|
||
+out below. Collisions are assumed to be major rocks or pieces of debris, or possibly a series of smaller pieces of
|
||
+debris all impacting nearly simultaneously, with one getting through the shielding.
|
||
+
|
||
+Finding Shelter: The best way to find shelter in order to effect repairs, or hide from pursuers, is to try to find an
|
||
+asteroid or piece of debris large enough for the spacecraft to land on or find a crevice to slide into. To land a
|
||
+spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
|
||
+spin, then slide into the cramped space.
|
||
+
|
||
### OPTIONAL RULES: HARDER SCIENCE FICTION
|
||
|
||
Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy.
|
||
@@ -20282,6 +23338,13 @@
|
||
|
||
### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
|
||
|
||
+The most important element of each creature is its level. You use the level to determine the target number a PC must
|
||
+reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in
|
||
+parentheses after its level. The target number is three times the level.
|
||
+
|
||
+A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
|
||
+incapacitated.
|
||
+
|
||
| Level | Name | Tech Rating |
|
||
|-------|-----------------------|-------------|
|
||
| 1 | Space rat | Advanced |
|
||
@@ -24745,6 +27808,613 @@
|
||
If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
|
||
gene (perhaps even multiple copies) and can sense others who have it
|
||
|
||
+### SUPERHERO CHARACTER OPTIONS
|
||
+
|
||
+### NEW FOCI
|
||
+
|
||
+This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
|
||
+are as follows:
|
||
+
|
||
+Copies Superpowers: You can copy others' skills, abilities, and superpowers.
|
||
+
|
||
+Has a Thousand Faces: You can change your appearance to look like anyone else.
|
||
+
|
||
+Ignores Physical Distance: You can teleport from one place to another by briefly passing through a parallel dimension.
|
||
+
|
||
+Sculpts Hard Light: You create physical objects out of hard light that you can use for offense and defense.
|
||
+
|
||
+Shrinks to Minute Size: You can shrink down to the size of a bug and, with enough experience, even smaller.
|
||
+
|
||
+Soars on Amazing Wings: Many superheroes can fly, and some even have wings. You can use your wings for movement,
|
||
+attacks, and defense.
|
||
+
|
||
+Stretches: Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
|
||
+
|
||
+> Takes Animal Shape: You can transform yourself into an animal.
|
||
+
|
||
+Touches the Sky: You can summon storms or break them apart.
|
||
+
|
||
+> Wields an Enchanted Weapon: You have a weapon with strange abilities, and your knowledge of its powers has allowed you
|
||
+> to create a unique style of combat with it.
|
||
+>
|
||
+> Wields Invisible Force: You bend light and manipulate beams of force for offense and defense.
|
||
+
|
||
+### COPIES SUPERPOWERS
|
||
+
|
||
+You can copy others' skills, abilities, and superpowers.
|
||
+
|
||
+Tier 1: Flex Skill
|
||
+
|
||
+Tier 1: Flex Skill
|
||
+
|
||
+Tier 2: Copy Power
|
||
+
|
||
+Tier 3: Steal Power or Wildcard Powers
|
||
+
|
||
+Tier 4: Improved Copying
|
||
+
|
||
+Tier 5: Power Memory
|
||
+
|
||
+Tier 6: Amazing Copying or Multiple
|
||
+
|
||
+Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary
|
||
+powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
|
||
+own fire bolts).
|
||
+
|
||
+### HAS A THOUSAND FACES
|
||
+
|
||
+You can change your appearance to look like anyone else.
|
||
+
|
||
+Tier 1: Face Morph
|
||
+
|
||
+Tier 1: Interaction Skills
|
||
+
|
||
+Tier 2: Body Morph
|
||
+
|
||
+Tier 2: War Flesh
|
||
+
|
||
+Tier 3: Disguise Other or Resilience
|
||
+
|
||
+Tier 4: Ageless
|
||
+
|
||
+Tier 4: Think Your Way Out
|
||
+
|
||
+Tier 5: Memory Becomes Action
|
||
+
|
||
+Tier 6: Divide Your Mind or Infer Thoughts
|
||
+
|
||
+GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
|
||
+
|
||
+### IGNORES PHYSICAL DISTANCE
|
||
+
|
||
+You can teleport from one place to another by briefly passing through a parallel dimension.
|
||
+
|
||
+Tier 1: Dimensional Squeeze
|
||
+
|
||
+Tier 2: Opportunist
|
||
+
|
||
+Tier 3: Defensive Blinking or Teleportation Burst
|
||
+
|
||
+Tier 4: Short Teleportation
|
||
+
|
||
+Tier 5: Medium Teleportation
|
||
+
|
||
+Tier 6: Teleportation or Teleportive Wound
|
||
+
|
||
+GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
|
||
+continues through the teleport, injuring the character.
|
||
+
|
||
+### SCULPTS HARD LIGHT
|
||
+
|
||
+You create physical objects out of hard light that you can use for offense and defense.
|
||
+
|
||
+Tier 1: Automatic Glow
|
||
+
|
||
+Tier 1: Temporary Light
|
||
+
|
||
+Tier 2: Entangling Force
|
||
+
|
||
+Tier 3: Harder Light or Sculpt Light
|
||
+
|
||
+Tier 4: Greater Enhanced Intellect
|
||
+
|
||
+Tier 5: Improved Sculpt Light
|
||
+
|
||
+Tier 6: Defensive Field or Flight
|
||
+
|
||
+GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
|
||
+
|
||
+### SHRINKS TO MINUTE SIZE
|
||
+
|
||
+You can shrink down to the size of a bug and, with enough experience, even smaller.
|
||
+
|
||
+Tier 1: Shrink
|
||
+
|
||
+Tier 1: Beneath Notice
|
||
+
|
||
+Tier 2: Smaller
|
||
+
|
||
+Tier 2: Advantages of Being Small
|
||
+
|
||
+Tier 3: Enlarge or Quick Switch
|
||
+
|
||
+Tier 4: Small Flight
|
||
+
|
||
+Tier 5: Shrink Others
|
||
+
|
||
+Tier 6: Bigger or Tiny
|
||
+
|
||
+GM Intrusions: A creature thinks the small character is potential food. The small character gets trapped in a tiny space
|
||
+or under a falling object.
|
||
+
|
||
+A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
|
||
+Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
|
||
+
|
||
+### SOARS ON AMAZING WINGS
|
||
+
|
||
+Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
|
||
+
|
||
+Tier 1: Hover
|
||
+
|
||
+Tier 1: Flight Exertion
|
||
+
|
||
+Tier 2: Wing Weapons
|
||
+
|
||
+Tier 3: Acrobatic Attack or Flying Companion
|
||
+
|
||
+Tier 4: Hard to Hit
|
||
+
|
||
+Tier 5: Up to Speed
|
||
+
|
||
+Tier 6: Hard Target or Defense Master
|
||
+
|
||
+GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
|
||
+target for an unexpected foe.
|
||
+
|
||
+### STRETCHES
|
||
+
|
||
+Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
|
||
+
|
||
+Tier 1: Contortionist
|
||
+
|
||
+Tier 1: Far Step
|
||
+
|
||
+Tier 2: Elastic Grip
|
||
+
|
||
+Tier 2: Safe Fall
|
||
+
|
||
+Tier 3: Bypass Barrier or Misdirect
|
||
+
|
||
+Tier 4: Resilience
|
||
+
|
||
+Tier 5: Free to Move
|
||
+
|
||
+Tier 6:Break the Ranks or Not Dead Yet
|
||
+
|
||
+GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
|
||
+weak.
|
||
+
|
||
+### TAKES ANIMAL SHAPE
|
||
+
|
||
+You can transform yourself into an animal.
|
||
+
|
||
+Tier 1: Animal Shape
|
||
+
|
||
+Tier 2: Communication
|
||
+
|
||
+Tier 2: Soothe the Savage
|
||
+
|
||
+Tier 3: Bigger Animal Shape or Greater Beast Form
|
||
+
|
||
+Tier 4: Animal Scrying
|
||
+
|
||
+Tier 5: Hard to Kill
|
||
+
|
||
+Tier 6: Blurring Speed or Lend Animal Shape
|
||
+
|
||
+GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
|
||
+The transformation takes longer than expected.
|
||
+
|
||
+Greater Beast Form applies to using Animal Shape.
|
||
+
|
||
+### TOUCHES THE SKY
|
||
+
|
||
+You can summon storms or break them apart.
|
||
+
|
||
+Tier 1: Hover
|
||
+
|
||
+Tier 2: Wind Armor
|
||
+
|
||
+Tier 3: Bolts of Power or Storm Seed
|
||
+
|
||
+Tier 4: Windrider
|
||
+
|
||
+Tier 5: Cold Burst
|
||
+
|
||
+Tier 6: Control Weather or Wind Chariot
|
||
+
|
||
+GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
|
||
+The weather is seeded by a much smaller effect, and a storm grows out of control.
|
||
+
|
||
+### WIELDS AN ENCHANTED WEAPON
|
||
+
|
||
+You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
|
||
+combat with it.
|
||
+
|
||
+Tier 1: Enchanted Weapon
|
||
+
|
||
+Tier 1: Innate Power
|
||
+
|
||
+Tier 1: Charge Weapon
|
||
+
|
||
+Tier 2: Power Crash
|
||
+
|
||
+Tier 3: Rapid Attack or Throw Enchanted Weapon
|
||
+
|
||
+Tier 4: Defending Weapon
|
||
+
|
||
+Tier 5: Enchanted Movement
|
||
+
|
||
+Tier 6: Deadly Strike or Spin Attack
|
||
+
|
||
+GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
|
||
+action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
|
||
+
|
||
+### WIELDS INVISIBLE FORCE
|
||
+
|
||
+You bend light and manipulate beams of force for offense and defense.
|
||
+
|
||
+Tier 1: Vanish
|
||
+
|
||
+Tier 2: Entangling Force
|
||
+
|
||
+Tier 2: Sharp Senses
|
||
+
|
||
+Tier 3: Force Field Barrier or Multi-Vanish
|
||
+
|
||
+Tier 4: Invisibility
|
||
+
|
||
+Tier 5: Defensive Field
|
||
+
|
||
+Tier 6: Concussion or Generate Force Field
|
||
+
|
||
+GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
|
||
+or unexpected attack.
|
||
+
|
||
+### NEW ABILITIES
|
||
+
|
||
+The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
|
||
+
|
||
+Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
|
||
+damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
|
||
+
|
||
+Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
|
||
+infection), you will never die. Enabler.
|
||
+
|
||
+Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
|
||
+can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
|
||
+than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
|
||
+anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
|
||
+
|
||
+Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
|
||
+Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely
|
||
+resembles that power (instead of a low-tier ability). Enabler.
|
||
+
|
||
+Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or
|
||
+across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have
|
||
+three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts
|
||
+in strength, your leaping range increases to 1,000 feet (300 m). Action.
|
||
+
|
||
+Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
|
||
+within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
|
||
+animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
|
||
+establish.
|
||
+
|
||
+Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
|
||
+immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
|
||
+short range. Enabler.
|
||
+
|
||
+Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
|
||
+attempt are eased. Enabler.
|
||
+
|
||
+Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
|
||
+identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
|
||
+to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
|
||
+retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face
|
||
+Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
|
||
+morphing into a humanoid alien). Action.
|
||
+
|
||
+ Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
|
||
+can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
|
||
+example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
|
||
+to open a door, and the illusion of a fireplace hot to the touch.
|
||
+
|
||
+The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
|
||
+attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
|
||
+damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
|
||
+levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
|
||
+
|
||
+You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
|
||
+create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
|
||
+effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
|
||
+minutes pass. Enabler.
|
||
+
|
||
+Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
|
||
+were 2 levels higher. Action.
|
||
+
|
||
+Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you
|
||
+activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or
|
||
+down to one tenth. Action.
|
||
+
|
||
+Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
|
||
+power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
|
||
+whether to spend the cost for this ability before you make each attack. Enabler.
|
||
+
|
||
+Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
|
||
+with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
|
||
+follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
|
||
+nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
|
||
+you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never
|
||
+count.
|
||
+
|
||
+In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
|
||
+target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
|
||
+Action to initiate.
|
||
+
|
||
+Copy Power (2+ Intellect points): You can copy someone else's superpower
|
||
+
|
||
+for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
|
||
+power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
|
||
+and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
|
||
+battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
|
||
+creates a blast of force.
|
||
+
|
||
+In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
|
||
+ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
|
||
+that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
|
||
+use Onslaught.
|
||
+
|
||
+ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
|
||
+
|
||
+Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
|
||
+
|
||
+In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
|
||
+one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
|
||
+
|
||
+Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
|
||
+
|
||
+Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough
|
||
+to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the
|
||
+attack. Your Speed defense rolls are eased for one minute. Action.
|
||
+
|
||
+Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to
|
||
+instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that
|
||
+location. You can pass through an intervening barrier if it has an open space that you could easily fit your head
|
||
+through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose
|
||
+to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum
|
||
+opening size by one-fourth. You land safely when you use this ability. Action.
|
||
+
|
||
+> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel
|
||
+> through it is faster than normal movement.
|
||
+
|
||
+Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller,
|
||
+giving them a form that you are able to assume. This lasts for about ten minutes.
|
||
+
|
||
+In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of
|
||
+Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
|
||
+cannot then change back into the altered form. Action.
|
||
+
|
||
+You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
|
||
+disguising a robot, animal, or crystalline alien
|
||
+
|
||
+Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
|
||
+target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are
|
||
+hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain
|
||
+your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions,
|
||
+automatically inflicting 4 points of damage each round by squeezing. Enabler.
|
||
+
|
||
+Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
|
||
+distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
|
||
+on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
|
||
+pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
|
||
+use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
|
||
+feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
|
||
+that ability and this one increases to very long. Action.
|
||
+
|
||
+Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
|
||
+know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
|
||
+farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
|
||
+only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
|
||
+initiate; ten minutes to complete. Enabler.
|
||
+
|
||
+Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
|
||
+medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
|
||
+you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
|
||
+already trained to become specialized. Enabler.
|
||
+
|
||
+Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
|
||
+do is move on your turn, you can fly up to a long distance. Enabler.
|
||
+
|
||
+Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
|
||
+aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
|
||
+familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
|
||
+9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
|
||
+suitable replacement. Enabler.
|
||
+
|
||
+Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
|
||
+
|
||
+Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
|
||
+Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
|
||
+that power (instead of a low-tier ability). Enabler.
|
||
+
|
||
+When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
|
||
+ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
|
||
+
|
||
+Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
|
||
+you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
|
||
+instead of your Intellect Edge, as appropriate). Enabler.
|
||
+
|
||
+Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
|
||
+transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
|
||
+Shape ability. For each level of Effort applied,
|
||
+
|
||
+you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can
|
||
+revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you
|
||
+or someone else) changing form does not affect any other creature affected with this ability. Action.
|
||
+
|
||
+A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying
|
||
+
|
||
+Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
|
||
+you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
|
||
+teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
|
||
+Effort. Teleporting to
|
||
+
|
||
+a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
|
||
+level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
|
||
+an additional long distance away to a location you can't see with two passengers costs a total of three levels of
|
||
+Effort. Action.
|
||
+
|
||
+If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
|
||
+Teleportation with another tier 4 type ability.
|
||
+
|
||
+Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a
|
||
+minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options
|
||
+for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
|
||
+fill a long area, or three to fill a very long area). Action.
|
||
+
|
||
+Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
|
||
+the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
|
||
+before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
|
||
+Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
|
||
+of the original cyphers are temperamental cyphers. Action.
|
||
+
|
||
+Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
|
||
+the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
|
||
+level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
|
||
+levels, and so on). Enabler.
|
||
+
|
||
+Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
|
||
+time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
|
||
+can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
|
||
+on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
|
||
+clearly.
|
||
+
|
||
+The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their
|
||
+presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that
|
||
+creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration;
|
||
+each level of Effort used in this way increases the duration by one round (but creatures can still end it early for
|
||
+themselves). Action.
|
||
+
|
||
+Power Crash (3+ Intellect points): You strike your enchanted weapon against
|
||
+
|
||
+the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from
|
||
+that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the
|
||
+center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for
|
||
+you). Because this is an area attack, adding Effort to increase your damage works differently than it does for
|
||
+single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target,
|
||
+and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
|
||
+
|
||
+Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the
|
||
+past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one
|
||
+hour per level). Enabler.
|
||
+
|
||
+Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an
|
||
+action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an
|
||
+action and once after taking an action. For example, on your turn you could change to small size, make an attack, and
|
||
+then return to your normal size, or you could change to your normal size, use your action to move a short distance, and
|
||
+then return to small size. Enabler.
|
||
+
|
||
+Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
|
||
+see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
|
||
+to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
|
||
+Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
|
||
+level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
|
||
+an additional short distance away to a location you can't see with one passenger costs a total of three levels of
|
||
+Effort. Action.
|
||
+
|
||
+> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
|
||
+> Teleportation with another tier 4 type ability.
|
||
+
|
||
+Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches
|
||
+(15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to
|
||
+your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth
|
||
+normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses,
|
||
+Effort, and other damage modifiers). You can return to your normal size as part of another action.
|
||
+
|
||
+When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number
|
||
+of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first
|
||
+from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your
|
||
+next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two
|
||
+levels of Effort for the third use, and so on).
|
||
+
|
||
+Action to initiate.
|
||
+
|
||
+> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of
|
||
+> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch.
|
||
+
|
||
+Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal
|
||
+options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one
|
||
+additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute
|
||
+duration of Shrink ends for them. Enabler.
|
||
+
|
||
+Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
|
||
+accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
|
||
+you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
|
||
+distance if all you do on your turn is move. Action to initiate.
|
||
+
|
||
+Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
|
||
+temporary points to your Speed Pool. Enabler.
|
||
+
|
||
+Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability
|
||
+for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to
|
||
+succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect
|
||
+task. If they succeed, they regain the use of their ability and you lose it. Enabler.
|
||
+
|
||
+If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power
|
||
+ability, or put a power shift in power for it.
|
||
+
|
||
+Teleportation Burst (3 Intellect points): You rapidly teleport multiple times in an immediate area, confusing your
|
||
+opponents and allowing you to make an additional melee attack this round. You can use this ability once per round.
|
||
+Enabler.
|
||
+
|
||
+Teleportive Wound (7+ Intellect points): You touch a creature and, if your attack succeeds, you teleport away (up to
|
||
+your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower,
|
||
+it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the
|
||
+target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using
|
||
+Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level
|
||
+3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.
|
||
+
|
||
+Temporary Light (2 Intellect points): You create an object of solid light in any shape you can imagine that is your size
|
||
+or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears
|
||
+in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action.
|
||
+It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder,
|
||
+
|
||
+and so on. The object has the approximate mass of the real object and is level 2. Action.
|
||
+
|
||
+Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
|
||
+or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
|
||
+Enabler.
|
||
+
|
||
+Tiny: When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add
|
||
+5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a
|
||
+very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you
|
||
+become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you
|
||
+add 1 more point to your Speed Pool. Enabler.
|
||
+
|
||
+In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to
|
||
+
|
||
+one-thousandth of your normal height may be a means of doing so.
|
||
+
|
||
+War Flesh: You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to
|
||
+your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of
|
||
+light weapons. Enabler.
|
||
+
|
||
+Wildcard Powers: You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a
|
||
+level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.
|
||
+
|
||
+Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
|
||
+wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
|
||
+
|
||
### POWER SHIFTS
|
||
Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
|
||
superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
|
||
@@ -25215,6 +28885,100 @@
|
||
Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
|
||
damage per round; troll regains 3 points of health per round
|
||
|
||
+### OPTIONAL RULES FOR FAIRYTALE
|
||
+
|
||
+Optional Rule: I Have That!
|
||
+
|
||
+In fairy tales, characters often have exactly the right mundane piece of equipment
|
||
+
|
||
+that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
|
||
+on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
|
||
+to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
|
||
+Item" in
|
||
+
|
||
+that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
|
||
+say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
|
||
+one of their Pocket Items for the appropriate price category.
|
||
+
|
||
+Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
|
||
+less expensive counterparts.
|
||
+
|
||
+The GM has veto power over items that they don't think you could have found or carried.
|
||
+
|
||
+Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
|
||
+who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
|
||
+into a Pocket Item; it remains a thimble.
|
||
+
|
||
+Example Pocket Items
|
||
+
|
||
+Inexpensive
|
||
+
|
||
+• Apple
|
||
+
|
||
+• Ashes (handful)
|
||
+
|
||
+• Breadcrumbs
|
||
+
|
||
+• Butter
|
||
+
|
||
+• Candy
|
||
+
|
||
+• Chalk
|
||
+
|
||
+• Cricket in a cage
|
||
+
|
||
+• Cup
|
||
+
|
||
+• Egg
|
||
+
|
||
+• Fabric
|
||
+
|
||
+• Flyswatter
|
||
+
|
||
+• Glass jar
|
||
+
|
||
+• Glue
|
||
+
|
||
+• Honey
|
||
+
|
||
+• Leather
|
||
+
|
||
+• Magnets
|
||
+
|
||
+• Marbles
|
||
+
|
||
+• Nails
|
||
+
|
||
+• Needle and thread
|
||
+
|
||
+• Paper
|
||
+
|
||
+• Plait of hair
|
||
+
|
||
+• Pot of fat
|
||
+
|
||
+• Pot of grease
|
||
+
|
||
+• Ribbon
|
||
+
|
||
+• Rice (handful)
|
||
+
|
||
+• Straw
|
||
+
|
||
+• Tacks
|
||
+
|
||
+• Wax
|
||
+
|
||
+• Wool
|
||
+
|
||
+Moderate
|
||
+
|
||
+• Bird in a cage
|
||
+
|
||
+• Sewing shears
|
||
+
|
||
+• Thimble
|
||
+
|
||
### 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
|
||
@@ -26070,6 +29834,471 @@
|
||
|
||
With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
|
||
|
||
+### FAIRYTALE CHARACTER OPTIONS
|
||
+
|
||
+### FAIRYTALE DESCRIPTORS
|
||
+
|
||
+Bewitched
|
||
+
|
||
+You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to
|
||
+force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are
|
||
+you cursed or blessed by them?
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Enchanted: +4 to your Intellect Pool.
|
||
+
|
||
+Skill: You are trained in all tasks involving listening and hearing.
|
||
+
|
||
+Insight: The voices have many things to tell you and some of them are beneficial. Once after each ten-hour recovery
|
||
+roll, you can use a player intrusion without spending an XP.
|
||
+
|
||
+Inability: The voices in your head are sometimes so loud it's hard to make sense of the real world. You have an
|
||
+inability in navigation, tracking, and identifying plants and animals.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+From the following list of options, choose how you became involved in the first adventure.
|
||
+
|
||
+1\. You listened to one of your voices, which suggested that this would be a good thing to embark upon.
|
||
+
|
||
+2\. One of the other PCs sounds an awfullot like one of your voices, and you'd like to spend time with them to find out
|
||
+if there's a connection.
|
||
+
|
||
+3\. You have reason to believe that being with the other PCs could help you gain a better understanding of the thoughts
|
||
+and voices you hear.
|
||
+
|
||
+4\. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good
|
||
+fit.
|
||
+
|
||
+Changeling
|
||
+
|
||
+Early on you discovered—or perhaps you knew all along—that you weren't really who everyone thought you were. Perhaps
|
||
+when you were still very young, the child whose name you have now was stolen, and you were put in their place. Or
|
||
+perhaps you are the same person you've always been, but you've never felt like yourself, and you know that the real you
|
||
+is nothing like the one that everyone else knows. More than once in your life, you've been abandoned, distrusted, and
|
||
+rejected by those you loved most, which means that sometimes you fall into deep funks. However, you are just as
|
||
+
|
||
+adept at pulling yourself out of them when the situation demands it. If nothing else, you're supremely adaptable.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Innovator: +4 to your Intellect Pool.
|
||
+
|
||
+Face-taker: When you spend 1 XP, you can change your appearance over the course of one minute to look like someone else
|
||
+of about your size who you've had direct contact with or from whom you have a piece of hair or flesh, or an object they
|
||
+handled often. You cannot return to your previous
|
||
+
|
||
+appearance unless you have the same components at hand for that appearance to initiate the change. Action to initiate,
|
||
+one minute to complete.
|
||
+
|
||
+Changeable (2 Intellect points): When you fail at a task and try again using a different method, you roll twice on the
|
||
+second attempt and use the higher result. For example, if guards catch you in the queen's
|
||
+
|
||
+chamber after dark and you fail to convince them that you're there on legitimate business, you can instead decide to
|
||
+flee, rolling twice on your roll to get away and taking the higher result. Enabler.
|
||
+
|
||
+Skill: People never know what to think about you. You are trained in deception.
|
||
+
|
||
+Inability: Your fluid nature leaves you less resistant to physical threats. Your Might defense tasks are hindered.
|
||
+
|
||
+Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
|
||
+
|
||
+Additional Equipment: You have an amulet with a strange symbol on it, a link to your truest, deepest self.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+From the following list of options, choose how you became involved in the first adventure.
|
||
+
|
||
+1\. The PCs discovered you weren't who they thought you were, but it doesn't matter—they're still your friends.
|
||
+
|
||
+2\. You want to discover your true self, and the PCs offered to help you find it.
|
||
+
|
||
+3\. Everything was fine until you were attacked by a group of "faerie hunters." The PCs helped you fight back or flee.
|
||
+
|
||
+4\. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background.
|
||
+You hope to do more of that.
|
||
+
|
||
+Fragmented
|
||
+
|
||
+Sometimes you feel like you are a single being, and other times you think you mightbe more. You feel torn into pieces,
|
||
+unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way
|
||
+to embrace all of your selves.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Two Minds: +2 to your Intellect Pool.
|
||
+
|
||
+Skill: You're trained in defense rolls to resist mental effects.
|
||
+
|
||
+Skill: You're trained in all interactions involving lies or trickery.
|
||
+
|
||
+Adaptable: At the beginning of a conversation, choose a specific type of interaction skill, such as persuasion, lying,
|
||
+or intimidation. While the conversation lasts, you have an asset in that skill. You cannot choose the same type of
|
||
+interaction skill again until after you make a ten-hour recovery roll. Enabler.
|
||
+
|
||
+Inability: Your memory of events and experiences is spotty. You have an inability in memory-related tasks, such as
|
||
+recalling information, memorizing names, and so on.
|
||
+
|
||
+Inability: Staying centered on a single task is difficult for you. You have an inability in tasks requiring focus or
|
||
+concentration.
|
||
+
|
||
+Additional Equipment: You have a journal that you use to keep notes of your experiences and selves.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+From the following list of options, choose how you became involved in the first adventure.
|
||
+
|
||
+1\. While avoiding an entirely different concern, you walked into your current situation.
|
||
+
|
||
+2\. You have reason to believe that being with the other PCs will help you better understand your fractured mind.
|
||
+
|
||
+3\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
|
||
+
|
||
+4\. You felt drawn to join the other PCs, but you don't know why.
|
||
+
|
||
+Frumious
|
||
+
|
||
+A furious, fuming anger waits, always, just beneath your surface, swirling under your skin like a caged beast. You might
|
||
+do your best to hide it or control it, or perhaps you have given up trying to tame it and you let it run wild. Either
|
||
+way, it seems to cause you—and those around you—grief more often than not.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Manxome: +2 to your Might Pool and +2 to your Speed Pool.
|
||
+
|
||
+Skill: You are quick to respond to being provoked (or even to the perception that you are being provoked). You are
|
||
+trained in initiative actions (to determine who goes
|
||
+
|
||
+first in combat).
|
||
+
|
||
+Bandersnatch: You extend the reach of your attack, allowing immediate-range character abilities to reach foes a short
|
||
+distance away, and short-range character abilities to reach foes a long distance away.
|
||
+
|
||
+Inability: You find it hard to hold your anger back—it seeps through your skin even when you don't mean it to, causing
|
||
+others to shy away from it. All tasks relating to positive social interactions are hindered.
|
||
+
|
||
+Inability: Sometimes your anger overrides your good senses, causing you to act before you've properly assessed the
|
||
+situation. All tasks relating to perception are hindered.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+From the following list of options, choose how you became involved in the first adventure.
|
||
+
|
||
+1\. You are trying to get a handle on your anger, and you're hoping that being with the other PCs will help you do so.
|
||
+
|
||
+2\. You let your anger get the best of you recently, and now you're running from the fallout of that experience.
|
||
+
|
||
+3\. You believe that this adventure will provide you with a way to channel your ire, allowing you to use it for good.
|
||
+
|
||
+4\. One of the other PCs invited you to join, after they watched you fight.
|
||
+
|
||
+Haunted
|
||
+
|
||
+The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always
|
||
+discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be
|
||
+filled with a general sense of unease. This constant feeling of being haunted drives you to try to make things feel
|
||
+safer for yourself and those around you.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Fleeting: +4 to your Speed Pool.
|
||
+
|
||
+Skill: You are trained in initiative actions.
|
||
+
|
||
+Skill: You are trained in sensing danger.
|
||
+
|
||
+Prescient: You always see danger coming, whether it's there or not. Once after each ten-hour recovery roll, you can
|
||
+refuse a GM intrusion without spending XP. Alternatively, you can spend 1 XP and work with the GM to turn the intrusion
|
||
+into something positive for your character.
|
||
+
|
||
+Inability: Anxious thoughts are heavy, and carrying them leaves you feeling emotionally weaker than you'd like.
|
||
+Intellect defense tasks are hindered.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+From the following list of options, choose how you became involved in the first adventure.
|
||
+
|
||
+1\. Being around one or more of the other PCs helps you better handle your thoughts and emotions.
|
||
+
|
||
+2\. You feel that one of the other PCs is in danger in some way, and you'd like to help out or keep an eye on them.
|
||
+
|
||
+3\. One or more of the PCs helped you out when you were having a difficult time.
|
||
+
|
||
+4\. You are trying to learn more about your thoughts and emotions, and you think that trying out your skills on an
|
||
+adventure is a great way to do so.
|
||
+
|
||
+Lost
|
||
+
|
||
+You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through
|
||
+your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering
|
||
+aimlessly, without clear purpose or drive.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Skill: You're trained in three areas of knowledge of your choice.
|
||
+
|
||
+Skill: Being lost has taught you to pay attention to your surroundings. You are trained in perception tasks.
|
||
+
|
||
+Curiouser: You're rarely surprised by strange circumstances and are able to go with the flow more than most. You can
|
||
+choose to automatically succeed on an initiative task without rolling. You can do
|
||
+
|
||
+this one time, although the ability renews each time you make a ten-hour recovery roll.
|
||
+
|
||
+And Curiouser: For being so lost yourself, you are able to help others find things in the world. Anytime you help
|
||
+someone who is searching for a lost object or person, you are able to point them in the right general direction.
|
||
+
|
||
+Inability: Figuring out how to move through the world is not one of your strongpoints. All tasks involving navigation,
|
||
+map reading, geography, and so on are hindered.
|
||
+
|
||
+Inability: Sometimes being directionless makes it hard to get moving. You have an inability in noncombat Speed-related
|
||
+tasks, such as climbing, jumping, and running.
|
||
+
|
||
+Additional Equipment: You carry a broken compass with you. It was a gift from someone you cared about deeply.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+From the following list of options, choose how you became involved in the first adventure.
|
||
+
|
||
+1\. The PCs came upon you while you were wandering and lost, and invited you to join them.
|
||
+
|
||
+2\. You happened to be in the right place at the right time.
|
||
+
|
||
+3\. You wish to find your path again, and you hope that the PCs will help you do that.
|
||
+
|
||
+4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
|
||
+
|
||
+### FAIRYTALE FOCI
|
||
+
|
||
+Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
|
||
+Cypher System Rulebook.
|
||
+
|
||
+Befriends the Black Dog
|
||
+
|
||
+Everywhere you go, your black dog goes too. They are your best friend and your greatest weakness. Their shadowed
|
||
+presence fills you with a darkness, but it is inside that darkness that you find the strength to shine.
|
||
+
|
||
+Focus Note: Your companion is a black dog of any size or shape. It can be any form— living, dead, crafted (such as a
|
||
+puppet), pure shadow, and so on. Your black dog is a physical manifestation of depression, grief, sadness, or other
|
||
+heavy and dark emotions. But it is also a dog, and thus brings with it the unique companionship, comfort, and bond that
|
||
+only dogs can offer.
|
||
+
|
||
+Tier 1: Beast Companion
|
||
+
|
||
+Tier 2: Ribbons of Dark Matter
|
||
+
|
||
+Tier 3: Dark Matter Shroud or Stronger Together
|
||
+
|
||
+Tier 4: Improved Companion
|
||
+
|
||
+Tier 5: Dark Matter Structure
|
||
+
|
||
+Tier 6: As If One Creature or Embraced by Darkness
|
||
+
|
||
+Curses the World
|
||
+
|
||
+Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no
|
||
+desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.
|
||
+
|
||
+Focus Note: Characters who Curse the World aren't necessarily evil or wicked; they are angry, hurt, and possibly seeking
|
||
+to get even with those who have wronged them or the ones they love (or at least keep themselves and their loved ones
|
||
+from being hurt again).
|
||
+
|
||
+Tier 1: Terrifying Presence
|
||
+
|
||
+Tier 2: Erase Memories
|
||
+
|
||
+Tier 3: Psychosis or Discerning Mind
|
||
+
|
||
+Tier 4: Mind Games
|
||
+
|
||
+Tier 5: Foul Aura
|
||
+
|
||
+Tier 6: Word of Command or Break Their Mind
|
||
+
|
||
+Feigns No Fear
|
||
+
|
||
+Everyone thinks you're brave, intrepid— fearless, even. They tell stories about you, the person who's never felt fear,
|
||
+how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present
|
||
+yourself as someone who is fearless and courageous, but deep down, you are terrified of everything. Fear drives you, and
|
||
+in its face, you stand tall and shout the loudest. Because you are also afraid of being seen for who you truly are.
|
||
+
|
||
+Focus Note: A character who Feigns No Fear can be played in a number of ways, from someone who boasts constantly in
|
||
+their attempts to bolster themselves in front of others to someone who faces their fears through action, showing up
|
||
+first on the battle line to holler "Seven in one blow!"
|
||
+
|
||
+Tier 1: Surging Confidence
|
||
+
|
||
+Tier 2: Impressive Display
|
||
+
|
||
+Tier 3: Flamboyant Boast or Outlaw Reputation
|
||
+
|
||
+Tier 4: Combat Challenge
|
||
+
|
||
+Tier 5: Band of Desperados
|
||
+
|
||
+Tier 6: Finishing Blow or Heroic Monster Bane
|
||
+
|
||
+Lived Among the Fey
|
||
+
|
||
+You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives
|
||
+you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of
|
||
+them came back with you and stay with you to this day.
|
||
+
|
||
+Focus Note: A character who Lived Among the Fey might have spent time among the fairies (or other creatures in a
|
||
+different far-off land) or they may have dreamed, hallucinated, or imagined the whole thing. Do they know the
|
||
+difference? Does it matter? The name of the focus can be changed to something that more appropriately reflects the
|
||
+character's experience, such as Fell Into Wonderland or Crossed Into Narnia.
|
||
+
|
||
+Tier 1: See the Unseen
|
||
+
|
||
+Tier 2: Bestiary Knowledge
|
||
+
|
||
+Tier 3: Dream Becomes Reality or Find the Hidden
|
||
+
|
||
+Tier 4: Pay It Forward
|
||
+
|
||
+Tier 5: Nightmare
|
||
+
|
||
+Tier 6: Explains the Ineffable or Drawing on Life's Experiences
|
||
+
|
||
+Made a Deal With Death
|
||
+
|
||
+Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing
|
||
+figure. You, however, are intimate with Death in all their many forms. Perhaps you are
|
||
+
|
||
+both drawn to and frightened of them. Perhaps you've spent too much time in their company, and have become infatuated
|
||
+with them. Perhaps you've lost friends and loved ones to their dark embrace. Whatever yourfeelings about Death, you've
|
||
+made a deal with them, one you hope will bring you the
|
||
+
|
||
+closure that you seek.
|
||
+
|
||
+Focus Note: Characters who Made a Deal With Death may have done so in order to stave off death eternally, gaining
|
||
+healing abilities for themselves or others. Alternatively, they may be obsessed with the idea of death, and wish to
|
||
+learn how to wield it with precision and focus.
|
||
+
|
||
+Tier 1: Blessing of the Gods (Death)
|
||
+
|
||
+Tier 2: Destined for Greatness
|
||
+
|
||
+Tier 3: Miraculous Health or Quick Death
|
||
+
|
||
+Tier 4: Regeneration
|
||
+
|
||
+Tier 5: Hard to Kill
|
||
+
|
||
+Tier 6: Duel to the Death or Final Defiance
|
||
+
|
||
+Sheds Their Skin
|
||
+
|
||
+You have a secret self. In the quiet andstillness, you become not someone else, but something else. A being of tooth and
|
||
+nail, of flipper and fin, of mane and moon. But you believe that in order to survive and thrive, you must keep your
|
||
+other form secret, safe from prying eyes and listening ears.
|
||
+
|
||
+Focus Note: Your beast form can be anything you choose, such as a selkie, wolf, horse, swan, and so on. Work with your
|
||
+GM to determine the details of your form. A character who Sheds Their Skin may also want to work with the GM to come up
|
||
+with even more suitable abilities for their particular form. For example, a selkie character might choose Aquatic
|
||
+Combatant as their tier 3 ability instead of one of the abilities listed here, particularly if the GM expects the
|
||
+character to be moving through water regularly.
|
||
+
|
||
+Tier 1: Beast Form
|
||
+
|
||
+Tier 2: Controlled Change
|
||
+
|
||
+Tier 3: Greater Beast Form or Hard Choices
|
||
+
|
||
+Tier 4: Greater Controlled Change
|
||
+
|
||
+Tier 5: Total Awareness
|
||
+
|
||
+Tier 6: Escape Plan or Perfect Control
|
||
+
|
||
+Heartwood Character Arcs
|
||
+
|
||
+Characters in the Heartwood should choose a starting character arc, something that they hope to accomplish for their
|
||
+character through time and experience. This can be a Heartwood-specific arc or one from the list of character arcs in
|
||
+the Cypher System Rulebook.
|
||
+
|
||
+Suggested Heartwood Arcs
|
||
+
|
||
+Become an Advocate
|
||
+
|
||
+You desire to help and support others, especially those who are dealing with difficult situations. This might be related
|
||
+to something you've personally experienced, something you're knowledgeable about, or both. You can advocate in any
|
||
+number of ways, including being an emotional support
|
||
+
|
||
+system, helping other voices be heard, defending and safeguarding others' rights, and generally being an ally.
|
||
+
|
||
+Opening: Sizing up Your Skills. You decide what best enables you to be a good advocate, and create a plan.
|
||
+
|
||
+Step(s): Training and Research. You learn about being a good advocate, possibly by finding a mentor or organization that
|
||
+can help you.
|
||
+
|
||
+Step(s): Building Your Skills. You practice the skills you've learned, and review the successes and failures to continue
|
||
+to improve.
|
||
+
|
||
+Climax: Lean on Me. You assist one or more people through a difficult time using your training, skills, and experience.
|
||
+
|
||
+Resolution: You reflect on everything you've learned and decide what to do next.
|
||
+
|
||
+Put Down Roots
|
||
+
|
||
+If you choose this arc, you are hoping to create a strong support system among your friends and fellow travelers. You
|
||
+seek the assistance of those around you to help you through difficult times and you wish to offer assistance back. This
|
||
+connection might be to your fellow PCs, to a group of NPCs that you meet along the way, or as part of an
|
||
+already-established group or organization.
|
||
+
|
||
+Opening: Let's Be Friends. You propose the idea of a support system to those you'd like to include.
|
||
+
|
||
+Step: Reach Out. You do the hard work of making yourself vulnerable to others by being honest and open about who you
|
||
+are. You create a safe space for others to do the same.
|
||
+
|
||
+Step(s): Accept and Give Help. You ask for and accept help and support from the group. You give help and support to
|
||
+others when it's needed.
|
||
+
|
||
+Climax: Strong Bond. During a time of crisis, the group works together to support and uplift you, and you are there for
|
||
+them in return.
|
||
+
|
||
+Resolution: You enjoy the benefits of having a supportive group of people in your life.
|
||
+
|
||
+Develop Coping Strategies
|
||
+
|
||
+You want to develop better ways of moving through the world while living with a mental illness. This isn't a "cure" or a
|
||
+"fix." It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies.
|
||
+
|
||
+Opening: Explore Your Inner Self. You spend time with your emotions and thoughts in order to pinpoint which struggle or
|
||
+symptom you'd like to develop a coping strategy for.
|
||
+
|
||
+Step: Make a Plan. Almost every struggle or symptom has a particular set of steps that you can go through to better cope
|
||
+with it. This will likely involve research and consultation.
|
||
+
|
||
+Step(s): Practice. At every opportunity, practice the coping strategies that you're learning and pay attention to where
|
||
+they work and fail. You might try different strategies and see which ones seem better suited to your particular needs.
|
||
+
|
||
+Climax: Deal With It. You're put into a situation that tests your coping strategies. They don't have to work perfectly
|
||
+in order for you to succeed.
|
||
+
|
||
+Resolution: You reflect on what you've learned and decide where you want to go from here.
|
||
+
|
||
+Take the Wrong Path
|
||
+
|
||
+Much like Fall From Grace, Take the Wrong Path isn't typically an arc that a character intentionally desires. It's
|
||
+something the player chooses on a meta level for the character because it makes for an interesting story and sets up
|
||
+possible future arcs, such as Put Down Roots. In this case, perhaps the character manages their anxiety by drinking too
|
||
+much, becoming isolated, or starting too many fights. Perhaps they attempt to deal with grief by overeating (or
|
||
+undereating), by pushing away loved ones, or by becoming intimate with others without regard for their safety.
|
||
+
|
||
+Opening: The Fork. You take the first steps down the wrong path, even if you don't know it yet.
|
||
+
|
||
+Step(s): Farther Down the Path. Things continue to get worse because of your actions. This may play out over any number
|
||
+of steps.
|
||
+
|
||
+Step: Briars and Thorns. Your actions hurt yourself and those around you.
|
||
+
|
||
+Climax: Dead End. There is no chance for success here. Only failure.
|
||
+
|
||
+Resolution: You wallow in your own misery.
|
||
+
|
||
### FAIRY TALE CHARACTER ARCS
|
||
|
||
Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
|
||
@@ -29597,6 +33826,16 @@
|
||
|
||
### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
|
||
|
||
+The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
|
||
+each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend
|
||
+against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its
|
||
+level. The target number is three times the level.
|
||
+
|
||
+The target number is usually also its health, which is the amount of damage it can sustain before it is dead or
|
||
+incapacitated. For easy reference, the entries always list health, even when it's the normal amount for a creature or
|
||
+NPC of its level. For more detailed information on level, health, combat, and other elements, see the Understanding the
|
||
+Listings section in the Cypher System Rulebook.
|
||
+
|
||
| Level | Name | Genre |
|
||
|-------|--------------------------|-----------------------------------------------------------------------------------------------------------------------------|
|
||
| 2 | Hivemind child | Aliens, dark magic, science gone wrong |
|
||
@@ -30203,6 +34442,279 @@
|
||
artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them
|
||
another way to heighten the tension of the game. Several examples are below.
|
||
|
||
+Most Cypher System artifacts in a horror setting are either cursed objects (which draw or focus
|
||
+
|
||
+the attention of monsters on a place or person) or things used to control, contain, or destroy the horrors threatening
|
||
+the main characters. The origin of the artifact is often part of the backstory of the plot: why a particular ghost is
|
||
+haunting the house, why the cultists are making human sacrifices, or why monsters keep appearing in a particular town.
|
||
+In most cases, the characters don't have to know how these things work, how they were made, or what sort of creature
|
||
+(alien, demon, ghost) is responsible—an artifact is merely a tool that gives the PCs a chance to survive the threat, or
|
||
+the thing that must be destroyed to make everything safe again (see the Bad Penny module).
|
||
+
|
||
+Because one of the interesting aspects of horror is mixing genres, you should feel free to incorporate any of these
|
||
+artifacts into your horror game even if they're traditionally associated with different genres; it'll give your game a
|
||
+unique twist and give you many additional ways to scare the PCs and players. For example, PCs entering the lair of a
|
||
+vampire might find a room with a dozen brain cylinders, each containing the brain of a former lover or would-be hunter,
|
||
+forever imprisoned and available for conversation whenever the vampire wants it. Or PCs dealing with an alien invasion
|
||
+find the crashed spacecraft and discover that its engine is connected to a ghost vault, using the souls of the dead as a
|
||
+power source for interstellar travel.
|
||
+
|
||
+> The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot.
|
||
+
|
||
+### LOVECRAFTIAN ARTIFACTS
|
||
+The stories of the mythos often feature strange books or devices (which might be magical or of
|
||
+
|
||
+exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
|
||
+your Lovecraftian game session doesn't involve these artifacts, having other characters mention them or letting the PCs
|
||
+find notes about them creates a sense of a larger world filled with unknowable horrors. Appropriate items in this
|
||
+chapter are:
|
||
+
|
||
+• Brain cylinder
|
||
+
|
||
+• Necronomicon
|
||
+
|
||
+• Pnakotic Manuscripts
|
||
+
|
||
+• Shining trapezohedron
|
||
+
|
||
+### HORROR ARTIFACTS
|
||
+
|
||
+### BOOK OF THOTH
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Bundle of Ancient Egyptian scrolls
|
||
+
|
||
+Effect: This Egyptian funerary text is thought to have been authored by Thoth himself, the wisest of the Egyptian gods.
|
||
+It usually contains several spells, but its greatest power is a ritual that can revive a mummy (whether an inert mummy
|
||
+or an animate undead one) as a living immortal human being. The ritual requires an intact mummy, its canopic jars (or
|
||
+suitable replacements), and a human sacrifice whose level is equal to the target mummy's level. The ritual takes one
|
||
+hour to perform and costs Might, Speed, and Intellect points equal to the target mummy's level.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### BRAIN CYLINDER
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Metal cylinder with three exterior ports
|
||
+
|
||
+Effect: This device is designed to hold and preserve an intelligent brain, keeping it alive indefinitely. The brain must
|
||
+first be surgically extracted from its natural housing (typically
|
||
+
|
||
+a level 6 surgical task requiring an hour), then placed in the cylinder, saturated with a nutrient bath, and sealed
|
||
+shut. The brain is wired to three ports on the cylinder's exterior, which can be connected to external machines that
|
||
+allow it to see and hear, as well as speak through a voice synthesizer. The cylinder is immune to vacuum and cold,
|
||
+allowing it to be carried through space without harming its precious contents. The cylinder grants the brain 3 Armor,
|
||
+but
|
||
+
|
||
+the brain is otherwise helpless, unable to perform physical actions, and completely blind and deaf if disconnected from
|
||
+its machines. Deprived of the illusion of physical stimuli, a human brain trapped in a cylinder is likely to go insane
|
||
+after weeks or months.
|
||
+
|
||
+Depletion: 1 in 1d6 (check each year)
|
||
+
|
||
+Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that
|
||
+want to study humans.
|
||
+
|
||
+### CURSED VIDEO
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: DVD, film, thumb drive, or videocassette
|
||
+
|
||
+Effect: Anyone who watches this disturbing video must make an Intellect defense roll against the level of the artifact
|
||
+or become cursed. A cursed victim becomes haunted by a malevolent spirit and begins to experience strange phenomena,
|
||
+which eventually kills them. The curse can simultaneously affect a number of people equal to the artifact level (which
|
||
+prevents it from starting a curse epidemic by being broadcast or posted online where thousands of people can see it at
|
||
+once).
|
||
+
|
||
+For some cursed videos, a victim can free themselves of the curse by making another person watch the video, thus passing
|
||
+the curse on to a new victim.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### DEMON PUZZLE
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Crystal or device
|
||
+
|
||
+Effect: Solving the puzzle creates a beacon or portal that draws a demon (or other extradimensional entity) to the
|
||
+user's location. The demon's level is equal to the artifact's level. Depending on the intent of the puzzle's creator and
|
||
+the nature of the demon summoned, the demon might perform a service for the user, attack the user, try to drag the user
|
||
+back to its home dimension, or leave to do whatever it wants. (Solving the puzzle is part of the action of activating
|
||
+the artifact and doesn't require a roll, as it wants to be solved this way.) Instead of using the artifact to summon a
|
||
+demon, the user can attempt to solve the puzzle in a different way, which forces a demon back to its native dimension.
|
||
+The user must make an Intellect roll with a difficulty equal to the artifact's level. If successful, the user banishes a
|
||
+demon within short range whose level is lower than the artifact's level.
|
||
+
|
||
+There are similar artifacts that instead summon or banish ghosts, Lovecraftian horrors, or other strange creatures, with
|
||
+similar risks.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+### GHOST VAULT
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Large immobile machine Effect: When used in conjunction with a ghost trap, this machine can imprison multiple
|
||
+ghosts (including spirits, phased beings, and similar creatures) for an indefinite amount of time. The total level of
|
||
+ghosts it can store is equal to its level × 20 (so a level 5 vault can hold 100 levels of ghosts). The vault can be used
|
||
+as a ghost trap, but doing so triggers a depletion roll. If the vault is disconnected from its power supply, destroyed,
|
||
+or depletes, the imprisoned ghosts are freed, initially at a rate of one per round but quickly speeding up so that all
|
||
+of them are free within a couple of minutes.
|
||
+
|
||
+Depletion: 1 in 1d20 (check each month)
|
||
+
|
||
+### HUMAN SUIT
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Folds of cloth and fleshlike substance (inactive) or a specific human individual (active)
|
||
+
|
||
+Effect: The wearer of a human suit is completely disguised as a specific human individual; their disguise task to
|
||
+pretend to be that human is eased by five steps. A human suit is usually no one in particular; each suit is designed to
|
||
+allow the wearer to adopt a new human persona, not pretend to be someone famous. A suit's technology is such that it
|
||
+adapts to fit a wearer ranging from half the size of a normal human to one that is almost the same size (including
|
||
+another human). Human suits usually come with attached clothing.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+### MONKEY'S PAW
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Mummified monkey's paw
|
||
+
|
||
+Effect: This cursed object will grant three wishes to the user, but each wish always has terrible consequences. A wish
|
||
+for wealth might mean a friend dies and leaves the user some money in a will. A wish for a dead person to return to life
|
||
+might turn them into a zombie. A wish for knowledge might grant specialization in one subject but inabilities in all
|
||
+others. No matter how clever the user thinks they are or how precisely they word their wish, the result is always
|
||
+fulfilled in a way that makes them regret using the artifact. The monkey's paw is limited to affecting things of its
|
||
+level or lower. For example, a level 3 monkey's paw could be used to wish for the death of a level 3 enemy, destroy a
|
||
+level 3 barrier, resurrect a dead level 3
|
||
+
|
||
+person, and so on.
|
||
+
|
||
+Depletion: 1 in 1d6
|
||
+
|
||
+### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Grimoire (no reader can long keep the book's exact form in memory)
|
||
+
|
||
+Effect: A reader who understands Latin can use this grimoire to accomplish a wide variety of occult operations, all of
|
||
+which risk their sanity. Indeed, one must be a little insane or at least naive to use this tome, given its storied
|
||
+history. That said, the uses a reader can put the Necronomicon to include the following.
|
||
+
|
||
+• Reference. The grimoire eases by three steps any task related to knowledge of Lovecraftian realms, entities, objects,
|
||
+and related subjects.
|
||
+
|
||
+• Spellbook. The grimoire contains a variety of horrifying spells and rituals, which a reader can attempt to cast by
|
||
+incanting from the tome. They range from simple curses and spells to speak to the dead all the way up to death spells
|
||
+and the summoning of Lovecraftian entities. The GM can let the player describe the kind of spell desired, and then
|
||
+decide if it exists in the Necronomicon. If it does, the spell also likely has an unintended side effect, such as
|
||
+infecting a nearby object or friend with a demonic entity, killing a pet, or driving a nearby NPC insane.
|
||
+
|
||
+Each time the reader references the grimoire or casts a spell from it, the disturbing imagery, phrasing, and general
|
||
+evil nature require them to make a difficulty 5 Intellect defense roll. On a failed roll, they take 5 points of
|
||
+Intellect damage, descend one step on the damage track, and take one other action (determined by the GM) motivated by
|
||
+insanity. On a successful roll, they still take 2 points of Intellect damage.
|
||
+
|
||
+There may be damaged copies of the Necronomicon in Greek and a handwritten version that was poorly translated into
|
||
+English and exists only in fragments. Supposedly the original Arabic version was lost or destroyed in a fire.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### PNAKOTIC MANUSCRIPTS
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Tome with stony plates binding a sheaf of parchment
|
||
+
|
||
+Effect: When a user reads aloud from the manuscripts, they can create either of the following effects, both of which put
|
||
+them at risk:
|
||
+
|
||
+• Contact the mind of a powerful godlike being. The user must make
|
||
+
|
||
+a difficulty 5 Intellect defense roll. On a failed roll, they take 5 points of Intellect damage, descend one step on the
|
||
+damage track, and take one other action (determined by the GM) motivated by insane panic. On a successful roll, they
|
||
+take 2 points of Intellect damage and learn the answer to one question, no matter the scope, from the mind contacted.
|
||
+
|
||
+• Close a portal to a Lovecraftian planet or dimension. This requires reciting a chant from the book and might require
|
||
+an object that somehow relates to the portal (such as a piece of a creature from the destination). The user must make a
|
||
+difficulty 5 Intellect defense roll each round they chant from the manuscript. On a failed roll, they take 4 points of
|
||
+Intellect damage. On a successful roll, they take 2 points of Intellect damage and make progress toward closing the
|
||
+portal. A typical portal requires ten successes to close it. Another person can take over the chant if the previous
|
||
+person stops, but the first Intellect defense roll for their chanting is hindered.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### SHINING TRAPEZOHEDRON
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Black spherical stone with red streaks and many irregular facets
|
||
+
|
||
+Effect: Summons a messenger of
|
||
+
|
||
+the Outer Gods (powerful and dangerous Lovecraftian entities): a bat-like, three-eyed creature called the Haunter of the
|
||
+Dark. The messenger can show its summoner wonders of the universe or teach them spells, but it requires human
|
||
+sacrifices, and if allowed to roam, it will hunt and commit murder. The stone is usually stored in a strangely angled
|
||
+hinged box made of yellow metal, decorated with carvings of weird alien beings.
|
||
+
|
||
+Haunter of the Dark: level 6, magical knowledge and stealth as level 8; inflicts 6 points of Intellect damage;
|
||
+automatically banished in any light stronger than dim light
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+### SILGARHO BULLET
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Hollow-point bullet
|
||
+
|
||
+Effect: Silgarho (sil-gar-o) bullets are custom-made hollow bullets filled with a mixture of powdered silver (sil),
|
||
+garlic (gar), and holy water (ho), and sealed at the top with wax. They are designed to have an extra effect against
|
||
+vampires who have aversions to one or more of these substances. The bullet breaks open when it hits, scattering these
|
||
+materials into the wound. A silgarho bullet inflicts +1 point of damage and hinders the target's actions for one round
|
||
+(this extra damage and hindered step is for each substance in the bullet that the vampire is averse to). Alternatively,
|
||
+the bullet can be fired against a hard surface such as a wall or floor, creating a cloud of dispersed material an
|
||
+immediate distance across, which lasts for one or two rounds and affects (for one round) any averse vampire who passes
|
||
+through it. Silgarho bullets are safe for vampires to handle—it's only when broken open that they cause reactions.
|
||
+
|
||
+One advantage of a silgarho bullet over a destructive cypher is that the bullet doesn't count toward your cypher limit.
|
||
+
|
||
+Depletion: Automatic
|
||
+
|
||
+### SPIRIT BOARD
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Weathered, flat piece of wood inked with letters and numbers
|
||
+
|
||
+Effect: Unlike the mass-produced parlor game, this handcrafted wooden board has the power to contact the spirit world.
|
||
+One or more people put their fingers on a wooden planchette and allow a supernatural force to move it around the board,
|
||
+spelling out words to answer questions from the participants. Each minute that the artifact is used, the users can ask
|
||
+one question from the spirits and get a general answer if one of them makes an Intellect roll (this might be modified by
|
||
+any skills or abilities the user has relating to ghosts or the supernatural); other participants can help with this
|
||
+task. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally,
|
||
+knowledge that could be found by looking somewhere other than the current location is level 1, and obscure knowledge of
|
||
+the past is level 7; gaining knowledge of the future is normally impossible.
|
||
+
|
||
+Usually the spirits contacted by the board are benign or indifferent and will answer honestly. Sometimes the users
|
||
+contact a mischievous spirit who gives answers that are lies or half-truths for the sake of its own amusement, or
|
||
+perhaps to give the users a scare. However, there is always a chance that a hostile spirit (such as a demon or vengeful
|
||
+ghost whose level is equal to the artifact level) takes over the interaction. This may occur if there is a GM intrusion
|
||
+while using the board, if the question asked is too difficult for the contacted spirits to answer, or if the users fail
|
||
+to end the session by using the planchette to indicate "goodbye." A hostile spirit's answers are a mix of lies,
|
||
+contentious ambiguities, frightening predictions, and threats; it may choose to remain in the area for a while and haunt
|
||
+the participants.
|
||
+
|
||
+Depletion: 1 in 1d100 (check each session)
|
||
+
|
||
### BOOK OF INVERSION
|
||
|
||
Level: 8
|
||
@@ -30420,191 +34932,4036 @@
|
||
|
||
Survivor, typical: level 3
|
||
|
||
-### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
|
||
+### OPTIONAL RULES FOR THE APOCALYPSE
|
||
|
||
-In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might
|
||
-be available in trade from other survivors, or in the rare trade town.
|
||
+The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after
|
||
+civilization falls. Some represent useful information that rarely comes up in other games but is ever‑present in almost
|
||
+every post‑apocalyptic game, such as scavenging and how to repair before‑times machines, the game effects of exposure
|
||
+and starvation, and so on.
|
||
|
||
-### INEXPENSIVE ITEMS
|
||
+Other optional rules support play in the aftermath of a particular type of cataclysm or style of play. If nuclear war
|
||
+destroyed the world, the landscape is likely much different than if a pandemic wiped out most people.
|
||
|
||
-| | |
|
||
-|--------------|-----------------|
|
||
-| Weapons | Notes |
|
||
-| Knife | Rusty and worn |
|
||
-| Light weapon | Won't last long |
|
||
-| Wooden club | |
|
||
+And that's to say nothing of more fantastic elements that can pop up in a post‑apocalyptic setting, such as the
|
||
+civilization‑shattering aftereffects of the Christian Judgment Day, kaiju, time storms, and so on.
|
||
|
||
-| | |
|
||
-|-------------|-----------------------------|
|
||
-| Armor | Notes |
|
||
-| Animal hide | |
|
||
-| Light armor | Smell hinders stealth tasks |
|
||
-| Shield | Asset to Speed defense |
|
||
+Most of the rules are meant for the GM's eyes only—things that happen behind the scenes or that are secrets the PCs
|
||
+might find out over the course of the game.
|
||
|
||
-| | |
|
||
-|-------------|-----------------------------------------|
|
||
-| Other Items | Notes |
|
||
-| Candle | |
|
||
-| Plastic bag | Useful and ubiquitous (won't last long) |
|
||
+Realistic Versus Fantastic Optional Rules: Some of the optional rules presented here are for realistic or plausible
|
||
+scenarios like nuclear war or climate change, and some are for fantastic events and settings such as time storms, the
|
||
+return of magic, or incredible mutations. Realistic optional rules usually also apply in games that use one or more
|
||
+fantastic optional rules. Ultimately, it's your choice. Feel free to use some, all, or none of these optional rules when
|
||
+running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
|
||
+to the game.
|
||
|
||
-Moderately Priced ITEMS
|
||
+### EXPOSURE, STARVATION, AND DEHYDRATION
|
||
|
||
-| | |
|
||
-|---------------------|-------------------------------------------|
|
||
-| Weapons | Notes |
|
||
-| Handaxe | Light weapon |
|
||
-| Knife, multipurpose | Light weapon; asset to small repair tasks |
|
||
+Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
|
||
+post‑apocalyptic scenario, given that survival is a primary theme of the genre.
|
||
|
||
-| | |
|
||
-|----------------------|-------------------------------|
|
||
-| Other Items | Notes |
|
||
-| Gas mask | Breathable air for four hours |
|
||
-| Padlock with keys | |
|
||
-| Portable lamp, solar | |
|
||
+When to Use: If PCs are exposed to the elements, don't have enough food, and/or don't have enough water, their health
|
||
+and life span are directly affected.
|
||
|
||
-### EXPENSIVE ITEMS
|
||
+Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
|
||
|
||
-| | |
|
||
-|----------------------------|--------------------------------------------------------------------|
|
||
-| Other Items | Notes |
|
||
-| Radiation detector | |
|
||
-| Nightvision goggles | |
|
||
-| Radiation tent | Prevents radiation damage for three days |
|
||
-| Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for twelve hours |
|
||
+### EXPOSURE
|
||
+The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
|
||
+degrading.
|
||
|
||
-### SCAVENGING
|
||
+Too Cold
|
||
|
||
-Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of
|
||
-safety.
|
||
+Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body's stored energy. The result is
|
||
+hypothermia, when the body loses heat faster than it can produce it. A body temperature that's too low affects the
|
||
+brain, making the target unable to think clearly or move well. Those with adequate clothing and/or shelter appropriate
|
||
+to the environment are protected. Generally, a PC can survive extreme cold for about twenty minutes to about two hours.
|
||
|
||
-Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins
|
||
-before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task.
|
||
-Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of
|
||
-these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.
|
||
+In game terms, unprotected characters, or even characters who have less than adequate protection, suffer 1 point of
|
||
+ambient damage per hour in temperatures near or below 32° F (0° C), or 1 point of ambient damage per round in subzero
|
||
+(–18° C) conditions. In addition, PCs in subzero temperatures with inadequate protection must succeed on a difficulty 4
|
||
+Might defense roll each hour or descend one step on the damage track.
|
||
+
|
||
+Too Hot
|
||
+
|
||
+Prolonged exposure to a wet‑bulb temperature of 95° F (35° C) is the upper limit of safety, beyond which the human body
|
||
+can't cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, dizziness, headache, and
|
||
+nausea. Heat exhaustion can progress to heatstroke, when the body's temperature regulation system fails. Those with
|
||
+adequate shelter or some sort of cooling system are protected. Generally, a PC can survive extreme heat for about twenty
|
||
+minutes to two or three hours.
|
||
+
|
||
+In game terms, PCs in too‑hot conditions suffer 1 point of ambient damage per ten minutes. In addition, a character
|
||
+exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten
|
||
+minutes. On a failed roll, the character descends one step on the damage track.
|
||
+
|
||
+### RULE OF THREE
|
||
+
|
||
+One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes
|
||
+something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
|
||
+you can survive for three weeks without food. However, the rule depends on a person not being directly exposed to the
|
||
+environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
|
||
+is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries.
|
||
+
|
||
+### STARVATION
|
||
+
|
||
+Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food
|
||
+take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if
|
||
+the character makes a recovery roll to regain lost Pool points). In addition, after seven days without food, a starving
|
||
+character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one
|
||
+step on the damage track.
|
||
+
|
||
+### DEHYDRATION
|
||
+
|
||
+Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or
|
||
+physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any
|
||
+day a PC has taken dehydration damage, their tasks are hindered (even if the character makes a recovery roll to regain
|
||
+lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might
|
||
+defense roll each day. On a failed roll, the character descends one step on the damage track.
|
||
+
|
||
+### RADIATION IN THE REAL WORLD
|
||
+
|
||
+Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations,
|
||
+cancer, and death.
|
||
+
|
||
+When to Use: If nuclear war led to the apocalypse, regions of dangerous radiation linger in the aftermath. Even if you
|
||
+predicate that civilization fell for some other reason, radiation could still be a hazard: a few nuclear bombs may have
|
||
+since been launched by a doom‑driven survivor group that found an old silo, a before‑times nuclear power plant went
|
||
+critical and PCs must access it, alien invaders used weapons that left behind radioactive scars, or just because.
|
||
+
|
||
+Use this optional rule to evoke a more realistic approach to dangerous radiation. You could also use it in a setting
|
||
+with fantastic elements as a baseline effect, even if for some, exposure also leads to the potential for incredible
|
||
+mutations.
|
||
+
|
||
+Effect: Methods to detect and mitigate radiation are useful to avoid stumbling into it in the first place, as described
|
||
+in the next section. Dangerous radiation harms and eventually kills people and other creatures, as described under the
|
||
+sections that follow.
|
||
+
|
||
+Telltale Signs of Dangerous Radiation
|
||
+
|
||
+Confirming the Presence of Radiation: If PCs have a functioning radiation‑detecting device, it confirms whether an area
|
||
+is radioactive. Otherwise, they can attempt a difficulty 4 Intellect roll to correctly correlate the telltale signs of a
|
||
+radiation hazard with its actual presence. Even if PCs fail this roll, they still understand that some kind of dangerous
|
||
+residue is blighting the area, whether it's radiation, poison, evil spirits, nanites, or something else.
|
||
+
|
||
+Radiation Damage
|
||
+
|
||
+Especially intense radiation, such as might be found at the center of an area bearing telltale signs of contamination,
|
||
+harms PCs soon after they are exposed.
|
||
+
|
||
+Immediate Effects of Exposure: When PCs are exposed to dangerous radiation without shielding, they suffer 3 points of
|
||
+ambient damage per minute each time they fail a difficulty 3 Might defense task; on a success they still take 1 point of
|
||
+ambient damage. If they spend more than ten minutes in the area, or fail three Might defense rolls against radiation
|
||
+during any single period of radiation exposure, they are subject to radiation sickness (see the box below).
|
||
+
|
||
+A character who has scavenged, repaired, or cobbled together a hazmat suit is still vulnerable, though less so. The suit
|
||
+eases a wearer's Might defense tasks, though the wearer takes 1 point of ambient damage (because the suit provides +2 to
|
||
+Armor against damage from radiation) every few minutes with each failed defense roll. Unless they tear their suit or are
|
||
+otherwise compromised, they're generally not subject to radiation sickness.
|
||
+
|
||
+\*Dangerous radiation: Level 3
|
||
+
|
||
+\*Taking iodine tablets eases Might defense rolls against radiation sickness by three steps.
|
||
+
|
||
+Disease: Radiation Sickness
|
||
+
|
||
+Level 8 disease: Nausea, vomiting, diarrhea, and fatigue appear within minutes to hours of a PC contracting radiation
|
||
+sickness. Hours later, the PC may suffer skin burns and hair loss. Days later, they experience extreme weakness, weight
|
||
+loss, and potentially death.
|
||
+
|
||
+Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might
|
||
+defense rolls, they gradually improve and throw off the sickness effects within a few weeks.
|
||
+
|
||
+### SCAVENGING, REPAIRING, AND BUILDING
|
||
+
|
||
+Survivors need food and shelter in a world turned upside down.
|
||
+
|
||
+When to Use: PCs in a post‑apocalyptic setting that aren't prepared or that have lost access to their resources and base
|
||
+must usually spend part of each day scavenging for supplies and/or a place of safety. Scavenging is what happens anytime
|
||
+they search for food, water, and shelter.
|
||
+
|
||
+Effect: Basic scavenging optional rules are described in the *Cypher System Rulebook*. However, if you'd like to provide
|
||
+the PCs with many more options, including rules for finding enough to eat and drink, a safe shelter, and more, use the
|
||
+following extended optional rules instead. The base scavenging rules have been incorporated here, so you don't need to
|
||
+cross‑reference them to understand how it all works.
|
||
+
|
||
+Food, Water, and Shelter
|
||
+
|
||
+PCs in a post‑apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of
|
||
+reasons, including because that's the situation you start them in, they're exploring a new area, their settlement was
|
||
+overrun by raiders and they barely escaped with their lives, or something else.
|
||
+
|
||
+Generally, characters must spend ten minutes to an hour searching through the rubble and ruins in a particular area
|
||
+before they have a chance of finding food or a refuge.
|
||
+
|
||
+Characters who succeed in finding food and water or refuge also get to roll up to once each day on the Useful Stuff
|
||
+table and three times on the Junk table. (Some characters won't care about rolling on the Junk table; no need to have
|
||
+them make rolls if that's the case.) If a "food" or "water" result is obtained on the Useful Stuff table, PCs discover
|
||
+double the amount of resources and have enough for two days for six people.
|
||
+
|
||
+Consider using a GM intrusion to add additional color by way of an unexpected threat or hazard as they search,
|
||
+especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for
|
||
+resources.
|
||
+
|
||
+Food and Water
|
||
|
||
Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
|
||
-but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places
|
||
-to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn't
|
||
-radioactive, poisoned, or overrun with hostile creatures.
|
||
+but sometimes it includes fresh fruits and vegetables growing wild or cultivated by other survivors.
|
||
|
||
-The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the
|
||
-characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent
|
||
-scavenging tasks and requires that they succeed on a new task to determine if the place they're staying is still safe.
|
||
-The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe
|
||
-place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.
|
||
+Found water might be canned seltzer water, water in casks, water in tanks, and other leftovers from the before‑times,
|
||
+but it could just as easily be collected rainwater, from a river, from a lake, or water secured by previous survivors.
|
||
|
||
-Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging
|
||
-task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters
|
||
-successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it's the
|
||
-first day the PCs have searched in a particular area, each character might find something useful, but in succeeding
|
||
-days, a group normally gets only a single roll to find useful stuff.
|
||
+Scavenging and Related Tasks
|
||
|
||
-Useful stuff also includes a "loot" entry. Loot includes collectible coins from before the apocalypse, such as silver
|
||
-dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can
|
||
-be used as currency or barter when the characters find other survivors or arrive at a trade town.
|
||
+| Level | Task |
|
||
+|-------|-------------------------------------------------------------------------------------------------------------------------------------|
|
||
+| 5 | Find enough food and clean water for a group of five characters to eat and drink for one dya |
|
||
+| 5 | Find a place of relative safety to regroup, shelter from the elements, and hide from other dangerous groups or creatures |
|
||
+| \- | The task is hindered by one step from every two more people (above 5) a scavenger tries to find resources or a refuge for |
|
||
+| \+ | The task is eased by one step for every two fewer people (from a baseline of 5) a scavenger tries to find resources or a refuge for |
|
||
|
||
-Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in
|
||
-the expensive category).
|
||
+Changing Conditions Affect Scavenger Success
|
||
|
||
-Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might
|
||
-have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the
|
||
-Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more
|
||
-often it can be disassembled and used as parts to create something else.
|
||
+The difficulty of finding food, water, and a safe place varies by location and by how many days the characters have
|
||
+already spent there.
|
||
+
|
||
+Right After the Apocalypse: Things may be somewhat picked over, but PCs probably have their choice of food, water,
|
||
+shelter, and useful things, assuming the apocalypse isn't one that also devastates large swaths of the immediate
|
||
+environment.
|
||
+
|
||
+Months and Years After the Apocalypse: Other survivors who've already scavenged the area and exposure to the elements
|
||
+make scavenging more difficult as time marches on. Each week the PCs spend in the same area (that's not an allied
|
||
+settlement) hinders subsequent scavenging tasks by one additional step. The result of failing to find food and water is
|
||
+obvious; if you're using it, refer to the exposure, starvation, and dehydration optional rule.
|
||
+
|
||
+Staying in One Place Too Long: In an unsafe area, PCs who've found shelter must succeed on a new difficulty 5 Intellect
|
||
+task each week to determine if their refuge is still safe. If they fail to find—or keep—a refuge, the place becomes
|
||
+compromised in some way. For instance, perhaps their presence is noticed by a hostile force in the area (raiders, a
|
||
+dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
|
||
+evident.
|
||
|
||
### USEFUL STUFF
|
||
|
||
+Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful
|
||
+stuff is often found along with these basic requirements.
|
||
+
|
||
+When to Consult the Table: When a group of characters successfully finds food and water or a safe place, they also find
|
||
+something else that's potentially useful. Consult the Useful Stuff table up to once per day, or two or three times if
|
||
+PCs roll a special minor or major effect, respectively. If it's the first day they have scavenged in a particular area,
|
||
+each character might find something useful on the table, but on subsequent days, a group normally gets only a single
|
||
+roll.
|
||
+
|
||
+Subtables: Roll on a specific subtable only if you wish to provide additional flavor to what PCs find.
|
||
+
|
||
+Useful? The implication is that if PCs find something on the Useful Stuff table, it's in working condition, having
|
||
+beaten the odds of degradation and destabilization facing all common things from the before‑times. A GM intrusion, of
|
||
+course, could complicate that for any given item.
|
||
+
|
||
+Artifact? As described under Pre‑Apocalyptic Artifacts, almost every nonfood item on the Useful Stuff table could be
|
||
+considered an artifact, given that it is increasingly difficult to produce or preserve. Adding a depletion roll (usually
|
||
+1 in 1d20) represents the likelihood that the item will fall apart, break down, or run out.
|
||
+
|
||
+Useful Stuff Table
|
||
+
|
||
+Most of the time, it's not important to know the level of a useful item PCs find. If it becomes important, level 3 is a
|
||
+good baseline. If the item is particularly fragile (such as a wheel of cheese preserved in wax), drop the level by 1 or
|
||
+2. If the item is particularly hardy (like a fire engine), increase the level by 1 or 2.
|
||
+
|
||
<table>
|
||
<colgroup>
|
||
-<col style="width: 19%" />
|
||
+<col style="width: 48%" />
|
||
+<col style="width: 51%" />
|
||
+</colgroup>
|
||
+<thead>
|
||
+<tr class="header">
|
||
+<th>D100</th>
|
||
+<th>Item Found</th>
|
||
+</tr>
|
||
+</thead>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>01</td>
|
||
+<td>Water filter straw or bottle</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>02</td>
|
||
+<td>Windproof matches, box</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>03</td>
|
||
+<td>Gas mask</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>04</td>
|
||
+<td>Soap, shampoo, or other hygiene product</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>05</td>
|
||
+<td><p>Tool, hand (the right tool for the job provides an asset on repair and crafting tasks)</p>
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 10%" />
|
||
+<col style="width: 89%" />
|
||
+<col style="width: 0%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d10</td>
|
||
+<td>Specific Tool Found</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Manual drill</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Hammer</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Tape measure</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Lever hoist/ratchet/come‑along</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Screwdriver, multibit</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td>Saw</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>7</td>
|
||
+<td>Pliers</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>8</td>
|
||
+<td>Wrench</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>9</td>
|
||
+<td>Level</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>10</td>
|
||
+<td>Clamps</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>06</td>
|
||
+<td>Carabiner</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>07-08</td>
|
||
+<td>Bungee cords</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>09-10</td>
|
||
+<td><p>Tool, corded or battery‑powered (the right tool for the job provides an asset on repair and crafting tasks)</p>
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 8%" />
|
||
+<col style="width: 90%" />
|
||
+<col style="width: 0%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d10</td>
|
||
+<td>Specific Tool Found</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Drill, corded or battery</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Miter saw, corded</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Circular saw, corded</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Table saw, benchtop</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Welding kit</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td>Impact driver, corded or battery</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>7</td>
|
||
+<td>Chainsaw, gas, corded, or electric</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>8</td>
|
||
+<td>Nail gun, corded, battery, or air‑driven</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>9</td>
|
||
+<td>Air compressor</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>10</td>
|
||
+<td>Heat gun, corded or battery</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>11</td>
|
||
+<td><p>Construction/repair supply (the right material provides an asset to a task that would benefit from its use;
|
||
+counts as one load of construction junk)</p>
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 9%" />
|
||
+<col style="width: 90%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>D6</td>
|
||
+<td>Component or Substance</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Glue, wood, ceramic, or super</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Epoxy, metal welding</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Nails, screws, fasteners</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Electrician's Tape</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5-6</td>
|
||
+<td>Duct Tape</td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>12</td>
|
||
+<td>Nightvision goggles</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>13</td>
|
||
+<td>First aid kit (provides an asset to 1d20 healing-related tasks before exhaustion)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>14</td>
|
||
+<td>Ammunition handloading tool set (provides an asset to crafting ammunition)</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>15-16</td>
|
||
+<td><p>Over the counter (OTC) medicine (provides an asset to one qualifying healing‑related task)</p>
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 7%" />
|
||
+<col style="width: 92%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d10</td>
|
||
+<td>Specific Medicine Found</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Pain reliever (aspirin, ibuprofen, acetaminophen, or naproxen) pill</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Antihistamines, pills or salve</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Antacids, pills or chews</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Sunscreen, oil or spray</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Cold/flu treatment, pills or liquid</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td>Antibiotic, spray or gel</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>7</td>
|
||
+<td>Liquid bandage, spray or liquid</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>8-9</td>
|
||
+<td>Pain and discomfort relief for PMS (blended ingredients)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>10</td>
|
||
+<td>Anti-nausea, pills or liquid</td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>17</td>
|
||
+<td>Pads and tampons</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>18</td>
|
||
+<td>Condoms</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>19</td>
|
||
+<td><p>Prescription medicine (vanquishes or treats symptoms of an eligible disease or illness, if enough medicine is
|
||
+found)</p>
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 9%" />
|
||
+<col style="width: 89%" />
|
||
+<col style="width: 0%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d20</td>
|
||
+<td>Condition Treated by Meds</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Blood clots</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Hypothyroidism</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Diabetes</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>High blood pressure</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Depression and anxiety</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td>Heart and artery conditions</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>7</td>
|
||
+<td>High cholesterol</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>8</td>
|
||
+<td>Bacterial infection</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>9</td>
|
||
+<td>Lung issues</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>10</td>
|
||
+<td>Seizures and epilepsy</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>11</td>
|
||
+<td>Asthma</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>12</td>
|
||
+<td>Arthritis</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>13</td>
|
||
+<td>Degenerative nerve conditions</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>14</td>
|
||
+<td>Cancer</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>15</td>
|
||
+<td>Pregnancy prevention and ending</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>16</td>
|
||
+<td>Gender dysmorphia</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>17</td>
|
||
+<td>Enlarged prostate</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>18</td>
|
||
+<td>Ulcers</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>19</td>
|
||
+<td>Acid reflux</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>20</td>
|
||
+<td>Radiation sickness</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>20</td>
|
||
+<td>Binoculars</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>21</td>
|
||
+<td>Horse, trained for riding (typically found with a few days of feed)</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>22</td>
|
||
+<td>Magnifying glass</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>23</td>
|
||
+<td>Glasses, readers</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>24</td>
|
||
+<td>Box of black permanent markers</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>25</td>
|
||
+<td>Scissors</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>26-35</td>
|
||
+<td><p>Food and water (enough for five people for one day)</p>
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 18%" />
|
||
<col style="width: 80%" />
|
||
+<col style="width: 0%" />
|
||
</colgroup>
|
||
<tbody>
|
||
<tr class="odd">
|
||
<td>d100</td>
|
||
-<td>Item Found</td>
|
||
+<td>Specific Food/Water Found</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="even">
|
||
-<td>01–10</td>
|
||
-<td>Tools (provide an asset to tasks related to repair and crafting)</td>
|
||
+<td>01–02</td>
|
||
+<td>Baby food, jarred</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="odd">
|
||
-<td>11–20</td>
|
||
-<td>Medicine (provides an asset to one healing-related task)</td>
|
||
+<td>03–06</td>
|
||
+<td>Beans, dried</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="even">
|
||
-<td>21–25</td>
|
||
-<td>Binoculars</td>
|
||
+<td>07–08</td>
|
||
+<td>Beans, canned</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="odd">
|
||
-<td>26–35</td>
|
||
-<td>Chocolate bar or similarly<br />
|
||
-sought-after candy or snack</td>
|
||
+<td>09–12</td>
|
||
+<td>Bouillon cubes</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="even">
|
||
-<td>36–45</td>
|
||
-<td>Textbook (provides an asset to a knowledge-related task)</td>
|
||
+<td>13–14</td>
|
||
+<td>Canned pasta</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="odd">
|
||
-<td>46–50</td>
|
||
-<td>Coffee or tea</td>
|
||
+<td>15–16</td>
|
||
+<td>Cereal, breakfast</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="even">
|
||
-<td>51–55</td>
|
||
-<td>Gun or rifle with ten shells or bullets</td>
|
||
+<td>17–18</td>
|
||
+<td>Cheese in wax</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="odd">
|
||
-<td>56–60</td>
|
||
-<td>Flashlight</td>
|
||
+<td>19–20</td>
|
||
+<td>Chocolate, dark</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="even">
|
||
-<td>61–65</td>
|
||
-<td>Loot</td>
|
||
+<td>21–22</td>
|
||
+<td>Coffee, instant</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="odd">
|
||
-<td>66–70</td>
|
||
-<td>Gasoline (2d6 × 10 gallons)</td>
|
||
+<td>23</td>
|
||
+<td>Eggs, fresh</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="even">
|
||
-<td>71–75</td>
|
||
-<td>Batteries</td>
|
||
+<td>24</td>
|
||
+<td>Eggs, powdered</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="odd">
|
||
-<td>76–80</td>
|
||
-<td>Functioning vehicle (sedan, pickup, motorcycle, etc.)</td>
|
||
+<td>25–26</td>
|
||
+<td>Energy bar</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="even">
|
||
-<td>81–85</td>
|
||
-<td>Generator</td>
|
||
+<td>27–28</td>
|
||
+<td>Fruit, canned</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="odd">
|
||
-<td>86–90</td>
|
||
-<td>MRE cache (food and water for six people for 1d6 weeks)</td>
|
||
+<td>29–30</td>
|
||
+<td>Fruit, dried</td>
|
||
+<td></td>
|
||
</tr>
|
||
<tr class="even">
|
||
-<td>91–95</td>
|
||
+<td>31–32</td>
|
||
+<td>Fruit, fresh</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>33–34</td>
|
||
+<td>Flour, white</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>35–36</td>
|
||
+<td>Flour, other</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>37–38</td>
|
||
+<td>Honey</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>39–40</td>
|
||
+<td>Liquor</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>41–42</td>
|
||
+<td>Mayonnaise</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>43–44</td>
|
||
+<td>Meat, canned</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>45</td>
|
||
+<td>Milk, fresh</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>46</td>
|
||
+<td>Milk, powdered</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>47–48</td>
|
||
+<td>Mustard</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>49–50</td>
|
||
+<td>Nuts</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>51–52</td>
|
||
+<td>Oatmeal</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>53–54</td>
|
||
+<td>Oil, sealed in can</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>55–56</td>
|
||
+<td>Pasta, dried</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>57–58</td>
|
||
+<td>Pet food, canned</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>59–60</td>
|
||
+<td>Rice, dried</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>61–62</td>
|
||
+<td>Salt</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>63</td>
|
||
+<td>Snack bag, dried chips, etc.</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>64</td>
|
||
+<td>Snack, candy or baked snack</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>65–66</td>
|
||
+<td>Soda, can</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>67–68</td>
|
||
+<td>Spices</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>69–70</td>
|
||
+<td>Sugar</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>71–73</td>
|
||
+<td>Tea, in a tin</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>74–75</td>
|
||
+<td>Yeast, dry</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>76–77</td>
|
||
+<td>Vegetables, canned</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>78–79</td>
|
||
+<td>Vegetables, fresh</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>80–87</td>
|
||
+<td>Water, bottled</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>88–96</td>
|
||
+<td>Water, canned</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>97–98</td>
|
||
+<td>Wine, common</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>99–00</td>
|
||
+<td>Wine, fine</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>36</td>
|
||
+<td>Food cache (enough for five people for 1d20 weeks)</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>37</td>
|
||
+<td>Water cache (enough for six people for 1d20 weeks)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>38</td>
|
||
+<td>Plastic bag (won't last long)</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>39-45</td>
|
||
+<td><p>Textbook or "how‑to" manual (asset to related knowledge task if studied for about an hour)</p>
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 12%" />
|
||
+<col style="width: 86%" />
|
||
+<col style="width: 0%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d10</td>
|
||
+<td>Topics Covered</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Plumbing</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Electronics</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Gardening</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Farming</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Civil engineering</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td>Robotics</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>7</td>
|
||
+<td>Health</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>8</td>
|
||
+<td>Renewables (solar, wind)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>9</td>
|
||
+<td>Smithcraft</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>10</td>
|
||
+<td>Chemistry</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>46</td>
|
||
+<td>Supply stash (roll on this table 1d6 +2 times)</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>47</td>
|
||
+<td>Books (1d10 books of fiction)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>48</td>
|
||
+<td>Toy wagon</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>49</td>
|
||
+<td>Shopping cart or baby carriage</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>50</td>
|
||
+<td>Wheelbarrow</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>51</td>
|
||
+<td>Skateboard, roller skates/blades, or similar</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>52</td>
|
||
+<td>Can opener or can punch</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>53</td>
|
||
+<td>Gloves</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>54</td>
|
||
+<td>Sunglasses or safety goggles</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>55</td>
|
||
+<td>Ear plugs</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>56</td>
|
||
+<td>Extension cord or power tree</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>57</td>
|
||
+<td>Lighter, butane</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>58</td>
|
||
+<td>Lighter, plasma</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>59</td>
|
||
+<td>Flashlight, battery and/or crank-powered</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>60-63</td>
|
||
+<td><p>Weapon, melee</p>
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 11%" />
|
||
+<col style="width: 88%" />
|
||
+<col style="width: 0%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d10</td>
|
||
+<td>Weapon</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Sap/blackjack (light)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Hand axe (light)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Hunting/combat knife (light)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Brass knuckles (light)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Axe (medium)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td>Baseball bat (medium)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>7</td>
|
||
+<td>Baton (medium)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>8</td>
|
||
+<td>Saber/machete (medium)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>9</td>
|
||
+<td>Bow (medium)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>10</td>
|
||
+<td>Pickaxe (heavy)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>64</td>
|
||
+<td>Broom or mop</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>65</td>
|
||
+<td>Padlock with keys</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>66</td>
|
||
+<td><p>Armor</p>
|
||
+<table style="width:100%;">
|
||
+<colgroup>
|
||
+<col style="width: 5%" />
|
||
+<col style="width: 94%" />
|
||
+<col style="width: 0%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d6</td>
|
||
+<td>Specific Armor</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Leather jacket (light armor)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Kevlar vest (medium armor)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Lightweight body (medium armor, encumbers as light armor)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Riot gear (medium armor)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Military body (heavy armor)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td>Crafted from trash cans (variable)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>67</td>
|
||
+<td>Bivouac sack</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>68</td>
|
||
+<td>SCUBA gear</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>69</td>
|
||
+<td>Straitjacket</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>70</td>
|
||
+<td>Game, physical (puzzle, board game, RPG)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>71</td>
|
||
+<td>Canteen</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>72</td>
|
||
+<td>Hazmat suit (light armor, +2 Armor against chemical and radiation damage)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>73-74</td>
|
||
+<td><p>Vehicle</p>
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 10%" />
|
||
+<col style="width: 88%" />
|
||
+<col style="width: 0%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d20</td>
|
||
+<td>Specific Vehicle</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Airplane, prop</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Ambulance</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Balloon</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Boat</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Bus</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td>Car, consumer (gas or EV)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>7</td>
|
||
+<td>Truck, consumer (gas or EV)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>8</td>
|
||
+<td>Fire engine</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>9</td>
|
||
+<td>Forklift</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>10</td>
|
||
+<td>Garbage truck</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>11</td>
|
||
+<td>Helicopter</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>12</td>
|
||
+<td>Jet</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>13</td>
|
||
+<td>Lawnmower, riding (gas or EV)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>14</td>
|
||
+<td>Motorcycle (gas or EV)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>15</td>
|
||
+<td>Bicycle (pedal or EV‑pedal)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>16</td>
|
||
+<td>Police car</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>17</td>
|
||
+<td>Scooter</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>18</td>
|
||
+<td>Tractor (gas or EV)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>19</td>
|
||
+<td>Train engine</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>20</td>
|
||
+<td>Van</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>75-78</td>
|
||
+<td><p>Firearm (usually found with about 10 bullets or shells)</p>
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 8%" />
|
||
+<col style="width: 91%" />
|
||
+<col style="width: 0%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d10</td>
|
||
+<td>Specific Firearm</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1–2</td>
|
||
+<td>Handgun (light, short range)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>3–4</td>
|
||
+<td>Handgun (medium, long range)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Rifle (medium, long range)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td>Shotgun (heavy, immediate range)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>7</td>
|
||
+<td>Handgun, big (heavy, long range)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>8</td>
|
||
+<td>Assault rifle (heavy, rapid‑fire, long range)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>9</td>
|
||
+<td>Heavy rifle (heavy, very long range)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>10</td>
|
||
+<td>Submachine gun (medium, rapid‑fire, short range)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>79</td>
|
||
+<td>Hand grenade (4 points of damage in immediate range)</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>80</td>
|
||
<td>Ammunition cache (100 shells or bullets for 1d6 different weapons)</td>
|
||
</tr>
|
||
+<tr class="even">
|
||
+<td>81</td>
|
||
+<td>Bolt cutters</td>
|
||
+</tr>
|
||
<tr class="odd">
|
||
-<td>96–97</td>
|
||
-<td>Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)</td>
|
||
+<td>82</td>
|
||
+<td>Climbing gear</td>
|
||
</tr>
|
||
<tr class="even">
|
||
-<td>98–99</td>
|
||
-<td>Cypher (in addition to any other cyphers the GM awards)</td>
|
||
+<td>83</td>
|
||
+<td>Crowbar</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>84</td>
|
||
+<td>Handcuffs</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>85</td>
|
||
+<td>Firearm cache (1d6+ 4 firearms; a mix of light, medium, and heavy weapons, each usually found with about 10 bullets
|
||
+or shells)</td>
|
||
</tr>
|
||
<tr class="odd">
|
||
+<td>86-87</td>
|
||
+<td>Boots</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>88</td>
|
||
+<td><p>Power</p>
|
||
+<table style="width:100%;">
|
||
+<colgroup>
|
||
+<col style="width: 8%" />
|
||
+<col style="width: 91%" />
|
||
+<col style="width: 0%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d10</td>
|
||
+<td>Specific Kind of Power</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Generator (gas)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2–3</td>
|
||
+<td>Batteries, 4‑pack, household</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>4</td>
|
||
+<td>Batteries, 4‑pack, household (rechargeable)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>5</td>
|
||
+<td>Consumer battery recharger</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>6</td>
|
||
+<td>Battery, car (12 v)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>7</td>
|
||
+<td>Battery, portable power station (rechargeable)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>8</td>
|
||
+<td>Gasoline (2d6 × 10 gallons)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>9</td>
|
||
+<td>Solar panels, portable</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>10</td>
|
||
+<td>Home battery (often connected to solar)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>89</td>
|
||
+<td>Lantern, kerosene or battery</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>90</td>
|
||
+<td><p>Electronics, consumer, general (functional, but without power or network connection, normally considered
|
||
+junk)</p>
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 10%" />
|
||
+<col style="width: 89%" />
|
||
+<col style="width: 0%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d10</td>
|
||
+<td>Specific Device</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Smartphone</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Laptop</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>TV</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Headphones, wireless or wired</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Fitness tracker</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td>Smart speaker</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>7</td>
|
||
+<td>Game console</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>8</td>
|
||
+<td>Digital camera</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>9</td>
|
||
+<td>Tablet</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>10</td>
|
||
+<td>Smartwatch</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>91</td>
|
||
+<td>Art supplies</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>92</td>
|
||
+<td>Mask, dust and particulates</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>93</td>
|
||
+<td>Rope, nylon</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>94</td>
|
||
+<td>Sleeping bag</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>95</td>
|
||
+<td>Tent</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>96</td>
|
||
+<td>Tires, stored</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>97</td>
|
||
+<td>Toilet paper, stored</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>98</td>
|
||
+<td>Turntable and/or CD player (usually found with supply of old records and/or CDs of music)</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>99</td>
|
||
+<td><p>Loot (stuff people thought was valuable in the before‑times)</p>
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 10%" />
|
||
+<col style="width: 88%" />
|
||
+<col style="width: 0%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d6</td>
|
||
+<td>Specific Valuable</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Silver dollar coin</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Gold eagle coin</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Book of rare stamps</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Framed art</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Designer wristwatch</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td>Jewelry</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
<td>00</td>
|
||
-<td>Artifact (in addition to any other artifacts the GM awards)</td>
|
||
+<td><p>Radiation control item</p>
|
||
+<table style="width:100%;">
|
||
+<colgroup>
|
||
+<col style="width: 6%" />
|
||
+<col style="width: 93%" />
|
||
+<col style="width: 0%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d6</td>
|
||
+<td>Specific Item</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>1</td>
|
||
+<td>Radiation tent (prevents radiation damage for three days)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Radiation pill (pack of five; eases defense rolls against radiation effects for 12 hours)</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Handheld radiation detector</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Radiation badge</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5–6</td>
|
||
+<td>Manual describing radiation remediation best practices</td>
|
||
+<td></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table></td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
|
||
+### JUNK
|
||
+
|
||
+Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to
|
||
+function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But
|
||
+some PCs might have a use for it. That includes PCs with the Scavenges focus, as well as any character that decides to
|
||
+take advantage of the Repairing and Building section described in this optional rule.
|
||
+
|
||
+When to Consult the Table: All characters gain up to three results from the Junk table each time they successfully
|
||
+scavenge for food and water, or a safe place to stay. Junk can sometimes be repaired. It can also be disassembled,
|
||
+warped, melted, or otherwise used to craft or repair something else.
|
||
+
|
||
+How Much Junk PCs Get: Each time PCs roll on the Junk table or otherwise obtain a specific kind of junk, the amount they
|
||
+get is called a "load." Load is an intentionally vague amount, because it represents a variable amount of junk of a
|
||
+particular kind. A PC that finds some electronic junk could grab a single broken electric fan or leave a ruined house
|
||
+with a shopping cart full of stereo parts. Either way, it's considered one load of electronic junk.
|
||
+
|
||
+Tracking Loads: It's only important to track the number and kinds of loads a PC acquires if they're going to use the
|
||
+Repairing and Building optional rules presented later in this section. A PC can carry one load of junk along with their
|
||
+equipment. To carry more than that, they need a plan, such as using a toy wagon, shopping cart, sled, vehicle, or mount;
|
||
+asking an ally for help; or something else.
|
||
+
|
||
+Junk
|
||
+
|
||
+| | |
|
||
+|-----|-------------------------------------------------------------------------------------------------|
|
||
+| D10 | Variety of Junk |
|
||
+| 1 | Electronic (stereo, DVD/Blu‑ray player, smartphone, electric fan, printer, router, etc.) |
|
||
+| 2 | Plastic (lawn furniture, baby seat, simple toys, inflatable pool, etc.) |
|
||
+| 3 | Chemical (cleaning solution, fuel, paint, rat poison, solvents, industrial chemicals, etc.) |
|
||
+| 4 | Metal (old playsets, grills, empty barrels, frying pan, metal siding, etc.) |
|
||
+| 5 | Glass (vases, windows, bowls, decorative pieces, etc.) |
|
||
+| 6 | Textile (coats, pants, shirts, bathing suits, blankets, rugs, paper currency, etc.) |
|
||
+| 7 | Vehicle (car/airplane/watercraft bodies, scavenged electronics, tires, seats, etc.) |
|
||
+| 8 | Construction (cinder blocks, lumber, siding, wiring, pipes, bricks, insulation, shingles, etc.) |
|
||
+| 9 | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.) |
|
||
+| 10 | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft) |
|
||
+
|
||
+### REPAIRING AND BUILDING
|
||
+
|
||
+Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair,
|
||
+craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more rough‑and‑ready look
|
||
+to them. A new or repaired home could be covered in scavenged street signs. Clothing is probably a mishmash of textiles,
|
||
+salvaged bits from costume stores, and plastic bags. A suit of armor might be made of trash can lids. And so on. Second,
|
||
+even if something looks rough‑and‑ready, such as armor made of trash can lids, if PCs succeed on the task to create
|
||
+medium armor (or heavy armor, if they're feeling ambitious), the resulting armor is functionally equivalent to armor of
|
||
+the same grade made before the apocalypse. It just looks less polished.
|
||
+
|
||
+Improving the Odds: If PCs scavenge exactly the right tools for the job (such as a hammer instead of a rock) and/or the
|
||
+perfect construction and repair supplies (such as steel screws instead of pegs carved from wood), they may gain an asset
|
||
+to their task.
|
||
+
|
||
+Junk Required for Building vs. Repairing: The "Loads of Junk Required" column in the Repairing and Crafting Difficulty
|
||
+and Time table is calibrated for repair. If a PC builds something from scratch (as opposed to repairing something
|
||
+previously built), the junk requirements are twice to ten times the indicated number of loads. Something small to
|
||
+moderate (like an article of clothing or a wheelbarrow) requires double the loads, while something large, like a
|
||
+structure or large motorized vehicle, could require up to ten times the indicated junk loads. You, the GM, decide what's
|
||
+reasonable.
|
||
+
|
||
+Other Projects: If the character wants to try to repair or build something from the ground up that isn't on the table,
|
||
+use your best judgment, comparing to what is on the table as a baseline. Some things just can't be built with the tools,
|
||
+materials, and knowledge the PCs have available. For instance, they probably can't build a spacecraft. On the other
|
||
+hand, perhaps they can repair one if they find an old government base containing a secret orbital craft that was never
|
||
+used, as long as they find specialized tools and instructions to go with it.
|
||
+
|
||
+Repair and Build Time: PCs who reduce the difficulty of a project cannot, generally speaking, reduce the repair or build
|
||
+time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted
|
||
+in the Cypher System Rulebook.
|
||
+
|
||
+### EQUIPMENT MAINTENANCE
|
||
+
|
||
+When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
|
||
+a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
|
||
+the larger optional rule for scavenging, repairing, and building, because if something breaks due to lack of
|
||
+maintenance, PCs should have a chance to fix it.
|
||
+
|
||
+Effect: Sometimes, a piece of equipment a PC relies on breaks. Use a GM intrusion to let the character know. PCs who
|
||
+know—or who learn—that equipment wear and breakage is a possibility can be proactive. They can spend about an hour on
|
||
+equipment maintenance each week. Maintenance requires the PC to expend 1 load of metal or construction junk each week,
|
||
+or to break down a few related items of scavenged useful stuff to get what they need. If PCs put in the time to keep
|
||
+their gear in good condition, they should face fewer, if any, GM intrusions related to their equipment failing them. No
|
||
+roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time
|
||
+thereafter, unless a special circumstance occurs.
|
||
+
|
||
+Repairing and Crafting Difficulty and Time
|
||
+
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 20%" />
|
||
+<col style="width: 20%" />
|
||
+<col style="width: 20%" />
|
||
+<col style="width: 20%" />
|
||
+<col style="width: 20%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>Difficulty</td>
|
||
+<td>Project</td>
|
||
+<td>Repair Time</td>
|
||
+<td>Build Time</td>
|
||
+<td>Loads of Junk Required* (for repair)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>0</td>
|
||
+<td>Tying a rope, finding a rock, etc.</td>
|
||
+<td>—</td>
|
||
+<td>Minutes</td>
|
||
+<td>—</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>1</td>
|
||
+<td>Torch</td>
|
||
+<td>1 minute</td>
|
||
+<td>5 minutes</td>
|
||
+<td>1 construction</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>2</td>
|
||
+<td>Spear, piece of simple furniture</td>
|
||
+<td>10 minutes</td>
|
||
+<td>1 hour</td>
|
||
+<td>1 construction</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>2</td>
|
||
+<td>Lean‑to shelter</td>
|
||
+<td>10 minutes</td>
|
||
+<td>1 hour</td>
|
||
+<td>Deadfall or 1 construction</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Bow, door, steps, simple bridge</td>
|
||
+<td>1 hour</td>
|
||
+<td>1 day</td>
|
||
+<td>1 construction</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>3</td>
|
||
+<td>Simple article of clothing</td>
|
||
+<td>10 minutes</td>
|
||
+<td>3 hours</td>
|
||
+<td>1 textile</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3</td>
|
||
+<td>Light armor</td>
|
||
+<td>1 hour</td>
|
||
+<td>10 hours</td>
|
||
+<td>1 textile</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>3</td>
|
||
+<td>Wheelbarrow</td>
|
||
+<td>10 minutes</td>
|
||
+<td>1 hour</td>
|
||
+<td>1 vehicle</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>4</td>
|
||
+<td>Desk with drawers, other complex furniture</td>
|
||
+<td>1 hour</td>
|
||
+<td>1 day</td>
|
||
+<td>1 construction, 1 plastic, 1 textile</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Single plumbing project</td>
|
||
+<td>3 hours</td>
|
||
+<td>1 day</td>
|
||
+<td>1 construction, 1 plastic</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>4</td>
|
||
+<td>Wiring small structure for electricity</td>
|
||
+<td>3 hours</td>
|
||
+<td>2 days</td>
|
||
+<td>1 construction, 1 electronic</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>4</td>
|
||
+<td>Ammunition, 25 rounds</td>
|
||
+<td>—</td>
|
||
+<td>2 days</td>
|
||
+<td>1 chemical, 1 metal</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>4</td>
|
||
+<td>Medium armor</td>
|
||
+<td>1 hour</td>
|
||
+<td>1 day</td>
|
||
+<td>1 metal, 1 textile</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>5</td>
|
||
+<td>Cabin, small</td>
|
||
+<td>1 day</td>
|
||
+<td>1 week</td>
|
||
+<td>2 construction</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Motorcycle</td>
|
||
+<td>1 day</td>
|
||
+<td>2 months</td>
|
||
+<td>1 metal, 1 vehicle</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>5</td>
|
||
+<td>Car or truck</td>
|
||
+<td>2 days</td>
|
||
+<td>5 months</td>
|
||
+<td>1 electronic, 1 vehicle</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Firearm</td>
|
||
+<td>3 hours</td>
|
||
+<td>1 month</td>
|
||
+<td>1 metal, 1 plastic</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>5</td>
|
||
+<td>Bulb, radio, common electronic items</td>
|
||
+<td>3 hours</td>
|
||
+<td>1 month</td>
|
||
+<td>3 electronic</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td>Heavy armor</td>
|
||
+<td>1 day</td>
|
||
+<td>1 month</td>
|
||
+<td>1 metal, 1 textile, 1 plastic</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td><p>Generator, transmitter, watch, other</p>
|
||
+<p>complex electronic items</p></td>
|
||
+<td>1 day</td>
|
||
+<td>2 months</td>
|
||
+<td>5 electronic, 1 vehicle</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>6</td>
|
||
+<td>Cabin, multiple rooms, with amenities</td>
|
||
+<td>1 week</td>
|
||
+<td>6 months</td>
|
||
+<td>4 construction, 2 electronic, 1 plastic, 1 glass, 1 metal</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td>Medicine</td>
|
||
+<td>1 week</td>
|
||
+<td>1 month</td>
|
||
+<td>1 medical</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>7</td>
|
||
+<td>Computer, smartphone, TV, other intricate electronic items</td>
|
||
+<td>1 week</td>
|
||
+<td>1 year</td>
|
||
+<td>2 electronic, 1 plastic, 1 metal</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>7</td>
|
||
+<td>Medical device</td>
|
||
+<td>1 week</td>
|
||
+<td>1 year</td>
|
||
+<td>2 electronic, 1 plastic, 1 metal, 1 medical</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>7</td>
|
||
+<td>Airplane, military vehicle</td>
|
||
+<td>1 month</td>
|
||
+<td>2 years</td>
|
||
+<td>4 electronic, 4 plastic, 4 chemical, 6 metal, 2 vehicle</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>8</td>
|
||
+<td>Spacecraft, chemical rocket propelled</td>
|
||
+<td>1 month</td>
|
||
+<td>20 years</td>
|
||
+<td>8 electronic, 8 plastic, 12 chemical, 20 metal</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>9–10</td>
|
||
+<td>Advanced unearthly technology</td>
|
||
+<td>Months</td>
|
||
+<td>Many years</td>
|
||
+<td>5 unearthly</td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table>
|
||
+
|
||
+\*Load requirements for buildings (vs. repairing) are two to ten times the indicated values.
|
||
+
|
||
+Handloading Tool Set
|
||
+
|
||
+A set of handloading tools includes a variety of instruments such as lubricant, powder funnel, and a small press, used
|
||
+to create ammunition for a firearm. To fashion ammunition, the user must spend an uninterrupted hour using the
|
||
+handloading tools, at the end of which time they have created about 25 bullets.
|
||
+
|
||
+If treated as a Pre‑Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set
|
||
+can be recharged with 1 load of metal junk and 1 load of chemical junk).
|
||
+
|
||
+### IRONMAN
|
||
+
|
||
+This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular
|
||
+people.
|
||
+
|
||
+When to Use: To really drive home the brutality of a post‑apocalyptic survival one‑shot game or short scenario, you can
|
||
+subject your players to this hardcore optional rule.
|
||
+
|
||
+Effect: There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as
|
||
+recovery rolls and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character making a
|
||
+recovery roll would get only 3 points (as if they rolled a 1 on a d6, plus 2 for their tier) to add to their Pools. This
|
||
+results in a gritty, dire scenario where the only way PCs can restore their Pools is with recovery rolls and character
|
||
+abilities that heal.
|
||
+
|
||
+Cypher System characters are tough and resilient, even at tier 1, but the ironman rule brings them down to a more
|
||
+realistic power level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge
|
||
+for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
|
||
+allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
|
||
+
|
||
+### FRAGILITY
|
||
+
|
||
+This optional rule prevents power creep in PCs.
|
||
+
|
||
+When to Use: If you want your players to have a gritty game experience after the apocalypse, this optional rule keeps
|
||
+them physically humble.
|
||
+
|
||
+Effect: Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that
|
||
+permanently increases their Pools, they can
|
||
+
|
||
+add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other points left over (if any) must go to
|
||
+their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra points the
|
||
+player can divide among their Pools at character creation. This rule creates a more "realistic" scenario in which the
|
||
+PCs are more like normal people who don't get much more powerful physically over the course of a campaign but still can
|
||
+learn new skills, advance their minds, and so on. This module does not affect abilities like Enlarge (which temporarily
|
||
+adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
|
||
+Front (which permanently increase one or more Pools).
|
||
+
|
||
+### ADVANCED AND ALIEN TECH
|
||
+
|
||
+Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology.
|
||
+
|
||
+When to Use: If the apocalypse that ended your world featured a time rip, alien invaders, a catastrophic alien ship
|
||
+crash, a starting date that is several decades into our own future, or an alternate timeline where things happened
|
||
+differently in the past than in the real world, this rule is applicable. You can also use it if you just want to
|
||
+introduce a bit of mystery to your game that will confound PCs' expectations on how their world really ended.
|
||
+
|
||
+Effect: Fantastic and advanced devices exist in the setting, and PCs can find them. If something is advanced and/or
|
||
+alien enough, PCs may have to develop special skills to use it, as noted hereafter. The existence of this tech in your
|
||
+setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens,
|
||
+but the tech could just as easily stand alone or be part of an End of Days theme.
|
||
+
|
||
+### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
|
||
+
|
||
+In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could
|
||
+discover unusual objects in the form of fantastic cyphers and unusual post‑apocalyptic artifacts.
|
||
+
|
||
+### UNDERSTANDING ADVANCED AND ALIEN TECH
|
||
+
|
||
+Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
|
||
+harder.
|
||
+
|
||
+Identifying and Using Advanced and Alien Tech: When a character finds a manifest cypher or an artifact that falls into
|
||
+this category, they must identify it before they can use it. Identification takes from one to ten minutes and a
|
||
+successful Intellect roll, usually against a difficulty of 5. Identifying an object grants PCs the ability to use the
|
||
+object, whether it's a manifest cypher or an artifact.
|
||
+
|
||
+However, without training or specialization in alien technology, advanced technology, or something similar (which most
|
||
+starting characters don't have), a character has an inability in understanding advanced and alien tech.
|
||
+
|
||
+Failing to Understand: Sometimes a failed roll to understand an object of advanced or alien tech simply means the
|
||
+character can't figure it out, but they can try again (as usual, each task retry requires that the PC expend Effort).
|
||
+Other times, there's a chance of something going wrong, either because you intrude or because the character triggers an
|
||
+intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
|
||
+advanced or alien device in a PC's possession.
|
||
+
|
||
+### ADVANCED AND ALIEN TECH GM INTRUSIONS
|
||
+
|
||
+Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to
|
||
+understand how to use it again after resolving the intrusion.
|
||
+
|
||
+| | |
|
||
+|-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||
+| d10 | Result of Intrusion |
|
||
+| 1 | Ooze sprays the character, then hardens, trapping them until they can escape a level 4 "shell." |
|
||
+| 2 | Device becomes stuck in midair, immovable as if caught in invisible, otherwise intangible cement. |
|
||
+| 3 | Device grows increasingly hot over the course of one minute, then fuses into a nonfunctional lump. |
|
||
+| 4 | Device shoots like a bullet in a random direction for a long distance, lodging itself in a structure or tree. |
|
||
+| 5 | Very bright light flashes from the device, blinding the PC for a few minutes. |
|
||
+| 6 | A blue light on the device begins flashing; if device is not destroyed, an alien enthraller investigates. |
|
||
+| 7 | Device function is triggered, as are any other devices (cyphers and/or artifacts) the PC carries. |
|
||
+| 8 | Mutagenic energy pulse; character develops a distinctive mutation over the course of ten hours. |
|
||
+| 9 | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character. |
|
||
+| 10 | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. |
|
||
+
|
||
+### INCREDIBLE MUTATIONS
|
||
+
|
||
+Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and
|
||
+death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic
|
||
+engineering, or some other mutagen) can instill strange new abilities in previously normal creatures, plants, NPCs, and
|
||
+even PCs, though often with a few drawbacks, too.
|
||
+
|
||
+When to Use: If you'd like your setting to include incredible mutations, this section is for you. Why does your game
|
||
+have such mutations? Maybe because of an X‑factor in some survivors' DNA, inscrutable nanites that have permeated the
|
||
+environment, magical contamination, or multiple different timelines collapsing into one.
|
||
+
|
||
+Effect: This section describes several ways to introduce incredible mutations to your game, including letting the
|
||
+environment evoke the concept, PC opt‑in, transitory mutations PCs have less control over, and transitory mutations
|
||
+based on cyphers. You can pick one or two, or use them all at different times and for different needs in your game.
|
||
+
|
||
+Mutated Creatures, Plants, and NPCs
|
||
+
|
||
+The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance
|
||
+of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have
|
||
+only harmful mutations, but others could have adaptive mutations.
|
||
+
|
||
+Harmful Mutations: Some creatures, plants, trees, fungus, and NPCs could present with disturbing, harmful mutations,
|
||
+such as the following examples. Their tasks are usually hindered.
|
||
+
|
||
+- An animal with one or more additional, vestigial, limp limbs, or an additional vestigial head that appears almost as a
|
||
+ tumor‑like growth
|
||
+
|
||
+- Oozing a smelly, rotting fluid that stains and slightly burns exposed skin
|
||
+
|
||
+- Lack of fur combined with albinism, making them sensitive to light and subject to skin cancer
|
||
+
|
||
+- Too many extra fingers or arms, making them slow and heavy
|
||
+
|
||
+- Too many extra branches, or too spindly, making the branches prone to breaking
|
||
+
|
||
+- Feathers growing where they normally wouldn't, in ragged, uncomfortable clumps
|
||
+
|
||
+- Fishlike scales growing where they normally wouldn't, like itchy, reflective sores
|
||
+
|
||
+- Single limb or other body part is radically larger than normal, making the creature clumsy
|
||
+
|
||
+- Big clumps of fungal growth that are obviously intrusive and painful
|
||
+
|
||
+Adaptive Mutations
|
||
+
|
||
+A disturbing mutation might only look strange and not be an impediment to the animal, plant, or NPC. It might even
|
||
+provide some benefit, as follows.
|
||
+
|
||
+- Fur, hair, or leaves growing in strange fractal patterns. Maybe it glows visibly to attract prey, or glows at a
|
||
+ frequency normally invisible to the human eye, but which they can see, allowing them to act in the dark.
|
||
+
|
||
+- Tentacle‑like arms that work like the regular limb replaced, or an extra tentacle‑like arm that gives the creature a
|
||
+ method to grasp, use tools, or otherwise gain an additional benefit over other creatures or plants of its type.
|
||
+
|
||
+- Feathers growing on an animal or plant they normally wouldn't, thick enough to provide additional warmth, protection,
|
||
+ and possibly limited flight options.
|
||
+
|
||
+- Insects, like ants or beetles, that learn how to spin webs, or spiders that begin spinning wildly strong fractal webs
|
||
+ that glow and change, maybe serving as a mode of communication.
|
||
+
|
||
+- Fungal growths that seem to connect the minds of creatures that have the same kind of growth.
|
||
+
|
||
+### OPTIONAL RULE: MUTANT DESCRIPTOR
|
||
+
|
||
+If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character
|
||
+with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the
|
||
+resulting PC is one that the player wants to play.
|
||
+
|
||
+### OPTIONAL RULE: TRANSITORY MUTATIONS
|
||
+
|
||
+Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
|
||
+that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
|
||
+triggered, replacing the specific benefit (or drawback) of the volatile mutation previously granted to the PC.
|
||
+
|
||
+You can use this optional rule instead of the mutant descriptor optional rule, or allow both in the same game. If using
|
||
+transitory mutations, not every PC in your game needs to have a volatile mutation.
|
||
+
|
||
+Volatile Mutations
|
||
+
|
||
+A character can begin the game with one volatile mutation that changes during play, one distinctive mutation that
|
||
+usually does not change, and, at their option, one or two cosmetic mutations.
|
||
+
|
||
+Alternatively, the PC could gain a volatile mutation (and one distinctive mutation) after their first encounter with
|
||
+radiation or some other mutagenic agent. Additional encounters with radiation don't give a PC further volatile mutations
|
||
+but could cause the one they have to mutate into something else.
|
||
+
|
||
+Effect: If the PC gains a volatile mutation, roll randomly on the Beneficial Mutations table. That mutation lasts until
|
||
+a triggering event occurs, at which time their volatile mutation is replaced, as indicated. A character normally cannot
|
||
+trigger replacement simply by willing it to occur, but they could choose to fail the Intellect defense roll that some
|
||
+triggers require to maintain their current volatile mutation.
|
||
+
|
||
+Adjusting the Volatility: Choose which triggering events apply to determine how volatile you'd like transitory mutations
|
||
+to be in your setting. For instance, if you prefer that volatile mutations change only when PCs encounter radiation,
|
||
+choose that option and ignore the others. Alternatively, you might prefer more variability and use most or even all the
|
||
+triggering events noted.
|
||
+
|
||
+Triggering Events:
|
||
+
|
||
+- The character finishes a ten‑hour recovery; replace with a randomly rolled beneficial mutation.
|
||
+
|
||
+- A character takes damage for the first time in ten hours and fails a difficulty 3 Intellect defense roll; replace with
|
||
+ a randomly rolled beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
|
||
+
|
||
+- The character triggers or receives a GM intrusion; replace with a random roll on the Harmful Mutations table.
|
||
+
|
||
+- The character gains a minor effect on a d20 roll and decides the effect is that their volatile mutation changes;
|
||
+ replace with two randomly rolled beneficial mutations. Both are replaced the next time the character gains a new
|
||
+ volatile mutation.
|
||
+
|
||
+- The character gains a major effect on a d20 roll and decides the effect is that their volatile mutation changes;
|
||
+ replace with a random result from the Powerful Mutations table. It is replaced the next time the character gains a new
|
||
+ volatile mutation.
|
||
+
|
||
+- The character takes damage from radiation (or other established mutagen in your setting) for the first time in ten
|
||
+ hours and fails an Intellect defense roll against a difficulty equal to the attack; replace with a randomly rolled
|
||
+ beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
|
||
+
|
||
+Cyphers as Volatile Mutations
|
||
+
|
||
+If a character has volatile mutations, one way to handle it is to give them an additional subtle cypher slot, and their
|
||
+volatile mutation is whatever subtle cypher is in that slot. A character can begin the game with one cypher volatile
|
||
+mutation that changes during play (or gain it after surviving radiation damage) and one distinctive mutation that
|
||
+usually does not change, plus—at their option—one or two cosmetic mutations.
|
||
+
|
||
+Effect: A cypher volatile mutation operates almost entirely like regular volatile mutations, except as follows.
|
||
+
|
||
+- Any random roll on the Beneficial Mutations table should instead be a random roll on the Subtle Cypher table. That
|
||
+ includes the two rolls granted to PCs who use a special minor effect to replace their volatile mutation's effect.
|
||
+
|
||
+- A roll of 1 still replaces the PC's volatile mutation with a randomly rolled harmful mutation.
|
||
+
|
||
+- A roll of 20 still replaces the PC's volatile mutation with a randomly rolled powerful mutation.
|
||
+
|
||
+- A cypher volatile mutation can be used more than once before it is replaced, but each additional attempt to use it
|
||
+ requires that the character succeed on an Intellect task. The difficulty of the task begins at the level of the cypher
|
||
+ and increases by one step each additional time the character attempts to reuse the mutation. On a failed roll, the
|
||
+ mutation is replaced.
|
||
+
|
||
+- When the cypher volatile mutation is replaced, roll the level for the new mutation.
|
||
+
|
||
+Other Consequences of Volatile Mutations
|
||
+
|
||
+If a character gains a mutation that grants them points to a Pool (such as strengthened bones, which gives +5 Might),
|
||
+then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect
|
||
+their current Pool value, depending on whether they were completely healthy or not.
|
||
+
|
||
+### D100 BENEFICIAL MUTATIONS
|
||
+
|
||
+The following mutations do not require any visible changes or distinctions in the character. In other words, people who
|
||
+have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
|
||
+and never requires an action to "activate."
|
||
+
|
||
+01–05 Strengthened bones: You gain +5 to your Might Pool.
|
||
+
|
||
+06–10 Improved circulation: You gain +5 to your Might Pool.
|
||
+
|
||
+11–15 Improved musculature: You gain +5 to your Might Pool.
|
||
+
|
||
+16–20 Improved nervous system: You gain +5 to your Speed Pool.
|
||
+
|
||
+21–25 Improved neural processes: You gain +5 to your Intellect Pool.
|
||
+
|
||
+26–30 Thick hide: You gain +1 to Armor.
|
||
+
|
||
+31–33 Increased lung capacity: You can hold your breath for five minutes.
|
||
+
|
||
+34–36 Adhesion pads: Your hands and feet have naturally adhesive pads and thus are assets in tasks involving climbing,
|
||
+keeping your footing, or retaining your grip.
|
||
+
|
||
+37–39 Slippery skin: You secrete a slippery oil, giving you an asset in any task involving slipping from another's grip,
|
||
+slipping from bonds, squeezing through a small opening, and so on.
|
||
+
|
||
+40–45 Telekinetic shield: You reflexively use telekinesis to ward away attacks, giving you an asset in Speed defense
|
||
+tasks.
|
||
+
|
||
+46–50 Suggestive voice: Your voice is so perfectly modulated that it is an asset in all interaction tasks.
|
||
+
|
||
+51–53 Processor dreams: When you sleep, you process information so that after you wake, you have an asset in any
|
||
+Intellect actions held over from the previous day. For example, if you have to determine whether an unknown plant is
|
||
+poisonous, you could "sleep on it" and make the determination the next day with an asset on the action.
|
||
+
|
||
+54–60 Poison immunity: You are immune to all poisons.
|
||
+
|
||
+61–65 Disease immunity: You are immune to all diseases.
|
||
+
|
||
+66–70 Fire resistance: You have +3 to Armor against damage from fire.
|
||
+
|
||
+71–75 Cold resistance: You have +4 to Armor against damage from cold.
|
||
+
|
||
+76–80 Psychic resistance: You have +3 to Armor against Intellect damage.
|
||
+
|
||
+81–85 Acid resistance: You have +5 to Armor against damage from acid.
|
||
+
|
||
+86–88 Puncture resistance: You have +2 to Armor against damage from puncturing attacks.
|
||
+
|
||
+89–91 Slicing resistance: You have +2 to Armor against damage from slicing attacks.
|
||
+
|
||
+92–94 Bludgeoning resistance: You have +2 to Armor against damage from crushing attacks.
|
||
+
|
||
+95–96 No scent: You cannot be tracked or located by scent, and you never have offensive odors.
|
||
+
|
||
+97–99 Scent: You can sense creatures, objects, and terrain by scent as well as a normal human can by sight. You can
|
||
+detect scents with that degree of accuracy only in short range, but you can sense strong odors from much farther away
|
||
+(far better than a normal human can). Like a hound, you can track creatures by their scent.
|
||
+
|
||
+00 Sense material: You can sense the presence of any single substance within short range, although you don't learn
|
||
+details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
|
||
+granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
|
||
+
|
||
+### D100 HARMFUL MUTATIONS
|
||
+Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
|
||
+
|
||
+01–10 Deformed leg: All movement tasks are hindered.
|
||
+
|
||
+11–20 Deformed face/appearance: All pleasant interaction tasks are hindered.
|
||
+
|
||
+21–30 Deformed arm/hand: All tasks involving the arm or hand are hindered.
|
||
+
|
||
+31–40 Malformed brain: All memory‑ or cognitive‑related tasks are hindered.
|
||
+
|
||
+41–45 Mentally vulnerable: All Intellect defense tasks are hindered.
|
||
+
|
||
+46–50 Slow and lumbering: All Speed defense tasks are hindered.
|
||
+
|
||
+51–60 Sickly: All Might defense tasks are hindered.
|
||
+
|
||
+61–63 Horrible growth: A large goiter, immobile tendril, or useless extra eye hangs from your face, hindering all
|
||
+pleasant interactions (with most creatures, particularly humans).
|
||
+
|
||
+64–66 Useless limb: One of your limbs is unusable or missing.
|
||
+
|
||
+67–71 Useless eye: One of your eyes is unusable or missing. Tasks specifically involving eyesight (spotting, searching,
|
||
+and so on) are hindered.
|
||
+
|
||
+72–76 Useless ear: One of your ears is unusable or missing. Tasks specifically involving hearing are hindered.
|
||
+
|
||
+77–84 Weakness in Might: Any time you spend points from your Might Pool, the cost is increased by 1 point.
|
||
+
|
||
+85–92 Weakness in Speed: Any time you spend points from your Speed Pool, the cost is increased by 1 point.
|
||
+
|
||
+93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point.
|
||
+
|
||
+### CRIPPLING MUTATIONS
|
||
+
|
||
+A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation.
|
||
+Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain,
|
||
+and so on. Such mutations prevent a character from being viable.
|
||
+
|
||
+### D100 POWERFUL MUTATIONS
|
||
+
|
||
+The following mutations do not require any visible changes in the character until used. People who have these mutations
|
||
+are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
|
||
+points. Some are actions.
|
||
+
|
||
+01–05 Darksight: You can see in complete darkness as if it were light. Enabler.
|
||
+
|
||
+06–10 No breath: You do not need to breathe. Enabler.
|
||
+
|
||
+11–15 No water: You do not need to drink water to survive. Enabler.
|
||
+
|
||
+16–20 Chameleon skin: Your skin changes colors as you wish. This is an asset in tasks involving hiding. Enabler.
|
||
+
|
||
+21–24 Savage bite: Your mouth widens surprisingly, and hidden, pointed teeth emerge when you wish it. You can make a
|
||
+bite attack that inflicts 3 points of damage. Enabler.
|
||
+
|
||
+25–26 Gluey globs: You can produce gluey globs at your fingertips. This is an asset in tasks involving climbing or
|
||
+keeping your grip. You can also fling these globs in immediate range, and if they hit, they hinder the target's physical
|
||
+tasks for one round. Enabler to use in a task; action to use as an attack.
|
||
+
|
||
+27–30 Face dancing: You can alter your features enough to give you an asset in all tasks involving disguise. Enabler.
|
||
+
|
||
+31–35 Sense oddity: You can sense the presence of an object or creature possessing fantastic abilities (because of alien
|
||
+technology, transdimensional interference, nanites, or similar) within short range. You do not learn details or the
|
||
+precise location. Action.
|
||
+
|
||
+36–40 Stinger in finger: You can make an attack with your hand that inflicts 1 point of damage. If you make a second
|
||
+successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).
|
||
+Action.
|
||
+
|
||
+41–44 Stinger in elbow: You can make an attack with your elbow that inflicts 2 points of damage. If you make a second
|
||
+successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).
|
||
+Action.
|
||
+
|
||
+45–47 Spit needles: You can make an attack with immediate range. You spit a needle that inflicts 1 point of damage. If
|
||
+you make a second successful attack roll, the needle also injects a poison that inflicts 4 points of Speed damage
|
||
+(ignores Armor). Action.
|
||
+
|
||
+48–50 Spit acid: You can make an attack with immediate range. You spit a glob of acid that inflicts 2 points of damage.
|
||
+Action.
|
||
+
|
||
+51–53 Spit webs: You can make up to 10 feet (3.5 m) of a strong, ropelike material each day at the rate of about 1 foot
|
||
+(30 cm) per minute. The webbing is level 3. You can also spit globs of webbing in immediate range, and if they hit, the
|
||
+target's physical tasks are hindered for one round. Action.
|
||
+
|
||
+54–59 Filtered lungs: You have an asset to Might defense rolls against vapors or noxious gases. You can survive in a
|
||
+hostile breathing environment (such as underwater or in a vacuum) for up to ten minutes. Enabler.
|
||
+
|
||
+60–62 Disruptive field (electronics) (2 Intellect points): When you wish it, you disrupt devices within immediate range
|
||
+(no roll needed). All devices operate as if they were 3 levels lower while in range of your field. Devices reduced to
|
||
+level 0 or below do not function. Action.
|
||
+
|
||
+63–65 Disruptive field (flesh) (2 Intellect points): When you wish it, you disrupt flesh within immediate range. All
|
||
+creatures within range of your field take 1 point of damage. If you apply a level of Effort to increase the damage
|
||
+rather than affect the difficulty, each target takes 2 additional points of damage. If your attack fails, targets in the
|
||
+area still take 1 point of damage. Action.
|
||
+
|
||
+66–68 Disruptive field (thoughts) (1 Intellect point): When you wish it, you disrupt thoughts within immediate range.
|
||
+Intellect actions for all creatures within range are hindered. Action.
|
||
+
|
||
+69–70 Magnetic flesh: You attract or repel metal when you desire. Not only do small metal objects cling to you, but this
|
||
+mutation is an asset in tasks involving climbing on metal or keeping your grip on a metal item. This mutation is an
|
||
+asset to Speed defense tasks when being attacked by a metal foe or a foe with a metal weapon. Enabler.
|
||
+
|
||
+71–73 Gravity negation (2 Intellect points): You float slowly into the air. If you concentrate, you can control your
|
||
+movement at half your normal speed; otherwise, you drift with the wind or with any momentum you have gained. This effect
|
||
+lasts for up to ten minutes. Action to initiate.
|
||
+
|
||
+74–80 Telepathy (2 Intellect points): You can speak telepathically with others who are within short range. Communication
|
||
+is two‑way, but the other party must be willing and able to communicate. You don't have to see the target, but you must
|
||
+know that it's within range. You can have more than one active contact at once, but you must establish contact with each
|
||
+target individually. Each contact lasts up to ten minutes. In addition to the normal options for
|
||
+
|
||
+using Effort, you can use a level of Effort to increase the duration of contact to a full day. Action to establish
|
||
+contact.
|
||
+
|
||
+81–85 Pyrokinesis (1 Intellect point): You can cause a flammable object you can see within immediate range to
|
||
+spontaneously catch fire. If used as an attack, this power inflicts 2 points of damage. Action.
|
||
+
|
||
+86–90 Telekinesis (2 Intellect points): You can exert force on objects within short range. Once activated, your power
|
||
+has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit,
|
||
+capable, adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift
|
||
+and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10
|
||
+feet (3.5 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most
|
||
+situations, it's not a means of attack. You can't use this ability on your own body. The power lasts for one hour or
|
||
+until its Might Pool is depleted, whichever comes first. Action.
|
||
+
|
||
+91–92 Phase shifting (2 Intellect points): You can pass slowly through solid barriers at a rate of 1 inch (3 cm) per
|
||
+round (minimum of one round to pass through the barrier). You can't act (other than moving) or perceive anything until
|
||
+you pass entirely through the barrier. You can't pass through energy barriers. Action.
|
||
+
|
||
+93–94 Power device (1+ Intellect points): You can charge an artifact or other device (except a cypher) so that it can be
|
||
+used once. The cost is 1 Intellect point plus 1 point per level of the device. Action.
|
||
+
|
||
+95–96 Drain power: You can drain the power from an artifact or device, allowing you to regain 1 Intellect point per
|
||
+level of the device. You regain points at the rate of 1 point per round and must give your full concentration to the
|
||
+process each round. The GM determines whether the device is fully drained (likely true of most handheld or smaller
|
||
+devices) or retains some power (likely true of large machines). Action to initiate; action each round to drain.
|
||
+
|
||
+97–99 Regeneration: In addition to regaining points through normal recovery rolls, you regain 1 point to your Might Pool
|
||
+or Speed Pool per hour, regardless of whether you rest, until both Pools are at their maximum. Enabler.
|
||
+
|
||
+00 Feed off pain: Any time a creature within immediate range suffers at least 3 points of damage (after Armor
|
||
+subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
|
||
+creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
|
||
+
|
||
+### D100 DISTINCTIVE MUTATIONS
|
||
+The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations
|
||
+are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
|
||
+
|
||
+01–02 Extra eye: You have an extra eye on your forehead that you normally keep closed, but you can open it in dim light
|
||
+and see as if in bright light, and see in total darkness as if in very dim light. Enabler.
|
||
+
|
||
+03–04 Extra mouth: You have an extra mouth on your hand, face, or stomach. This mouth is filled with razor‑sharp teeth
|
||
+and, if used to attack, inflicts 3 points of damage. You can also speak with two voices at once. Enabler.
|
||
+
|
||
+05–06 Proboscis: You have a long, moth‑like proboscis instead of a mouth. You can speak, but your voice is
|
||
+ever‑so‑slightly muffled. You take all your nutrition as a liquid, but you can gain sustenance from most plants by
|
||
+inserting the sharp tip of your proboscis into it. You can also feed on the blood of living (or recently living)
|
||
+creatures. Also roll on the Beneficial Mutations table. Enabler.
|
||
+
|
||
+07–09 Snakelike arm: One of your arms ends in a fanged mouth. You can use it to attack, inflicting 3 points of damage.
|
||
+If you make a second successful attack with the arm, you also inject a poison that inflicts 4 points of Speed damage
|
||
+(ignores Armor). You can't use the snakelike arm for anything other than biting. Enabler.
|
||
+
|
||
+10–12 Tendrils on forehead: Four to six tendrils, each 1 to 2 feet (30 to 60 cm) long, come out of your forehead. They
|
||
+can grasp and carry anything that your hand could, although a large object would block your field of vision. Also roll
|
||
+on the Beneficial Mutations table. Enabler.
|
||
+
|
||
+13–15 Tendrils instead of fingers: Your fingers are tendrils 1 foot (30 cm) long. They are an asset to any task
|
||
+involving climbing, grasping, or keeping your grip. Further, you can effectively pick up and hold two objects in each
|
||
+hand rather than one. You can't wield more than one weapon per hand. Also roll on the Beneficial Mutations table.
|
||
+Enabler.
|
||
+
|
||
+16–18 Tendrils instead of arms: Your arms are tendrils 6 feet (2 m) long (or only one arm is a tendril, if you prefer).
|
||
+Although you lose the fine manipulative ability of fingers and a thumb, you can still grasp objects, have a much longer
|
||
+reach, and have an asset for all tasks involving grappling or wrestling. Also roll on the Beneficial Mutations table.
|
||
+Enabler.
|
||
+
|
||
+19–21 Tendrils instead of eyes: You are blind, but each eye socket has a retractable tendril that is 10 feet (3.5 m)
|
||
+long. These tendrils can feel around rapidly to give you a physical sense of everything within immediate range. Further,
|
||
+they can be used to manipulate very light objects, activate controls, and so forth. Also roll on the Beneficial
|
||
+Mutations table. Enabler.
|
||
+
|
||
+22–24 Tendrils instead of legs/feet: Your legs or feet are tendrils that are 6 feet (2 m) long (or only one leg or foot
|
||
+is a tendril, if you prefer). You can still walk and move normally, and you have an asset for all tasks involving
|
||
+grappling or wrestling. The tendrils are prehensile enough to grasp large objects. Also roll on the Beneficial Mutations
|
||
+table. Enabler.
|
||
+
|
||
+25–26 Roots instead of feet: If you take a minute to burrow your roots into the ground in conjunction with making a
|
||
+recovery roll, add +2 to the points regained from the roll. You can't move from where you rooted for one minute, even if
|
||
+taking what is normally a one‑action recovery roll. Enabler.
|
||
+
|
||
+27–29 Scaly body: You gain +2 to Armor. Enabler.
|
||
+
|
||
+30–32 Shaggy fur: You gain +1 to Armor (+2 against damage from cold) and have an asset on stealth tasks. Enabler.
|
||
+
|
||
+33–35 Covered in spiny needles/spikes: Any creature striking you with its body automatically suffers 1 point of damage.
|
||
+Enabler.
|
||
+
|
||
+36–38 Quills: You have quills that you can launch from your body to attack a foe within short range. This attack
|
||
+inflicts 4 points of damage, and you never run out of ammo. You can also use this attack in melee. Action.
|
||
+
|
||
+39–41 Carapace: You gain +2 to Armor. Enabler.
|
||
+
|
||
+42–44 Mirrored skin: You gain +2 to Armor against heat, radiation, lasers, and similar attacks. Enabler.
|
||
+
|
||
+45–47 Chlorophyll: You gain nutrients from the sun and don't need to eat or breathe if you have daily exposure to
|
||
+sunlight. Your skin, not surprisingly, is green. Enabler.
|
||
+
|
||
+48–50 Covered in bursting pods: Fruit‑like pods grow here and there across your entire body. You can walk and move
|
||
+normally. As your action, you can rupture one pod, creating a burst of color, sound, and odor that dazes all creatures
|
||
+within immediate range on their next turn, hindering their tasks. Enabler.
|
||
+
|
||
+51–53 Extra joint in arms: Your arms are long and jointed so that you have two elbows in each. You have a long reach and
|
||
+can strike foes from unexpected angles. This mutation is an asset when making melee attacks. However, you can modify
|
||
+your attacks only by using Speed, not Might. Enabler.
|
||
+
|
||
+54–56 Extra joint in legs: Your legs are long and jointed so that you have two knees in each. You have a long stride,
|
||
+and this mutation is an asset for all running, climbing, jumping, and balancing tasks. Also roll on the Beneficial
|
||
+Mutations table. Enabler.
|
||
+
|
||
+57–59 Rubbery body: Your bluish‑grey body is rubbery through and through. You can act normally and can stretch just your
|
||
+arms to reach things within immediate range that would normally require you to move. You can ignore up to 2 points of
|
||
+falling damage. Also roll on the Beneficial Mutations table. Enabler.
|
||
+
|
||
+60–62 Spider legs from torso: In addition to your normal limbs, six or eight spiderlike legs, each 6 feet (2 m) long,
|
||
+extend from your sides. They are an asset in any task involving running, keeping your feet, standing your ground, and
|
||
+climbing. Also roll on the Beneficial Mutations table. Enabler.
|
||
+
|
||
+63–65 Extra arms: You have one or two extra arms. They can hold objects, wield weapons, hold a shield, and so on. This
|
||
+mutation does not increase the number of actions you can take in a round or the number of attacks you can attempt.
|
||
+Enabler.
|
||
+
|
||
+66–68 Extra legs: You have two extra legs. They are an asset in any task involving running, keeping your feet, and
|
||
+standing your ground. Also roll on the Beneficial Mutations table. Enabler.
|
||
+
|
||
+69–71 Spider legs: Instead of normal legs, you have a wide torso with six or eight spiderlike legs. They are an asset in
|
||
+any task involving running, keeping your feet, standing your ground, and climbing. Also roll on the Beneficial Mutations
|
||
+table. Enabler.
|
||
+
|
||
+72–74 Spider eyes: Instead of normal eyes, you have a crown of shiny orb‑like spider eyes. They provide an asset to
|
||
+initiative and perception tasks. Also roll on the Beneficial Mutations table. Enabler.
|
||
+
|
||
+75–77 Snake tail: You have a prehensile tail that is 6 feet (2 m) long. It is an asset for all tasks ninvolving
|
||
+grappling or wrestling. The tail can grasp large objects. Also roll on the Beneficial Mutations table. Enabler.
|
||
+
|
||
+78–80 Snake tail instead of legs: Instead of legs, you have a snaky tail that is 8 feet (2.5 m) long. You move at the
|
||
+same speed and have an asset for all tasks involving grappling or wrestling. The tail is prehensile enough to grasp
|
||
+large objects. Also roll on the Beneficial Mutations table. Enabler.
|
||
+
|
||
+81–83 Stinging tendril: You have a prehensile tendril (or tail) that grows from some part of your body and ends in a
|
||
+poisonous stinger. You can make an attack with your stinger that inflicts 2 points of damage. If you make a second
|
||
+successful attack roll, the stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor). The
|
||
+tendril (or tail) can't be used for anything else. Action.
|
||
+
|
||
+84–86 Eyes on stalks: Your eyes are on stalks and can move in any direction, independently of each other. You can peek
|
||
+around corners without exposing yourself to danger. This is an asset in initiative and all perception tasks. Also roll
|
||
+on the Beneficial Mutations table. Enabler.
|
||
+
|
||
+87–89 Extra eyes on hands/fingers: You can peek around corners without exposing yourself to danger. This is an asset in
|
||
+initiative and all perception tasks. Also roll on the Beneficial Mutations table. Enabler.
|
||
+
|
||
+90–93 Abnormally large head: Your head is significantly larger than normal, with a bulging forehead and elongated skull.
|
||
+You gain two assets to any task involving knowledge, memory, lore, understanding, and figuring out puzzles. Enabler.
|
||
+
|
||
+94–96 Aquatic: Your body is streamlined and finned, your fingers and toes webbed. You gain two assets in swimming, and
|
||
+you can see perfectly underwater (as if above water). Although you have lungs, you also have gills, so you can breathe
|
||
+underwater. Enabler.
|
||
+
|
||
+97–98 Wings: You have feathered or fleshy wings on your back that allow you to glide, carried by the wind. They are not
|
||
+powerful enough to carry you aloft like a bird's wings. Enabler.
|
||
+
|
||
+99–00 Cyborg arm: One of your arms is a bulky organo‑metallic arm‑like living machine. You can project a ray of burning
|
||
+light from the arm at a target within short range as your action, inflicting 4 points of damage. You have no sense of
|
||
+touch with the arm or hand, so you are hindered when attempting physical tasks with that arm/hand and for tasks that
|
||
+require you to use both hands. Enabler.
|
||
+
|
||
+\* Mutants aren't just mutated humans. Animals and creatures of all kinds could have mutations in your game setting, as
|
||
+noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
|
||
+human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
|
||
+
|
||
+### COSMETIC MUTATIONS
|
||
+
|
||
+Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character
|
||
+decidedly more or less attractive. They are simply distinguishing alterations.
|
||
+
|
||
+| | |
|
||
+|-------|-------------------------------------------|
|
||
+| d100 | Mutation |
|
||
+| 01–02 | Purple skin |
|
||
+| 03–04 | Green skin |
|
||
+| 05–06 | Red skin |
|
||
+| 07–08 | Yellow skin |
|
||
+| 09–10 | White skin |
|
||
+| 11–12 | Black skin |
|
||
+| 13–14 | Blue skin |
|
||
+| 15 | Purple hair |
|
||
+| 16 | Green hair |
|
||
+| 17 | Red hair |
|
||
+| 18 | Yellow hair |
|
||
+| 19 | White hair |
|
||
+| 20 | Blue hair |
|
||
+| 21 | Striped hair |
|
||
+| 22 | Horns |
|
||
+| 23 | Antlers |
|
||
+| 24 | Extremely hirsute |
|
||
+| 25 | Entirely hairless |
|
||
+| 26 | Scaly skin |
|
||
+| 27 | Leathery skin |
|
||
+| 28 | Transparent skin |
|
||
+| 29 | Skin turns transparent in sunlight |
|
||
+| 30 | Skin changes color in sunlight |
|
||
+| 31 | Very tall |
|
||
+| 32 | Very large |
|
||
+| 33 | Very short |
|
||
+| 34 | Very thin |
|
||
+| 35 | Very long neck |
|
||
+| 36 | Hunched back |
|
||
+| 37 | Long, thin tail |
|
||
+| 38 | Short, broad tail |
|
||
+| 39 | Long arms |
|
||
+| 40 | Short arms |
|
||
+| 41 | Long legs |
|
||
+| 42 | Short legs |
|
||
+| 43 | Bony ridge on face |
|
||
+| 44 | Bony ridge on back |
|
||
+| 45 | Bony ridge on arms |
|
||
+| 46 | Purple eye(s) |
|
||
+| 47 | Red eye(s) |
|
||
+| 48 | Yellow eye(s) |
|
||
+| 49 | White eye(s) |
|
||
+| 50 | Black eye(s) |
|
||
+| 51 | Large eyes |
|
||
+| 52 | Bulbous eyes |
|
||
+| 53 | Two pupils in one eye |
|
||
+| 54 | Large ears |
|
||
+| 55–56 | Pointed ears |
|
||
+| 57–58 | Webbed fingers |
|
||
+| 59–60 | Webbed toes |
|
||
+| 61–62 | Four fingers on each hand |
|
||
+| 63–64 | Six fingers on each hand |
|
||
+| 65 | Long fingers |
|
||
+| 66 | Purple nails |
|
||
+| 67 | Green nails |
|
||
+| 68 | Yellow nails |
|
||
+| 69 | White nails |
|
||
+| 70 | Black nails |
|
||
+| 71 | Blue nails |
|
||
+| 72 | Odd lumps on flesh |
|
||
+| 73 | Useless antennae (like an insect) |
|
||
+| 74 | Extra useless limb |
|
||
+| 75 | Extra useless eye |
|
||
+| 76 | Fleshy frills or useless flagella (small) |
|
||
+| 77 | Useless tendrils (large) |
|
||
+| 78 | Mandibles |
|
||
+| 79–80 | Pointed teeth |
|
||
+| 81 | Tusks |
|
||
+| 82 | Black teeth |
|
||
+| 83 | Red teeth |
|
||
+| 84 | Purple teeth |
|
||
+| 85 | Green teeth |
|
||
+| 86 | Purple lips |
|
||
+| 87 | Green lips |
|
||
+| 88 | Yellow lips |
|
||
+| 89 | White lips |
|
||
+| 90 | Black lips |
|
||
+| 91 | Blue lips |
|
||
+| 92 | Purple spittle |
|
||
+| 93 | Red spittle |
|
||
+| 94 | Yellow spittle |
|
||
+| 95 | White spittle |
|
||
+| 96 | Black spittle |
|
||
+| 97–98 | Distinctive odor |
|
||
+| 99 | Feathers |
|
||
+| 00 | Head crest |
|
||
+
|
||
+**POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS**
|
||
+
|
||
+Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging,
|
||
+attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table.
|
||
+
|
||
+Realistic Threats and Hazards
|
||
+
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 49%" />
|
||
+<col style="width: 50%" />
|
||
+</colgroup>
|
||
+<thead>
|
||
+<tr class="header">
|
||
+<th>D100</th>
|
||
+<th>Threat or Hazard</th>
|
||
+</tr>
|
||
+</thead>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>01-03</td>
|
||
+<td><p>Blocked road: The road ahead is so filled</p>
|
||
+<p>with abandoned, rusted before‑times vehicles that</p>
|
||
+<p>the PCs must walk if they want to take that route.</p>
|
||
+<p>Walkers are unable to see more than an immediate</p>
|
||
+<p>distance in any direction between the cars. If PCs</p>
|
||
+<p>have a vehicle larger than a bicycle, they'll have to</p>
|
||
+<p>find another way or leave it behind.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>04-06</td>
|
||
+<td><p>Setting‑specific element: Choose a hazard</p>
|
||
+<p>from a set piece or optional rule you're using, or if</p>
|
||
+<p>you want to shake things up, roll on the Fantastic</p>
|
||
+<p>Threats and Hazards table. Or just choose the next</p>
|
||
+<p>result on this table.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>07-10</td>
|
||
+<td><p>Angry ants (level 2): Thousands of biting</p>
|
||
+<p>ants pour from cracks in the pavement, attacking</p>
|
||
+<p>everything in an immediate area, inflicting 2 points</p>
|
||
+<p>of damage if they hit a target and, on a failed Might</p>
|
||
+<p>defense roll, dazing targets with pain for one round.</p>
|
||
+<p>Even if a target succeeds on its initial Speed defense</p>
|
||
+<p>roll, it takes 1 point of damage because the ants are</p>
|
||
+<p>everywhere.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>11-14</td>
|
||
+<td><p>Enraged wasps (level 3): This wasp swarm acts</p>
|
||
+<p>as a single level 3 creature whose stinging attacks</p>
|
||
+<p>ignore Armor. Attacks on the swarm that don't deal</p>
|
||
+<p>area damage inflict only 1 point of damage.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>15-17</td>
|
||
+<td><p>Cannibal convoy: A before‑times RV pulls</p>
|
||
+<p>up. It's the current property of a group of four to</p>
|
||
+<p>ten people who make the biofuel the vehicle runs</p>
|
||
+<p>on. They seem nice, but they're actually cannibals</p>
|
||
+<p>thinking of inviting the PCs for dinner.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>18-20</td>
|
||
+<td><p>Earthquake, minor (level 3): The ground</p>
|
||
+<p>within long range of an epicenter heaves and shakes</p>
|
||
+<p>for one or more minutes. Each round, creatures in</p>
|
||
+<p>the area take either 3 points of damage due to the</p>
|
||
+<p>general shaking on a failed Speed defense roll, or</p>
|
||
+<p>6 points of damage if they are in or adjacent to a</p>
|
||
+<p>structure or terrain feature shedding debris on a</p>
|
||
+<p>failed Speed defense roll.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>21-23</td>
|
||
+<td><p>Radioactive crater (level 3): Inflicts 3 points</p>
|
||
+<p>of ambient damage per round and moves the</p>
|
||
+<p>character one step down the damage track each day</p>
|
||
+<p>they fail a difficulty 5 Might defense task.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>24-26</td>
|
||
+<td><p>Radioactive storm (level 3): Treat as a</p>
|
||
+<p>radioactive crater, but one that moves.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>27-29</td>
|
||
+<td><p>Exposed electrical wiring, minor (level 3):</p>
|
||
+<p>Inflicts 3 points of damage per round of contact,</p>
|
||
+<p>and the character is stunned and unable to take</p>
|
||
+<p>their next action until they succeed on a difficulty 3</p>
|
||
+<p>Might defense task.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>30-33</td>
|
||
+<td><p>Dilapidated infrastructure, minor (level 3):</p>
|
||
+<p>The floor gives way beneath a character who falls</p>
|
||
+<p>30 feet (9 m) on a failed Speed defense roll, taking</p>
|
||
+<p>3 points of ambient damage and moving one step</p>
|
||
+<p>down the damage track.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>34-40</td>
|
||
+<td><p>Poisoned waters, minor (level 3): Whether</p>
|
||
+<p>it's water flooding a structure, a stream, a swamp,</p>
|
||
+<p>or a lake, drinking it inflicts 3 points of damage per</p>
|
||
+<p>round for three rounds on a failed Might defense</p>
|
||
+<p>task, and merely getting wet inflicts 1 point of</p>
|
||
+<p>damage per round for three rounds on a failed</p>
|
||
+<p>Might defense task.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>41-48</td>
|
||
+<td><p>Bridge, dangerous (level 4+): PCs on an</p>
|
||
+<p>overpass, train trestle, or other bridge must make a</p>
|
||
+<p>Speed defense roll as a section gives way beneath</p>
|
||
+<p>their feet, potentially dropping them 40 to 200 feet</p>
|
||
+<p>(12 to 60 m).</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>49-53</td>
|
||
+<td><p>Burning structure (level 4): Everything in or</p>
|
||
+<p>within immediate range of this fire takes 4 points of</p>
|
||
+<p>damage each round on a failed Speed defense roll.</p>
|
||
+<p>If PCs can't get away, choking smoke in the area</p>
|
||
+<p>means they must succeed on Might defense rolls</p>
|
||
+<p>each round or suffer 2 points of ambient damage</p>
|
||
+<p>and lose their next action.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>54-57</td>
|
||
+<td><p>Choking pollution (level 4): Asbestos and</p>
|
||
+<p>other substances once safely bound up in the</p>
|
||
+<p>infrastructure are loose, sometimes as clouds of</p>
|
||
+<p>dangerous particulate matter inflicting 4 points</p>
|
||
+<p>of damage per round for three rounds on a failed</p>
|
||
+<p>Might defense roll.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>58-67</td>
|
||
+<td><p>Raider patrol: Whether on scavenged trucks</p>
|
||
+<p>or motorcycles, or riding mutant pigs bred as war</p>
|
||
+<p>mounts (war pigs), a group of three to six fell riders</p>
|
||
+<p>is bad news.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>68-72</td>
|
||
+<td><p>Avalanche (level 5): A rumble precedes the</p>
|
||
+<p>falling snow as an avalanche of snow threatens to</p>
|
||
+<p>bury the PCs. (The avalanche could be debris or</p>
|
||
+<p>rubble instead of snow.)</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>73-75</td>
|
||
+<td><p>Dilapidated infrastructure, major (level 5):</p>
|
||
+<p>The building, underpass tunnel, or cave collapses,</p>
|
||
+<p>or the bridge over which the vehicle is passing</p>
|
||
+<p>crumbles. Characters suffer 5 points of damage,</p>
|
||
+<p>and on a failed difficulty 5 Speed task are buried</p>
|
||
+<p>under suffocating rubble until they can escape</p>
|
||
+<p>or are rescued. For additional danger, treat as an</p>
|
||
+<p>unstable structure.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>76-78</td>
|
||
+<td><p>Disease (level 5+): Even if the world didn't</p>
|
||
+<p>end because of a pandemic, disease threatens the</p>
|
||
+<p>PCs when they meet a group of especially unlucky</p>
|
||
+<p>(and diseased) survivors.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>79-80</td>
|
||
+<td><p>Flooded region (level 5): A failed Speed</p>
|
||
+<p>defense roll means the rushing waters envelop</p>
|
||
+<p>the character, inflicting 5 points of damage and</p>
|
||
+<p>moving them a short distance in the direction of the</p>
|
||
+<p>water's flow. A serious flood could further endanger</p>
|
||
+<p>the character.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>81</td>
|
||
+<td><p>Firenado (level 5): Fire generates a vortex of</p>
|
||
+<p>flame and smoke, creating a rotating column of</p>
|
||
+<p>air that draws in flames and debris, resulting in a</p>
|
||
+<p>powerful whirlwind of fire. The vortex moves an</p>
|
||
+<p>immediate distance (on a roll of 1–3 on a d6) or a</p>
|
||
+<p>short distance (on a roll of 4–6 on a d6) each round</p>
|
||
+<p>in a random direction, persisting for 1d6 + 2</p>
|
||
+<p>rounds before dispersing. Anyone intersected by</p>
|
||
+<p>the firenado's immediate‑radius area takes 5 points</p>
|
||
+<p>of damage each round on a failed Speed defense</p>
|
||
+<p>roll. The PC must also succeed on a Might defense</p>
|
||
+<p>roll or be pulled up into the firenado, burned</p>
|
||
+<p>for another 5 points of damage, and hurled in a</p>
|
||
+<p>random direction a short distance, which inflicts</p>
|
||
+<p>another 5 points of damage from falling and/or</p>
|
||
+<p>impacting other structures.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>82-84</td>
|
||
+<td><p>Poisoned waters, major (level 5): Drinking</p>
|
||
+<p>this slightly glowing water inflicts 5 points of</p>
|
||
+<p>damage per round for three rounds on a failed</p>
|
||
+<p>Might defense task, and merely getting wet inflicts</p>
|
||
+<p>3 points of damage per round for three rounds on a</p>
|
||
+<p>failed Might defense task.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>85-86</td>
|
||
+<td><p>Just a bear, but a big one: A regular grizzly</p>
|
||
+<p>bear is always frightening, before or after the end.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>87-88</td>
|
||
+<td><p>Nuclear fallout (level 5): Radioactive dust</p>
|
||
+<p>drifts to the ground or precipitates out as rain. PCs</p>
|
||
+<p>in the area suffer 1 point of ambient damage each</p>
|
||
+<p>minute, and if they remain for an hour or longer,</p>
|
||
+<p>they're subject to radiation sickness.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>89-91</td>
|
||
+<td><p>Toxic spill (level 5): Sticky orange goo bursts</p>
|
||
+<p>from rusted ancient barrels. Characters who fail a</p>
|
||
+<p>Speed defense task are caught and held in place</p>
|
||
+<p>until they can escape the morass, taking 5 points of</p>
|
||
+<p>damage each round they remain stuck.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>92-94</td>
|
||
+<td><p>Unexploded ordnance (level 5): A buried</p>
|
||
+<p>land mine inflicts 5 points of damage to everything</p>
|
||
+<p>within short range if trod upon or otherwise set off.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>95-97</td>
|
||
+<td><p>Superstorm (level 6): With the climate</p>
|
||
+<p>destabilized, storms of unprecedented strength</p>
|
||
+<p>sometimes blow, creating winds that inflict 6 points</p>
|
||
+<p>of damage each round targets are exposed.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>98-99</td>
|
||
+<td><p>Radiation, extreme (level 8): This area was</p>
|
||
+<p>recently hit by a nuclear bomb or other extreme</p>
|
||
+<p>radioactive event, and those in the area for more</p>
|
||
+<p>than a minute who fail a Might defense roll suffer</p>
|
||
+<p>from radiation sickness.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>00</td>
|
||
+<td><p>Unexploded nuclear warhead (level 10): If not</p>
|
||
+<p>defused, it could kill everything in a several‑mile</p>
|
||
+<p>radius and is likely radioactive to boot.</p></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table>
|
||
+
|
||
+\* Grizzly bear: level 5; health 20; Armor 1
|
||
+
|
||
+\* War pig: level 3; rider has asset on melee attacks, or pig can make a separate tusk attack when rider attacks
|
||
+
|
||
+Fantastic Threats and Hazards
|
||
+
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 49%" />
|
||
+<col style="width: 50%" />
|
||
+</colgroup>
|
||
+<thead>
|
||
+<tr class="header">
|
||
+<th>D20</th>
|
||
+<th>Threat or Hazard</th>
|
||
+</tr>
|
||
+</thead>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>1</td>
|
||
+<td><p>Hallucinatory flowers (level 3): The</p>
|
||
+<p>ground floor of the ruin hosts a handful</p>
|
||
+<p>of purplish flowers growing up out of the</p>
|
||
+<p>rubble. A character who gets a puff of the</p>
|
||
+<p>pollen hallucinates their allies are actually</p>
|
||
+<p>cannibals trying to eat the affected character</p>
|
||
+<p>each round until the character succeeds on</p>
|
||
+<p>a Might defense roll.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>2</td>
|
||
+<td><p>AI instance, minor (level 3): An artificial</p>
|
||
+<p>intelligence in an old facility attempts to</p>
|
||
+<p>install itself in the wetware (the brain)</p>
|
||
+<p>of humans and any other nearby sapient</p>
|
||
+<p>creatures. Anyone within immediate range</p>
|
||
+<p>of a video screen playing carefully crafted</p>
|
||
+<p>symbols and sounds who fails an Intellect</p>
|
||
+<p>defense roll is stunned, losing their next</p>
|
||
+<p>turn as they stare in rapt attention. If</p>
|
||
+<p>they fail a subsequent defense roll, they</p>
|
||
+<p>come under the control of the AI for one</p>
|
||
+<p>minute, or until they succeed on an Intellect</p>
|
||
+<p>defense roll on their turn. A PC under AI</p>
|
||
+<p>control might stand and do nothing, fall</p>
|
||
+<p>mysteriously unconscious, or take an action</p>
|
||
+<p>to advance the AI's goals.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>3-4</td>
|
||
+<td><p>Voracious cockroach swarm (level 3):</p>
|
||
+<p>This swarm, easily covering an area a</p>
|
||
+<p>short distance in diameter, doesn't shrink</p>
|
||
+<p>from the light or from people. Indeed, it</p>
|
||
+<p>seems eerily intelligent, and if threatened,</p>
|
||
+<p>it attacks, inflicting 3 points of damage</p>
|
||
+<p>each round on everything in its area that</p>
|
||
+<p>fails a Speed defense roll, or 1 point on a</p>
|
||
+<p>successful roll.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>5</td>
|
||
+<td><p>Animate vegetation (level 4): Kudzu got a</p>
|
||
+<p>lot worse in the aftermath. Characters that</p>
|
||
+<p>fail a Speed defense roll take 4 points of</p>
|
||
+<p>damage each round from strangulation and</p>
|
||
+<p>vine constriction until they can escape</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>6</td>
|
||
+<td><p>Ashy tide (level 4): A series of powerful</p>
|
||
+<p>wind gusts in the area kicks up a lot of</p>
|
||
+<p>fine grey ash. Except it's not ash—it's a</p>
|
||
+<p>collection of nanobots, each the size of a</p>
|
||
+<p>grain of sand or smaller, called ashy tide.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>7-8</td>
|
||
+<td><p>Glowing roach infestation: Four to ten</p>
|
||
+<p>glowing roaches the size of dogs have truly</p>
|
||
+<p>come into their own now that they've grown</p>
|
||
+<p>in stature and intelligence. They have little</p>
|
||
+<p>use for survivors, except as food.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>9</td>
|
||
+<td><p>Psychic lichen (level 4): Psychic lichen</p>
|
||
+<p>gently attacks the minds of nearby</p>
|
||
+<p>creatures, causing them to grow tired and</p>
|
||
+<p>nap if they fail an Intellect defense roll. If</p>
|
||
+<p>not awakened, the dozing body serves as</p>
|
||
+<p>food for a new psychic lichen colony.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>10</td>
|
||
+<td><p>Strike from the heavens (level 4): A</p>
|
||
+<p>before‑times war satellite becomes active</p>
|
||
+<p>and fires a focused microwave beam at</p>
|
||
+<p>the PCs in the area, inflicting 4 points of</p>
|
||
+<p>damage each round they remain in the area</p>
|
||
+<p>without solid cover and fail a Might defense</p>
|
||
+<p>roll, or 2 points on a successful roll.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>11</td>
|
||
+<td><p>Abomination lair: The abomination was</p>
|
||
+<p>a person once, or its ancestors were. Not</p>
|
||
+<p>anymore.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>12</td>
|
||
+<td><p>Fiery fissure (level 5): A crack splinters</p>
|
||
+<p>the ground along a newly forming fire‑filled</p>
|
||
+<p>fissure that stretches a long distance,</p>
|
||
+<p>zigging and zagging to catch several more</p>
|
||
+<p>targets than it might otherwise. PCs who fail</p>
|
||
+<p>a Speed defense roll fall in and are burned</p>
|
||
+<p>for 5 points of damage each round until</p>
|
||
+<p>they can climb out or be pulled out with a</p>
|
||
+<p>successful Might task as an action.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>13</td>
|
||
+<td><p>Glowing tide (level 5): Veins of</p>
|
||
+<p>yellow‑gold light branching across surfaces</p>
|
||
+<p>(roads, buildings, and bare earth) indicate</p>
|
||
+<p>that nanites are probably active, creating a</p>
|
||
+<p>dangerous area of glowing tide.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>14</td>
|
||
+<td><p>Time anomaly (level 5): The PCs</p>
|
||
+<p>encounter a wall of golden light whose</p>
|
||
+<p>interior ripples with lightning. It's a</p>
|
||
+<p>time storm, and either it blocks the PCs'</p>
|
||
+<p>path, or worse, it's gradually sweeping</p>
|
||
+<p>toward the characters.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>15</td>
|
||
+<td><p>AI instance, major (level 6): An artificial</p>
|
||
+<p>intelligence in a powered facility attempts</p>
|
||
+<p>to install itself in the wetware (the brain)</p>
|
||
+<p>of humans and any other nearby sapient</p>
|
||
+<p>creatures. Anyone within immediate range</p>
|
||
+<p>of a video screen playing carefully crafted</p>
|
||
+<p>symbols and sounds who fails an Intellect</p>
|
||
+<p>defense roll is stunned, losing their next</p>
|
||
+<p>turn as they stare in rapt attention. If</p>
|
||
+<p>they fail a subsequent defense roll, they</p>
|
||
+<p>come under the control of the AI (because</p>
|
||
+<p>an instance of the AI is running in their</p>
|
||
+<p>head). A target can make a new Intellect</p>
|
||
+<p>defense roll each day to try to reject the</p>
|
||
+<p>control. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to
|
||
+advance the AI's goals.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>16</td>
|
||
+<td><p>Hungry tide (level 6): A greyish‑green</p>
|
||
+<p>mist of nanobots a short distance in</p>
|
||
+<p>diameter drifts in the wind, until the</p>
|
||
+<p>hungry tide senses living organisms</p>
|
||
+<p>and moves a short distance each round</p>
|
||
+<p>toward them.</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>17</td>
|
||
+<td><p>Quantum singularity (level 6): Attempts</p>
|
||
+<p>to change the past to avert the apocalypse</p>
|
||
+<p>have consequences, including these points</p>
|
||
+<p>of unstable space‑time. Characters who fail</p>
|
||
+<p>an Intellect defense task are teleported a</p>
|
||
+<p>short distance in a random direction and</p>
|
||
+<p>possibly several hours forward in time.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>18-19</td>
|
||
+<td>Rampaging wardroid (level 6): Wardroids may be what caused the apocalypse in the first place; whatever the case, one
|
||
+has wandered directly into the PCs' path.</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>20</td>
|
||
+<td><p>Mutant bear: The house‑sized</p>
|
||
+<p>radioactive bear, whose roar can be heard</p>
|
||
+<p>for miles, is something to avoid.</p></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table>
|
||
+
|
||
+### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
|
||
+
|
||
+If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
|
||
+complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
|
||
+settlement or recently secured shelter, or traveling across the wasteland.
|
||
+
|
||
+Select a GM intrusion appropriate to the situation, roll one randomly, or use the list to inspire an intrusion of your
|
||
+own.
|
||
+
|
||
+01–02 (group): Roll on the preceding Realistic Threats and Hazards table, or on the Fantastic Threats and Hazards table
|
||
+if your game includes fantastic elements.
|
||
+
|
||
+03–04: The character is surprised by a diseased feral cat, which bites them and runs off, infecting the PC with a level
|
||
+4 disease that drops them one step on the damage track each day they fail a Might defense roll.
|
||
+
|
||
+05–06 (group or character): The PCs' mode of transport breaks (or someone's boot heel snaps off), requiring about an
|
||
+hour of repair, possibly meaning that they have to duck into nearby ruins to find parts.
|
||
+
|
||
+07–08: A weirdly gnarled hand emerges from the ground or ruin, grabs the character, and pulls them down into an ancient
|
||
+bunker containing a zombie hulk.
|
||
+
|
||
+09–10 (group): The PCs discover their food and water supplies have become contaminated with poisonous mold or dangerous
|
||
+levels of radiation (level 4).
|
||
+
|
||
+11–12 (group): An unseasonal blizzard forces the PCs to seek shelter in an abandoned train yard, which shows signs of
|
||
+being claimed by another group of survivors.
|
||
+
|
||
+13–14: The character treads on a sticky slurry of ooze leaking from a ruined factory that holds them in place unless
|
||
+they give up their footwear and/or succeed on a difficulty 5 Might task to pull free.
|
||
+
|
||
+15–16: A radioactive spider bites the character, inflicting 3 points of Speed damage (ignores Armor), and on a failed
|
||
+difficulty 3 Might defense roll, the character develops one harmful mutation. Each day the PC can attempt another Might
|
||
+defense roll; with a success, the mutation subsides.
|
||
+
|
||
+17–18 (group): A wildfire or structural fire (level 5) moves through the area; PCs must run before it to survive.
|
||
+However, when the fire has burnt out several hours later, the PCs are lost.
|
||
+
|
||
+19–20 (group): A sinkhole opens beneath the PCs' vehicle, which becomes hopelessly stuck in loose earth until they can
|
||
+succeed on a difficulty 7 Might roll to push it out. If PCs don't have a vehicle, the sinkhole sucks down one character
|
||
+and threatens to smother them unless the others succeed on a difficulty 7 Might roll to extract them.
|
||
+
|
||
+21–22: The PC discovers they are infested with mutant green lice (level 5); Might tasks (including defense rolls) are
|
||
+hindered until the PC is treated with appropriate cleansing chemicals.
|
||
+
|
||
+23–24 (group): High winds, acidic precipitation, or a drift of grey goo eats through the PCs' shelter's roof.
|
||
+
|
||
+25–26: The character wakes to discover that some of their equipment has been pilfered, but the PC on watch didn't see
|
||
+anything (and isn't responsible for the theft). Investigation reveals that weirdly smart termites (level 4) working
|
||
+together made off with the item.
|
||
+
|
||
+27–28 (group): Yellow mushrooms with black speckles (level 4) grow profusely in the area and ooze weirdly blood‑like
|
||
+fluid when brushed or trod upon, or simply as PCs pass by. The mushrooms are poisonous, inflicting 4 points of Speed
|
||
+damage (ignores Armor) if ingested, but they also grant PCs a one‑time asset on any knowledge tasks they attempt during
|
||
+the next ten hours.
|
||
+
|
||
+29–30 (group): That buzzing noise that's been getting louder and louder is revealed as a swarm of aggressive, stinging
|
||
+radioactive bees.
|
||
+
|
||
+\* Radioactive bees, swarm: level 5; stings inflict 6 damage and, on failed Might defense roll, an allergic reaction
|
||
+dealing 1 Speed damage (ignores Armor) each minute until target is tended
|
||
+
|
||
+31–32 (group): The PCs enter a region threatened by pockets of explosive gas (level 5), visible before they detonate as
|
||
+low‑lying banks of thin, yellowish mist. If agitated, a gas pocket detonates, inflicting 5 points of damage on
|
||
+everything in the area, or 2 points on PCs who succeed on a Speed defense roll.
|
||
+
|
||
+33–34: The character trips or is thrown from their vehicle or mount by a jolt or similar accidental incident, risking a
|
||
+broken bone on a failed difficulty 4 Speed defense roll.
|
||
+
|
||
+35–36 (group): A before‑times radio transmission is received, asking anyone, anywhere, for aid.
|
||
+
|
||
+37–38 (group): Mosquitos the size of hummingbirds attack.
|
||
+
|
||
+\* Mosquitos, giant, swarm: level 3; bite inflicts damage and, on failed Might defense roll, target contracts Nipah
|
||
+
|
||
+39–40: The character steps in a bear trap left by other survivors. The PC takes 6 points of damage and is caught in a
|
||
+painful clamp until an ally succeeds on a difficulty 6 Might task to remove it.
|
||
+
|
||
+41–42: The character stumbles over a decaying human corpse apparently killed by invasive fungus (level 3) eating through
|
||
+their brain.
|
||
+
|
||
+43–44: The character ate something that didn't agree with them, and becomes so afflicted with nausea that their tasks,
|
||
+attacks, and defense rolls are hindered by two steps for the next few hours.
|
||
+
|
||
+45–46 (group): A mushroom cloud from a nuclear detonation blooms on the horizon. Are the PCs far enough away to survive?
|
||
+Maybe, if they find shelter pronto.
|
||
+
|
||
+47–48: A mutated animal with unhealthy skin lesions and bulbous growths (with giant rat stats) scurries from the
|
||
+character's backpack or other container when they stow or retrieve equipment. The animal runs off unless attacked, in
|
||
+which case it fights to the death.
|
||
+
|
||
+49–50 (group): The PCs encounter a survivor claiming to be looking for a source of water that's not radioactive. Maybe
|
||
+they're telling the truth and could use some help. Or maybe they're a spy from a nearby raider camp.
|
||
+
|
||
+51–52: The thin trickle of water running through the ruins must be intermittently in contact with live electrical wires,
|
||
+as the character discovers when they take 5 points of Speed damage (ignores Armor) and are stunned, losing their next
|
||
+turn.
|
||
+
|
||
+53–54: A lurking rattlesnake bites the PC, then slithers off.
|
||
+
|
||
+55–56 (group): When the PCs return to their camp or place of refuge, they find that someone else has stolen all their
|
||
+carefully hoarded stores and wrecked part of the camp.
|
||
+
|
||
+57–58 (group): A pack of seven rabid dogs appears, growling and snarling.
|
||
+
|
||
+\* Rabid dog: level 3, attacks as level 4; Armor 1
|
||
+
|
||
+59–60: The character falls partly (or completely) through the rotting floor, trapping their foot until they succeed on a
|
||
+difficulty 4 Might roll, or dropping them to a lower floor (and separating them from the others).
|
||
+
|
||
+61–62 (group): It's hot outside today, due to a combination of aberrant weather conditions. PCs without some means of
|
||
+cooling themselves off suffer 1 point of ambient damage each minute in the "heat dome" covering the region.
|
||
+
|
||
+63–64 (group): Eroded earth and dead vegetation in the region create perfect conditions for a sandstorm, which blows
|
||
+through the area for several hours, reducing visibility to an immediate distance.
|
||
+
|
||
+65–66 (group): An electromagnetic storm rips through the area, knocking out any electronic devices the PCs might have,
|
||
+and potentially threatening PCs without shelter with a lightning strike (level 7).
|
||
+
|
||
+67–68: An automatic defense system comes back online as PCs pass, deploying a metal‑clad pop‑up turret (level 5). Each
|
||
+minute, it targets the character with a mini‑missile attack that inflicts 10 points of damage (or 3 points even with a
|
||
+successful Speed defense roll).
|
||
+
|
||
+69–70 (group): A group of three to six zombies (or cannibals, if your game has no zombies) stumbles out of the hospital,
|
||
+bunker, or old military facility.
|
||
+
|
||
+71–72: The character's trusty weapon finally rusts through or otherwise breaks.
|
||
+
|
||
+73–74 (group): Seeping gas (level 4) in the area causes the PCs to begin hallucinating. Each is certain the other is
|
||
+some kind of threat—such as a raider, a zombie, or something else dangerous—until they succeed on a difficulty 3
|
||
+Intellect defense roll on their turn to realize what's going on.
|
||
+
|
||
+75–76 (group): The characters are caught in a stampede of rewilded giraffes, elephants, buffalo, or other large animals.
|
||
+Each PC suffers 3 points of damage, descends one step on the damage track, and on a failed difficulty 3 Speed defense
|
||
+roll, is borne along for a while and separated from their allies.
|
||
+
|
||
+77–78 (group): The heavy rain and lightning storm suddenly births a tornado. PCs must seek shelter or suffer 7 points of
|
||
+damage each round they are exposed. If a PC takes enough damage to descend three steps on the damage track, they are
|
||
+pulled up into the vortex and lost.
|
||
+
|
||
+79–80: The character discovers they've started growing a sixth finger on their left hand. Why? Maybe due to their
|
||
+previous exposures to whatever mutagen exists in the world, or for a reason yet to be learned.
|
||
+
|
||
+81–82 (group): A before‑times jet appears in the sky, engines spewing smoke, before it crashes close enough to deal 4
|
||
+points of damage to PCs that fail a difficulty 4 Speed defense roll.
|
||
+
|
||
+83–84 (group): It begins to hail ice chunks the size of golf balls, inflicting 3 points of damage each round on PCs
|
||
+without shelter. The event also knocks any exposed vehicles or shelter the PCs rely on one step down the object damage
|
||
+track.
|
||
+
|
||
+85–86: The character steps on a plant that releases spores blinding them for about a minute.
|
||
+
|
||
+87–88: The character walks through a hidden trip wire set by other survivors, causing an alarm to blare.
|
||
+
|
||
+89–90 (group): A group of people (level 2) with glazed eyes appear with gifts of food. They want to introduce the PCs to
|
||
+their AI benefactor (or warlord, if your game has no AIs) via an old‑time communications device they have with them.
|
||
+
|
||
+91–92: The character has been pushing too hard and they're exhausted; they move down one step on the damage track until
|
||
+after their next ten‑hour recovery.
|
||
+
|
||
+93–94: Through misadventure, the character falls from the vehicle or mount, and no one else immediately notices.
|
||
+
|
||
+95–96: A mutant skunk with two heads (or regular skunk, if your game doesn't feature mutations) sprays the character.
|
||
+The character's pleasant social interaction tasks are hindered by two steps for two to five days.
|
||
+
|
||
+97–98 (group): NPC survivors demand PCs pay a toll to pass, equal to enough food and water to sustain one person for
|
||
+five days.
|
||
+
|
||
+99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
|
||
+but someplace completely different.
|
||
+
|
||
+### POST-APOCALYPTIC CREATURES AND NPCs
|
||
+
|
||
+The most important element of each creature or NPC is its level. The level is the same as the target number used to
|
||
+determine what a player must roll to attack or defend
|
||
+
|
||
+against that creature. In each entry, the target number for the creature—which is three times the creature's level—is
|
||
+listed in parentheses after its level. A creature's target number is usually also its health. Health is the amount of
|
||
+damage the creature can sustain before it is dead or incapacitated. For easy reference, the entries always list a
|
||
+creature's health, even when it's the normal amount for a creature of its level. For more detailed information on level,
|
||
+health, combat, and other elements, see Understanding the Listings in the Cypher System Rulebook.
|
||
+
|
||
+Building More Creatures and NPCs
|
||
+
|
||
+Those that survived the cataclysm are tougher, or at least luckier. Here are a couple of methods for creating even more
|
||
+creatures and NPCs for your post‑apocalyptic setting than the ones that appear here and in the Cypher System Rulebook.
|
||
+
|
||
+Reskin: One way to create new creatures appropriate for your setting is to grab one from any other Cypher System
|
||
+bestiary and change its description just enough so
|
||
+
|
||
+it works in your game
|
||
+
|
||
+Blighted. Another approach is to apply the Blighted "template" to a regular animal, creature, or person, turning them
|
||
+into a more twisted version of their pre‑apocalypse self.
|
||
+
|
||
+Blighted
|
||
+
|
||
+A blighted creature or NPC is touched by a mutation and/or a contagion that makes them more dangerous than standard
|
||
+creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger—or at least wirier—than
|
||
+average, which explains why it's survived so long, even blighted. A blighted creature shows signs of degradation—such as
|
||
+a bacterial, viral, or even mycological infection—tracing disturbing sores, scars, or encrustations across its skin or
|
||
+hide. The specifics are up to you. Many blighted creatures and people are hungry and hurt, acting rabidly. But an NPC
|
||
+could just as easily retain human sentiment despite their deteriorated condition.
|
||
+
|
||
+Effect: Apply the following stat adjustments to a blighted creature.
|
||
+
|
||
+• Increase the creature's level by 1 and increase all its related stats by the appropriate amount (1 more point of
|
||
+average damage, 3 more points of health, and so on).
|
||
+
|
||
+• The creature's perception tasks are hindered by two steps; whatever blights the creature is slowly blinding it.
|
||
+
|
||
+• In bright light, the creature's tasks are hindered. (A blighted human could wear shades to nullify this hindrance;
|
||
+other creatures might come up with similar tactics or stay in shadows when possible.)
|
||
+
|
||
+• The creature's scratches, bites, spittle, or similar attacks contain a contagion known as "the blight." The Blight:
|
||
+The creature is a contagion vector for the same agent that blights it, whether that's radiation, bacteria, a virus,
|
||
+mycological spores, or something stranger. Treat the contagion as a disease with a level equal to the blighted
|
||
+creature's level. The affected creature's tasks are hindered by one additional step each day a Might defense roll is
|
||
+failed. For each two steps a target is hindered, it also moves one step down the damage track. When a target moves down
|
||
+the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted
|
||
+creature loses the hindrance described in this paragraph.
|
||
+
|
||
+Creatures By Apocalypse
|
||
+
|
||
+Any Apocalypse
|
||
+
|
||
+Almost any apocalypse will include natural wildlife, like bears, dogs, and rats, as well as various human survivors.
|
||
+Some of those human survivors will become bandits, fell riders, marauders, a few warlords, and probably some cannibals.
|
||
+A few could stalk the wasteland as bounty‑hunting (or revenge‑seeking) assassins.
|
||
+
|
||
+Biblical Apocalypse
|
||
+
|
||
+In addition to creatures common to any apocalypse, a biblical apocalypse—as described in the End Times set piece— should
|
||
+also include fallen angels, angels, demons, and devils, and of course the Four Horsemen of the Apocalypse (Beast, Sword,
|
||
+Famine, and Plague).
|
||
+
|
||
+Nuclear Apocalypse
|
||
+
|
||
+Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as
|
||
+fusion hounds, glowing roaches, gamma worms, and radioactive bears, as well as a variety of creatures with the Blighted
|
||
+template.
|
||
+
|
||
+AI Apocalypse
|
||
+
|
||
+Besides creatures and NPCs common to any apocalypse, PCs might encounter CRAZRs, hooked blossoms, vat rejects,
|
||
+mechanical soldiers, wardroids, and zhev. And, of course, a few instances of artificial intelligence, possibly including
|
||
+AI zombies.
|
||
+
|
||
+Alien Apocalypse
|
||
+
|
||
+If the world is invaded or terraformed by aliens, creatures and NPCs common to any apocalypse exist, as well as the
|
||
+potential for various aliens such as greys, slidikin, enthrallers, and maybe even a kaiju or two.
|
||
+
|
||
+Temporal Apocalypse
|
||
+
|
||
+If the barriers between time, space, and dimension break down, ushering in a time rip, any creature and NPC from any
|
||
+genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and
|
||
+melted.
|
||
+
|
||
+### POST-APOCALYPTIC EQUIPMENT
|
||
+
|
||
+Currency
|
||
+
|
||
+In your setting, you may want a new currency that PCs can use to purchase goods and services
|
||
+
|
||
+that fall into the various price categories. Currency of some sort can be used in places where survivors trust each
|
||
+other enough not to steal or kill for resources.
|
||
+
|
||
+A few options are described here.
|
||
+
|
||
+Loot
|
||
+
|
||
+The "loot" result on the Useful Stuff table lists before‑times collectibles, such as gold eagle coins, jewelry, and
|
||
+designer wristwatches. A starving survivor would likely scoff at accepting any of these as currency. But in an
|
||
+established community or trade town, such items might retain some value, though they're worth only a fraction of what
|
||
+they were before the apocalypse. In general, the price category for such things is two ranks lower than before the
|
||
+apocalypse.
|
||
+
|
||
+Ammunition
|
||
+
|
||
+| Price Category | Rounds of Ammo |
|
||
+|----------------|----------------|
|
||
+| Inexpensive | 1 bullet |
|
||
+| Moderate | 10 bullets |
|
||
+| Expensive | 500 bullets |
|
||
+| Very expensive | 1,000 bullets |
|
||
+| Exorbitant | 10,000 bullets |
|
||
+
|
||
+Other Currency Options
|
||
+
|
||
+Seeds: If stored correctly, seeds might make reasonable currency. Some seeds could be more valuable than others,
|
||
+especially if it could be demonstrated that they are viable. For example, ten viable seeds might be worth an inexpensive
|
||
+item or service.
|
||
+
|
||
+Water: After an apocalypse, clean and drinkable water could become scarce. Measuring out water could become a standard
|
||
+in some locations. Case in point, 1/3 cup (80 ml) of water might be worth an inexpensive item or service.
|
||
+
|
||
+Fuel: Gasoline might be considered liquid gold, assuming working vehicles also exist. However, if you're adhering
|
||
+strictly to the shelf life of common things, you'll also have to include a new source for usable gasoline after all the
|
||
+stuff from the before‑times goes bad. For instance, a quarter‑gallon (1 L) of gasoline might be worth an inexpensive
|
||
+item or service.
|
||
+
|
||
+Drugs: From over‑the‑counter painkillers to prescription medications, the drugs found in a pharmacy could be the basis
|
||
+for currency. Over time, they would probably become more valuable because people are likely to go through their treasure
|
||
+hoard of aspirin or antibiotic. Thus, one aspirin or other pain‑relief tablet might be worth an inexpensive item or
|
||
+service.
|
||
+
|
||
+Scrip: A large and somewhat organized post‑apocalyptic group might produce its own vouchers or tokens to pay its members
|
||
+for services rendered. Such scrip might have value outside the group or be considered worthless, depending on your
|
||
+setting.
|
||
+
|
||
+### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
|
||
+
|
||
+In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might
|
||
+be available in trade from other survivors, or in the rare trade town.
|
||
+
|
||
+The additional post‑apocalyptic equipment in the Cypher System Rulebook has been incorporated into this expanded
|
||
+equipment list, so you and your players don't need to cross‑reference to make sure you're not missing anything.
|
||
+
|
||
+Inexpensive Items
|
||
+
|
||
+| Weapons | Notes |
|
||
+|--------------------------|-----------------------------------------------------------------|
|
||
+| Knife | Rusty and worn |
|
||
+| Light weapon, Improvised | Chair, ice skate, frying pan, etc; could break after one combat |
|
||
+| Wooden Club | |
|
||
+
|
||
+| Armor | Notes |
|
||
+|-------------|----------------------------------------------|
|
||
+| Animal hide | Light armor; rank odor hinders stealth tasks |
|
||
+
|
||
+| Other Items | Notes |
|
||
+|---------------------------|-------------------------------------------------------------------------------------|
|
||
+| Candle | |
|
||
+| Duct tape | Useful and ubiquitous |
|
||
+| Food, perishable | Single helping of fruit, vegetable, recently slaughtered animal, etc |
|
||
+| Matches | Single box or book |
|
||
+| Medication, one pill | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another single drug pill |
|
||
+| Plastic bag | Use and ubiquitous; won't last long |
|
||
+| Shopping cart/wheelbarrow | |
|
||
+| Sunglasses | |
|
||
+| Tool, single hand tool | Hammer, tape measure, manual drill, or other single hand tool |
|
||
+
|
||
+Moderately Priced Items
|
||
+
|
||
+| Weapons | Notes |
|
||
+|---------------------|-------------------------------------------|
|
||
+| Hand axe | Light weapon |
|
||
+| Knife, multipurpose | Light weapon, asset to minor repair tasks |
|
||
+| Machete | Medium weapon |
|
||
+| Baseball bat | Medium weapon |
|
||
+
|
||
+| Other Items | Notes |
|
||
+|----------------------------------|-------------------------------------------------------------------------------------|
|
||
+| Backpack | |
|
||
+| Batteries | 4-pack, household (one use or rechargeable) |
|
||
+| Bicycle/skateboard/inline skates | Use requires same attention as other vehicular movement |
|
||
+| Binoculars | Asset for perception tasks at range |
|
||
+| Bolt cutter | Cuts bolts, chains, bars, etc. of up to level 5 |
|
||
+| Climbing gear | Asset for climbing tasks |
|
||
+| Crowbar | Asset for breaking into stuck or locked doors |
|
||
+| First aid kit | Asset for twenty healing tasks before contents used up |
|
||
+| Food, preserved | Single can of food, water, or condiment, typically from before-times |
|
||
+| Gas mask | Breathable air for four hours |
|
||
+| Glasses | Corrects for different vision impairments |
|
||
+| Handcuffs | Level 5 |
|
||
+| Lighter (butane or electric) | Depletes after 1d100 uses (but may be refilled/recharged) |
|
||
+| Matches, windproof | Single container (25 matches) |
|
||
+| Medication, one bottle | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another drug in a bottle |
|
||
+| Padlock with keys | Level 5 |
|
||
+| Personal hygiene product, single | Toilet paper roll, menstrual supply, soap, etc. |
|
||
+| Portable lamp or flashlight | Requires batteries (expensive version recharges with sunlight or crank) |
|
||
+| Rope | Nylon, 50 ft (16m) |
|
||
+| Sleeping bag | |
|
||
+| Textbook, "How To" | Asset to one knowledge task such as plumbing, electronics, gardening, etc |
|
||
+| Tool set, hand tools | Includes hammer, tape measure, screwdriver, pliers, etc |
|
||
+| Water filter straw or bottle | Filters water while drinking |
|
||
+
|
||
+Expensive Items
|
||
+
|
||
+| Weapons | Notes |
|
||
+|-----------------|-------------------------------|
|
||
+| Handgun, light | Light weapon, short range |
|
||
+| Handgun, medium | Medium weapon, long range |
|
||
+| Bow | Medium weapon, long range |
|
||
+| Rifle | Medium weapon, long range |
|
||
+| Shotgun | Heavy weapon, immediate range |
|
||
+
|
||
+| Armor | Notes |
|
||
+|-------------|--------------|
|
||
+| Kevlar vest | Medium armor |
|
||
+| Riot gear | Medium armor |
|
||
+
|
||
+| Other Items | Notes |
|
||
+|------------------------------|----------------------------------------------------------------|
|
||
+| Ammo handloading tools | Asset (and needed supplies) for creating ammunition |
|
||
+| Hazmat suit | Light armor, +2 Armor against chemical and radiation damage |
|
||
+| Nightvision goggles | See in darkness as if dim light at long range |
|
||
+| Radiation detector, handheld | Immediate range |
|
||
+| Radiation tent | Prevents damage from environmental radiation |
|
||
+| Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for 12 hours |
|
||
+
|
||
+Very Expensive Items
|
||
+
|
||
+| Weapons | Notes |
|
||
+|----------------|-----------------------------------------------|
|
||
+| Handgun, heavy | Heavy weapon, long range |
|
||
+| Assault rifle | Heavy weapon, rapid-fire weapon, long range |
|
||
+| Rifle, heavy | Heavy weapon, 300-foot (90 m) range |
|
||
+| Submachine gun | Medium weapon, rapid-fire weapon, short range |
|
||
+
|
||
+| Armor | Notes |
|
||
+|------------------------|----------------------------------------|
|
||
+| Lightweight body armor | Medium armor, encumbers as light armor |
|
||
+| Military body armor | Heavy armor |
|
||
+
|
||
+| Other Items | Notes |
|
||
+|-------------|------------------------------------------------------------------------------------|
|
||
+| Vehicle | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) |
|
||
+| Horse | Trained for riding (typically found with a few days of feed) |
|
||
+
|
||
+Post-Apocalyptic Cyphers
|
||
+
|
||
+Subtle Cyphers
|
||
+
|
||
+Subtle cyphers are appropriate if your game's pre‑apocalyptic world was realistic (like our modern world) right up until
|
||
+it was destroyed and if the disaster was a realistic cataclysm (like a pandemic, climate disaster, or war).
|
||
+
|
||
+Optional Rule: Transferring Subtle Cyphers
|
||
+
|
||
+A PC with a subtle cypher can use it on an ally they can touch and speak with as their action instead of gaining the
|
||
+effect themself. They manage this feat by motivating the recipient through speech and interaction, effectively inspiring
|
||
+the recipient in the same way the subtle cypher would have affected the character with the cypher. This uses the action
|
||
+of the character activating the cypher, not the recipient.
|
||
+
|
||
+Manifest Cyphers
|
||
+
|
||
+Manifest cyphers in a post‑apocalyptic game might be remnants of the technology or magic that civilization used before
|
||
+it fell, or the technology or magic that caused the end of the world.
|
||
+
|
||
+Scavenger Subtle Cyphers
|
||
+
|
||
+Resource scarcity, including lack of water and food, threatens PCs in most post‑apocalyptic settings. Enter scavenger
|
||
+subtle cyphers. These give PCs one more way to find useful stuff like edible food, clean water, a helpful tool, extra
|
||
+ammo, or other needful things.
|
||
+
|
||
+Discovering Scavenger Subtle Cyphers: Anytime PCs in your game are eligible for discovering a subtle cypher, consider
|
||
+giving someone in the group a scavenger subtle cypher. No more than one PC in the group should have a scavenger subtle
|
||
+cypher at any given time. Once they use it, you can give another PC in the group one, preferably something different.
|
||
+
|
||
+Using a Scavenger Subtle Cypher: The character uses their action to activate the scavenger subtle cypher, as usual. At
|
||
+the end of their turn, they gain the indicated resource.
|
||
+
|
||
+| D20 | Cypher |
|
||
+|-------|---------------------|
|
||
+| 1-2 | Ammunition |
|
||
+| 3-4 | Construction supply |
|
||
+| 5-6 | Edible food |
|
||
+| 7 | Firearm |
|
||
+| 8-9 | First aid |
|
||
+| 10-11 | How-to manual |
|
||
+| 12 | Medicine |
|
||
+| 13-14 | Melee weapon |
|
||
+| 15 | Potable liquid |
|
||
+| 16 | Transport |
|
||
+| 17 | Useful clothing |
|
||
+| 18 | Useful thing |
|
||
+| 19-20 | Useful tool |
|
||
+
|
||
+Ammunition
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no one has a
|
||
+firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are found.
|
||
+
|
||
+Construction Supply
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
+choose which item they obtain. The right component or substance for the job provides an asset to related tasks.
|
||
+
|
||
+| D6 | Component or Substance |
|
||
+|-----|-------------------------------|
|
||
+| 1 | Glue, wood, ceramic, or super |
|
||
+| 2 | Epoxy, metal welding |
|
||
+| 3 | Nails, screws, fasteners |
|
||
+| 4 | Electrician's tape |
|
||
+| 5-6 | Duct tape |
|
||
+
|
||
+Edible Food
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
+choose which item they obtain. Food obtained is enough to feed one adult for one day, or if coffee is discovered, about
|
||
+a gallon (4 L).
|
||
+
|
||
+| D100 | Food |
|
||
+|-------|------------------------------------|
|
||
+| 01-03 | Baby food, jarred |
|
||
+| 04-06 | Beans, canned |
|
||
+| 07-08 | Beans, dehydrated |
|
||
+| 09-12 | Bouillon cubes |
|
||
+| 13-14 | Canned pasta |
|
||
+| 15-16 | Cereal, breakfast |
|
||
+| 17-18 | Cheese in wax |
|
||
+| 19-20 | Chocolate, dark |
|
||
+| 21-22 | Coffee, instant |
|
||
+| 23 | Eggs, fresh |
|
||
+| 24 | Eggs, powdered |
|
||
+| 25-26 | Energy bar |
|
||
+| 27-28 | Fruit, canned |
|
||
+| 29-30 | Fruit, dried |
|
||
+| 31-34 | Fruit, fresh |
|
||
+| 35-40 | Honey |
|
||
+| 41-42 | Mayonnaise |
|
||
+| 43-44 | Meat, canned |
|
||
+| 45-47 | Milk, powdered |
|
||
+| 48-50 | Nuts |
|
||
+| 51-53 | Oatmeal |
|
||
+| 54-56 | Pasta, dried |
|
||
+| 57-58 | Pet food, canned |
|
||
+| 59-62 | Rice, dried |
|
||
+| 63-72 | Snack bag, dried chips, candy, etc |
|
||
+| 73-83 | Sugar, bulk |
|
||
+| 84-97 | Vegetables, canned |
|
||
+| 98-00 | Vegetables, fresh |
|
||
+
|
||
+Firearm
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
+choose which item they obtain. A firearm is usually found with about ten bullets or shells (or crossbow bolts). The
|
||
+discovered firearm works, but it is damaged and has a GM intrusion range of 1–3 on a d20. In addition to any other
|
||
+effect of a GM intrusion, the firearm breaks (but could be repaired).
|
||
+
|
||
+| D10 | Specific firearm |
|
||
+|-----|--------------------------------------------------|
|
||
+| 1 | Handgun (light, shortrange) |
|
||
+| 2 | Light crossbow (medium, long range) |
|
||
+| 3 | Handgun (medium, long range) |
|
||
+| 4 | Heavy crossbow (heavy, long range) |
|
||
+| 5 | Rifle (medium, long range) |
|
||
+| 6 | Shotgun (heavy, immediate range) |
|
||
+| 7 | Handgun, big (heavy, long range) |
|
||
+| 8 | Assault rifle (heavy, rapid-fire, long range) |
|
||
+| 9 | Heavy rifle (heavy, very long range) |
|
||
+| 10 | Submachine gun (medium, rapid-fire, short range) |
|
||
+
|
||
+First Aid
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If the
|
||
+cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted.
|
||
+
|
||
+How-To Manual
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
+choose which item they obtain. If the manual is studied for about an hour, the character gains an asset to a related
|
||
+knowledge task.
|
||
+
|
||
+| D10 | Topics |
|
||
+|-----|--------------------------|
|
||
+| 1 | Plumbing |
|
||
+| 2 | Electronics |
|
||
+| 3 | Gardening |
|
||
+| 4 | Farming |
|
||
+| 5 | Civil engineering |
|
||
+| 6 | Robotics |
|
||
+| 7 | Health |
|
||
+| 8 | Renewables (solar, wind) |
|
||
+| 9 | Smithcraft |
|
||
+| 10 | Chemistry |
|
||
+
|
||
+Medicine
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
+choose which item they obtain. The right medicine vanquishes (or treats the symptoms of) an eligible disease or illness.
|
||
+Other medicines are preventative.
|
||
+
|
||
+Special: A character who suffers from one of these medical conditions, without treatment, descends one step on the
|
||
+damage track every month or so.
|
||
+
|
||
+| D20 | Condition Treated |
|
||
+|-----|-------------------------------------|
|
||
+| 1 | Radiation sickness (iodine tablets) |
|
||
+| 2 | Hypothyroidism |
|
||
+| 3 | Diabetes |
|
||
+| 4 | High blood pressure |
|
||
+| 5 | Depression and anxiety |
|
||
+| 6 | Heart and artery condition |
|
||
+| 7 | High cholesterol |
|
||
+| 8 | Bacterial infection |
|
||
+| 9 | Lung issues |
|
||
+| 10 | Seizures |
|
||
+| 11 | Asthma |
|
||
+| 12 | Arthritis |
|
||
+| 13 | Degenerative nerve condition |
|
||
+| 14 | Cancer |
|
||
+| 15 | Pregnancy prevention/termination |
|
||
+| 16 | Gender dysmorphia |
|
||
+| 17 | Enlarged prostate |
|
||
+| 18 | Ulcers |
|
||
+| 19 | Acid reflux |
|
||
+| 20 | Blood clots |
|
||
+
|
||
+Melee Weapon
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
+choose which item they obtain.
|
||
+
|
||
+| D10 | Weapon |
|
||
+|-----|---------------------------------------------------------|
|
||
+| 1 | Sap/blackjack (light) |
|
||
+| 2 | Hand axe (light) |
|
||
+| 3 | Hunting/combat knife (light) |
|
||
+| 4 | Brass knuckles (light weapon, deals 3 points of damage) |
|
||
+| 5 | Axe (medium) |
|
||
+| 6 | Baseball bat (medium) |
|
||
+| 7 | Baton (medium) |
|
||
+| 8 | Saber/machete (medium) |
|
||
+| 9 | Bow (medium) |
|
||
+| 10 | Pickaxe (heavy) |
|
||
+
|
||
+Potable Liquid
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
+choose which item they obtain. Water obtained is enough to hydrate one adult for one day.
|
||
+
|
||
+| D10 | Liquid |
|
||
+|-----|--------------------------|
|
||
+| 1 | Milk, fresh |
|
||
+| 2-3 | Milk, bottled/canned |
|
||
+| 4-5 | Soda, can |
|
||
+| 6-7 | Liquor |
|
||
+| 8-9 | Water, bottled or canned |
|
||
+| 10 | Wine |
|
||
+
|
||
+Transport
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
+choose which item they obtain.
|
||
+
|
||
+| D10 | Transport |
|
||
+|-----|--------------------------------------------------|
|
||
+| 1 | Roller skates |
|
||
+| 2 | Inline skates |
|
||
+| 3 | Skateboard |
|
||
+| 4-6 | Bicycle |
|
||
+| 7 | Moped/scooter, gas or electric |
|
||
+| 8 | Hang glider |
|
||
+| 9 | Motorcycle, gas or electric |
|
||
+| 10 | Two-wheeled, self-balancing personal transporter |
|
||
+
|
||
+Useful Clothing
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
+choose which item they obtain.
|
||
+
|
||
+| D10 | Garment |
|
||
+|-----|---------------------------------------------------------------------------|
|
||
+| 1 | Cold-weather coat |
|
||
+| 2 | Raincoat |
|
||
+| 3 | Leather jacket (light armor) |
|
||
+| 4 | Boots |
|
||
+| 5 | Motorcycle leathers (light armor) |
|
||
+| 6 | Kevlar vest (medium armor) |
|
||
+| 7 | Lightweight body armor (medium armor, encumbers as light) |
|
||
+| 8 | Riot gear (medium armor) |
|
||
+| 9 | Military body armor (heavy armor) |
|
||
+| 10 | Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
|
||
+
|
||
+Useful Thing
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: One item from the Useful Stuff table is gained; roll randomly. If the cypher's level is 6 or higher, the
|
||
+character can choose which item they obtain from the table.
|
||
+
|
||
+Useful Tool
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
+choose which item they obtain. The right tool or tools for the job provide an asset to related tasks.
|
||
+
|
||
+| D20 | Tool |
|
||
+|-----|---------------------------|
|
||
+| 1 | Manual drill |
|
||
+| 2 | Hammer |
|
||
+| 3 | Chainsaw, gas or electric |
|
||
+| 4 | Lever hoist |
|
||
+| 5 | Screwdriver |
|
||
+| 6 | Saw |
|
||
+| 7 | Pliers |
|
||
+| 8 | Wrench |
|
||
+| 9 | Level |
|
||
+| 10 | Tape measure |
|
||
+| 11 | Crowbar |
|
||
+| 12 | Drill, electric |
|
||
+| 13 | Nail gun |
|
||
+| 14 | Air compressor |
|
||
+| 15 | Heat gun, electric |
|
||
+| 16 | Scissors |
|
||
+| 17 | Binoculars |
|
||
+| 18 | Lighter |
|
||
+| 19 | Can opener |
|
||
+| 20 | Box of black markers |
|
||
+
|
||
+Additional Post-Apocalyptic Manifest Cyphers
|
||
+
|
||
+Manifest cyphers are sometimes found in the ruins of Radio Quiet. One variety PCs might discover are AI‑fashioned. When
|
||
+activated, the cypher dematerializes, swirling out into a cloud of free‑floating tiny machines that create the cypher's
|
||
+effect through direct manipulation before burning out or dispersing.
|
||
+
|
||
+Effect: AI‑fashioned cyphers can provide nearly any effect described for cyphers in the Cypher System Rulebook, as well
|
||
+as the effects described for the new manifest cyphers in the following section.
|
||
+
|
||
+Secondary Effect: Any time an AI‑fashioned manifest cypher is used, there's a chance the AI who created it for their own
|
||
+ambiguous purpose becomes aware, if that instance still operates somewhere. That usually has no bearing on the
|
||
+situation, but if the PC triggers an intrusion while using the cypher, a fledgling instance of the AI tries to install
|
||
+on the PC, who must succeed on an Intellect defense roll against the cypher's level to avoid coming under the control of
|
||
+the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might
|
||
+stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
|
||
+
|
||
+AI-Fashioned Manifest Cyphers
|
||
+
|
||
+| D10 | Cypher |
|
||
+|-----|-------------------------|
|
||
+| 1 | AI instance |
|
||
+| 2 | Armor breach |
|
||
+| 3 | Data wipe |
|
||
+| 4 | Denature nanotech |
|
||
+| 5 | Detonation (prion) |
|
||
+| 6 | Disassembler |
|
||
+| 7 | Disassembler, ephemeral |
|
||
+| 8 | Fabricator, civil |
|
||
+| 9 | Fabricator, military |
|
||
+| 10 | Smartdust |
|
||
+
|
||
+### AI INSTANCE
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: Installs an AI instance in an inert object. The instance persists for about a day. The AI's level is equal to
|
||
+this cypher's level. The AI has the ability to understand and audibly synthesize nearly any language and can provide
|
||
+answers to questions. The GM assigns a level to the question, so the more obscure the answer, the higher its level. The
|
||
+instance can only answer questions equal to its level or less. Generally, knowledge that could be found by looking
|
||
+somewhere other than the current location is level 1 or higher, and obscure knowledge of the past is level 7. Gaining
|
||
+knowledge of the future is impossible. If the AI answers a question of level 5 or higher, the instance's existence
|
||
+terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
|
||
+actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
|
||
+
|
||
+### ARMOR BREACH
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Effect: A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech
|
||
+for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). While
|
||
+coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
|
||
+### 6).
|
||
+
|
||
+### DATA WIPE
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Effect: A successfully targeted AI instance within short range whose level is equal to or less than this cypher's level
|
||
+is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
|
||
+is permanently wiped from the hardware (or wetware, if installed on a living creature).
|
||
+
|
||
+### DENATURE NANOTECH
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Effect: Coats a short area surrounding the user, or adjacent to the user, with a nearly invisible film of nanotech that
|
||
+lasts for years. The first time anyone attempts to use a nanotech‑based cypher, ability, or other effect in the affected
|
||
+area whose level is less than this cypher's level, that use is suppressed and fails. Once one effect is suppressed, the
|
||
+denaturing effect is expended. The cypher instead can be used to end one ongoing nanotech effect of the cypher's level
|
||
+or less in a short area, but the user must succeed on an Intellect attack roll against the level of the effect or the
|
||
+target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
|
||
+by nanotech, the creature would become so much inert biological matter.
|
||
+
|
||
+### DETONATION (PRION)
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, inflicting
|
||
+damage equal to the cypher's level. On a hit, the living tissue of targets whose level is less than the cypher's level
|
||
+begins to unravel due to a prion‑unfolding chain reaction. These targets take damage equal to the cypher's level on the
|
||
+first round, then 1 point of damage each subsequent round until only so much cloudy pink fluid remains. PCs can make a
|
||
+Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
|
||
+is equal to or higher than the cypher's level take damage from the cypher for only one round.
|
||
+
|
||
+### DISASSEMBLER
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: Recycles waste or other unwanted material by breaking it down to constituent atoms and molecules. If used
|
||
+destructively, this cypher can disassemble an object within immediate range whose level is equal to or less than the
|
||
+cypher's level that fits into a 10‑foot (3.5 m) cube, or it can create a cavity of the same volume in a larger object
|
||
+whose level is less than the cypher's level. If used as a weapon against creatures, the cypher can be hurled a short
|
||
+distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
|
||
+effectiveness of any Armor worn by targets by 1.
|
||
+
|
||
+### DISASSEMBLER, EPHEMERAL
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Effect: An object or creature whose level is equal to or less than this cypher's level within immediate range is
|
||
+temporarily disassembled into its component atoms and molecules. The disassembly lasts for up to ten hours or until a
|
||
+time specified by the user, whichever occurs first. When the effect ends, the object or creature is reassembled over the
|
||
+course of one round at the location where it was disassembled (or at the location the fine "dust" of its disassembly was
|
||
+moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
|
||
+being disassembled.
|
||
+
|
||
+### FABRICATOR, CIVIL
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: Assembles a specified object whose level is equal to the cypher's level. Once created, the object is permanent
|
||
+until destroyed. A civil fabricator can build one object on the Additional Post‑Apocalyptic Equipment table (or another
|
||
+equipment table in the Cypher System Rulebook) that falls into the "other items" category—no weapons or armor. The user
|
||
+chooses which item to fabricate by speaking aloud the name of the item they want as they activate the cypher. The higher
|
||
+the cypher level, the more expensive an item the fabricator can create, as follows: Level 2 cyphers can fabricate
|
||
+inexpensive items, cyphers of level 3 or less can fab inexpensive and moderately priced items, cyphers of level 6 or
|
||
+less can fab up to expensive items, and level 7 cyphers can fab up to very expensive items.
|
||
+
|
||
+A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
|
||
+
|
||
+### FABRICATOR, MILITARY
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: A military fabricator cypher functions like a civil fabricator; however, it can be used to create armor or
|
||
+weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
|
||
+ammunition.
|
||
+
|
||
+### SMARTDUST
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Effect: Coats an area up to a short distance in diameter with a nearly invisible film of nanotech that lasts for a
|
||
+number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
|
||
+activity that occurs in that location no matter how far they are from it.
|
||
+
|
||
+### PRE-APOCALYPTIC ARTIFACTS
|
||
+
|
||
+One interesting approach for artifacts in a post‑apocalyptic setting is to use before‑times items that were once
|
||
+commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly
|
||
+impossible to manufacture and hard to preserve. The depletion roll for such items represents the likelihood that the
|
||
+item will fall apart, break down, or run out. The upshot of adopting such a system for your game is that nearly every
|
||
+nonfood item on the Useful Stuff table is also a pre‑apocalyptic artifact. Give most of these items a depletion of 1 in
|
||
+1d20; however, if the item seems particularly hardy, a roll of 1d100 is appropriate. If particularly flimsy or prone to
|
||
+being used up, a depletion of 1d10 or 1d6 would be in order. Refer to the following examples as a guide for adapting
|
||
+before‑times Useful Stuff objects into artifacts with a specific depletion.
|
||
+
|
||
+Book
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Textbook, how‑to book, or other nonfiction book of knowledge on one topic; may be moldy or otherwise damaged
|
||
+
|
||
+Effect: This book covers a particular topic or area of knowledge determined by the GM. A reader who studies it for an
|
||
+hour has an asset on a related Intellect task.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+Faraday Cake
|
||
+
|
||
+Level: 3
|
||
+
|
||
+Form: Container made of metal mesh, of variable size (usually up to the size of a room)
|
||
+
|
||
+Effect: Blocks electromagnetic signals from reaching the interior of the cage.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+Salvaged Car
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Rusted vehicle, with parts cobbled together from multiple before‑times vehicles
|
||
+
|
||
+Effect: Transports five characters a very long distance on each turn in an open cab or, if level 6, a closed cab.
|
||
+
|
||
+Depletion: 1 in 1d20 (check each time the engine is started or the car begins a trip)
|
||
+
|
||
+Water Filter
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Large pitcher with built‑in filter
|
||
+
|
||
+Effect: Purifies enough drinking water for one character per artifact level every day.
|
||
+
|
||
+Depletion: 1 in 1d20 (check each day used)
|
||
+
|
||
### POST-APOCALYPTIC ARTIFACTS
|
||
|
||
Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely
|
||
available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was
|
||
related to some kind of alien invasion, artifacts would include even stranger items.
|
||
|
||
+The kinds of post‑apocalyptic artifacts described in the Cypher System Rulebook are, for the most part,
|
||
+retro‑futuristic, or at least manifest cyphers created by super‑science that is mostly beyond today's technology. Most
|
||
+of these would fit in almost any post‑apocalyptic setting that includes fantastic elements, especially if reskinned to
|
||
+be thematically appropriate. The artifacts presented below include artifacts appropriate to an End Times apocalypse, an
|
||
+apocalypse caused by the rise of antagonistic AIs (such as in Radio Quiet), and alien tech possibly brought by invading
|
||
+or terraforming aliens. That said, any artifact could potentially be the result of AI artifice. Such artifacts usually
|
||
+have a fractal quality to their form, as is the case for AI‑fashioned cyphers. And like AI‑fashioned cyphers, a
|
||
+triggered intrusion could endanger the user if an instance of the artificial intelligence that created the item tries to
|
||
+install itself on the PC's wetware (mind).
|
||
+
|
||
+| D20 | Apocalypse | Artifact |
|
||
+|-------|-----------------------|--------------------------|
|
||
+| 1-2 | Retro-futuristic | Autodoc\* |
|
||
+| 3-4 | Alien | Carbonizer |
|
||
+| 5-6 | Retro-futuristic | Enviroscanner\* |
|
||
+| 7 | Alien or AI-fashioned | Memory Eraser |
|
||
+| 8 | Retro-futuristic | Military exoskeleton\* |
|
||
+| 9 | AI-fashioned | Mutation Inducer |
|
||
+| 10-12 | AI-fashioned | Nanorifle |
|
||
+| 13 | Retro-futuristic | Rocket first\* |
|
||
+| 14-16 | Retro-futuristic | Rocket-propelled grenade |
|
||
+| 17 | End Times | Seal of Solomon |
|
||
+| 18 | End Times | Spear of Destiny |
|
||
+| 19 | Retro-futuristic | Terahertz scanner\* |
|
||
+| 20 | Alien | Transfer discs |
|
||
+
|
||
+\*Artifacts presented in the Cypher System Rulebook
|
||
+
|
||
### AUTODOC
|
||
|
||
Level: 1d6
|
||
@@ -30616,6 +38973,18 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
+Carbonizer
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Tiny silver device with multiple prong‑like barrels
|
||
+
|
||
+Effect: This weapon fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
|
||
+damage equal to the artifact's level that ignores Armor (including Armor granted by force fields). A target killed by a
|
||
+carbonizer is turned completely to dust.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
### ENVIROSCANNER
|
||
|
||
Level: 1d6
|
||
@@ -30629,6 +38998,29 @@
|
||
|
||
Depletion: 1 in 1d10 (check per use of scanning function)
|
||
|
||
+Memory Eraser
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Handheld reflective mass
|
||
+
|
||
+Effect: A flash of nano‑textured light erases the last few minutes of memory in all creatures within immediate range
|
||
+that the user makes a successful Intellect attack on (one attack roll per target).
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Mutation Inducer
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Handheld reflective device with gradually evolving fractal textures
|
||
+
|
||
+Effect: A targeted willing or helpless creature within immediate range is transformed over the course of one minute,
|
||
+gaining a randomly determined beneficial mutation. If the artifact is level 6 or higher, the target instead gains a
|
||
+powerful mutation. Mutations gained by the inducer fade within about a day.
|
||
+
|
||
+Depletion: 1 in 1d10 (upon depletion, target also gains a harmful mutation)
|
||
+
|
||
### MILITARY EXOSKELETON
|
||
|
||
Level: 1d6 + 1
|
||
@@ -30640,6 +39032,20 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
+Nanorifle
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Sleek two‑handed reflective device with gradually evolving fractal textures
|
||
+
|
||
+Effect: This weapon contains an onboard AI that assists the user, granting an asset to any attacks made with the weapon.
|
||
+The weapon fires a stream of nanomachine rounds at a target within long range, inflicting damage equal to the artifact's
|
||
+level. In addition, if the target fails an Intellect defense roll, they are affected as if with a minor AI instance
|
||
+hazard, coming under the control of the AI housed in the nanorifle rather than a random artificial intelligence. The AI
|
||
+usually works with the user to exert control over the target. Control lasts for about a minute.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
### ROCKET FIST
|
||
|
||
Level: 1d6 + 2
|
||
@@ -30662,6 +39068,35 @@
|
||
|
||
Depletion: 1 in 1d6
|
||
|
||
+Seal of Solomon
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Signet ring bearing a star design
|
||
+
|
||
+Effect: The wearer can attempt to command a demon, a devil, a Horseman of the Apocalypse, an angel, or a similar entity
|
||
+by making a successful Intellect attack roll against a target within short range. An affected target must do as
|
||
+requested for up to one minute (if the creature is level 5 or lower) or for one round (if the creature is level 6 or
|
||
+higher). The ring also grants the wearer the ability to understand and communicate with animals.
|
||
+
|
||
+Depletion: 1 in 1d100
|
||
+
|
||
+Spear of Destiny
|
||
+
|
||
+Level: 7
|
||
+
|
||
+Form: Heavy spear of ancient manufacture
|
||
+
|
||
+Effect: Attacks with this spear are eased. If used against a supernatural creature such as a demon, a Horseman of the
|
||
+Apocalypse, or an angel, it ignores Armor, and it inflicts 4 additional points of damage (10 points total). If an attack
|
||
+with the spear kills a target normally able to return to existence (such as a Horseman), the target is truly destroyed
|
||
+instead.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+Spear of Destiny GM GM intrusion: The wielder's heart is not pure enough to permit the use of the spear, and it burns
|
||
+the character for 7 points of ambient damage each round they use it.
|
||
+
|
||
### TERAHERTZ SCANNER
|
||
|
||
Level: 1d6 + 1
|
||
@@ -30675,6 +39110,146 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
+Transfer Discs
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Two or more matching discs 3 feet (1 m) in diameter
|
||
+
|
||
+Effect: The user can step between deployed transfer discs, teleporting any distance. If a series of discs is deployed in
|
||
+a network, the user receives a mental map of the discs upon stepping on any one of them, and they can navigate by
|
||
+stepping on each intervening disc between their current location and their desired location. To deploy a disc as their
|
||
+action, the user places it on a mostly level, secure surface and must succeed on a difficulty 3 Intellect‑based roll.
|
||
+
|
||
+Depletion: 1 in 1d20 (check after each day of use)
|
||
+
|
||
+### SCAVENGING
|
||
+
|
||
+Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of
|
||
+safety.
|
||
+
|
||
+Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins
|
||
+before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task.
|
||
+Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of
|
||
+these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.
|
||
+
|
||
+Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
|
||
+but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places
|
||
+to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn't
|
||
+radioactive, poisoned, or overrun with hostile creatures.
|
||
+
|
||
+The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the
|
||
+characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent
|
||
+scavenging tasks and requires that they succeed on a new task to determine if the place they're staying is still safe.
|
||
+The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe
|
||
+place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.
|
||
+
|
||
+Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging
|
||
+task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters
|
||
+successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it's the
|
||
+first day the PCs have searched in a particular area, each character might find something useful, but in succeeding
|
||
+days, a group normally gets only a single roll to find useful stuff.
|
||
+
|
||
+Useful stuff also includes a "loot" entry. Loot includes collectible coins from before the apocalypse, such as silver
|
||
+dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can
|
||
+be used as currency or barter when the characters find other survivors or arrive at a trade town.
|
||
+
|
||
+Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in
|
||
+the expensive category).
|
||
+
|
||
+Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might
|
||
+have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the
|
||
+Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more
|
||
+often it can be disassembled and used as parts to create something else.
|
||
+
|
||
+### USEFUL STUFF
|
||
+
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 19%" />
|
||
+<col style="width: 80%" />
|
||
+</colgroup>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>d100</td>
|
||
+<td>Item Found</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>01–10</td>
|
||
+<td>Tools (provide an asset to tasks related to repair and crafting)</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>11–20</td>
|
||
+<td>Medicine (provides an asset to one healing-related task)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>21–25</td>
|
||
+<td>Binoculars</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>26–35</td>
|
||
+<td>Chocolate bar or similarly<br />
|
||
+sought-after candy or snack</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>36–45</td>
|
||
+<td>Textbook (provides an asset to a knowledge-related task)</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>46–50</td>
|
||
+<td>Coffee or tea</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>51–55</td>
|
||
+<td>Gun or rifle with ten shells or bullets</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>56–60</td>
|
||
+<td>Flashlight</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>61–65</td>
|
||
+<td>Loot</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>66–70</td>
|
||
+<td>Gasoline (2d6 × 10 gallons)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>71–75</td>
|
||
+<td>Batteries</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>76–80</td>
|
||
+<td>Functioning vehicle (sedan, pickup, motorcycle, etc.)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>81–85</td>
|
||
+<td>Generator</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>86–90</td>
|
||
+<td>MRE cache (food and water for six people for 1d6 weeks)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>91–95</td>
|
||
+<td>Ammunition cache (100 shells or bullets for 1d6 different weapons)</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>96–97</td>
|
||
+<td>Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>98–99</td>
|
||
+<td>Cypher (in addition to any other cyphers the GM awards)</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>00</td>
|
||
+<td>Artifact (in addition to any other artifacts the GM awards)</td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table>
|
||
+
|
||
### Post-Apocalyptic SPECIES DESCRIPTORS
|
||
|
||
In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.
|
||
@@ -30756,6 +39331,781 @@
|
||
|
||
4\. You have a secret agenda, and the PCs were gullible enough to let you come along.
|
||
|
||
+### POST-APOCALYPTIC CHARACTER OPTIONS
|
||
+
|
||
+Alternate Character Roles
|
||
+
|
||
+Characters who play out the apocalypse itself or who have just survived it and must pick up a few hours, days, or months
|
||
+after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much
|
||
+more sense to let your players choose roles for characters in a modern game.
|
||
+
|
||
+### DESCRIPTORS
|
||
+
|
||
+In addition to the descriptors in the Cypher System Rulebook, you can widen the options
|
||
+
|
||
+available to the players, allowing them to choose from the descriptors presented here for
|
||
+
|
||
+their characters. A subset of the descriptors in this chapter are species descriptors, which
|
||
+
|
||
+may or may not be appropriate for your players, depending on your setting.
|
||
+
|
||
+Rust and Redemption Descriptors
|
||
+
|
||
+Standard: Bitter, Hopeful, Rusted, Shiny
|
||
+
|
||
+Species: Canien, Felis, Flutter, Mutant
|
||
+
|
||
+Bitter
|
||
+
|
||
+Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or
|
||
+giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe
|
||
+it was an organization or institution that let you down. Whatever it was, you've spent a lot of time pulled into
|
||
+yourself, paranoid and mistrustful of others. But something's happened lately that has at least opened you to the
|
||
+possibility of trusting others again. Maybe you have to work with someone else or die. Alternatively, perhaps you've
|
||
+decided to try one more time, despite your disillusionment. It's either that or fully give in to bitterness.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Skeptical: +4 to your Intellect Pool.
|
||
+
|
||
+Skill: You're always wondering who's going to wrong you next. You are trained in detecting deception.
|
||
+
|
||
+Skill: You are trained in tracking creatures. If a creature has wronged you, the tracking task is eased.
|
||
+
|
||
+Inability: You have a hard time not letting bitterness stain everything you do. Interaction tasks are hindered.
|
||
+
|
||
+Additional Equipment: You have a keepsake from whoever wronged you. It could be an object they once possessed, a picture
|
||
+of them, or something else you associate with what makes you so bitter.
|
||
+
|
||
+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
+adventure.
|
||
+
|
||
+1\. You found the other PCs in a situation they couldn't survive. Uncharacteristically, you helped them.
|
||
+
|
||
+2\. You were facing certain death, but the PCs saved you, for no reason other than they saw your need.
|
||
+
|
||
+3\. You want to change your ways, and the PCs seem to offer a chance for you to explore that possibility.
|
||
+
|
||
+4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
|
||
+
|
||
+Canien
|
||
+
|
||
+You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands,
|
||
+and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you
|
||
+decide which kind of canien you are. Most canien clothing and equipment accommodates walking on either two feet or four,
|
||
+so that's normally not an issue. Either way, you've got fur, a tail, and a noble dog visage true to your particular line
|
||
+of descent. And like most caniens, you're loyal to your pack and friends. But you may find strangers a little
|
||
+suspicious, in which case you aren't shy about letting them know. However, you're usually willing to entertain the idea
|
||
+that a newcomer may be a friend you just don't know yet.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Dogged: +2 to your Might Pool.
|
||
+
|
||
+Skill: You are naturally vigilant. You are trained in perception tasks.
|
||
+
|
||
+Skill: You are playful. You are trained in tasks involving playing physical games.
|
||
+
|
||
+Loyal: If an ally within immediate range descends one or more steps on the damage
|
||
+
|
||
+track, you can take an action immediately but in a restricted fashion. You can use this action either to move the
|
||
+willing ally up to an immediate distance or to attempt a healing task on your ally.
|
||
+
|
||
+Bite: You are practiced in making unarmed bite attacks (light weapon). Enabler.
|
||
+
|
||
+Chewer: You are something of an oral fidgeter, like most caniens. After each ten-hour recovery roll, make a difficulty 2
|
||
+Intellect defense roll. If you fail, you discover you've unconsciously been chewing on a piece of your equipment; it's
|
||
+ruined, at least until it is repaired.
|
||
+
|
||
+Inability: You have a hard time seeing disloyalty in others. Tasks that involve detecting falsehoods are hindered.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+From the following list of options, choose how you became involved in the first
|
||
+
|
||
+adventure.
|
||
+
|
||
+1\. One of the other PCs needed help, and you obliged without a second's hesitation.
|
||
+
|
||
+2\. The other PCs were going somewhere, and you came along even though they didn't ask you to.
|
||
+
|
||
+3\. Aggression got the better of you, and now you're running from the fallout of that experience.
|
||
+
|
||
+4\. You feel that one of the other PCs is in danger in some way, and you'd like to help
|
||
+
|
||
+out or keep an eye on them.
|
||
+
|
||
+Felis
|
||
+
|
||
+You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all
|
||
+fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the
|
||
+elements, but you sometimes wear a harness for your equipment and may adopt boots for rough terrain and hats for fashion
|
||
+or function. Your visage is like that of before-times cats, including piercing, reflective eyes. Like other felis, you
|
||
+are crafty and cautious, unless you feel comfortable with others, in which case you can laze away hours in the sun or a
|
||
+warm spot. But if need be, you are quick to act and are not afraid to use your claws to defend yourself.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Crafty: +2 to your Intellect Pool.
|
||
+
|
||
+Skill: You're innately curious. You are trained in tasks involving knowledge, figuring out problems, or solving puzzles.
|
||
+
|
||
+Skill: You are agile. You are trained in tasks involving balancing and movement.
|
||
+
|
||
+Darksight: You can see in dim light as though it were bright light and see in darkness as though it were dim light.
|
||
+Enabler.
|
||
+
|
||
+Claws: You are practiced in making unarmed claw attacks (light weapon). Enabler.
|
||
+
|
||
+Light on Your Paws: You ignore the first 4 points of damage you would otherwise suffer from a fall. Enabler.
|
||
+
|
||
+Jumpy: Like most felis, you are a bit high-strung. Anytime another creature acts with surprise against you, make a
|
||
+difficulty 2 Intellect defense roll. If you fail, the first action you take on your turn is to flee using your full
|
||
+movement away from whoever surprised you.
|
||
+
|
||
+Inability: You often come across as aloof. Tasks that involve positive social interaction are hindered.
|
||
+
|
||
+Inability: You sometimes get lost in new locations you haven't visited before. You have an inability in navigation.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+From the following list of options, choose how you became involved in the first adventure.
|
||
+
|
||
+1\. Everything was fine until you were attacked by a raiding band of "cat-skinners." The PCs helped you fight back or
|
||
+flee.
|
||
+
|
||
+2\. You saw the PCs up to something, and your curiosity got the better of you, so you followed them.
|
||
+
|
||
+3\. One of the other PCs invited you to join after they saw you scheme, plot, or solve a difficult problem.
|
||
+
|
||
+4\. You got lost. The PCs found you and invited you to join their group.
|
||
+
|
||
+Flutter
|
||
+
|
||
+You emerged from the chrysalis with your mind awash in skills instilled while you matured, as well as knowledge handed
|
||
+down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
|
||
+"humans" who raised flutters into the light of self-knowledge. That was before humans were lost, leaving the world in
|
||
+ruins. Ruins that are now yours to refurbish and rebuild or, as many prefer, to ignore while you instead go your own
|
||
+way. Humans may have created you, but they're gone, and you can decide what you think you owe them, if anything.
|
||
+
|
||
+As a flutter, you are kin to the much smaller natural moths that still flit by night. But you have an internal skeleton
|
||
+and lungs, and are far larger. For all that, you also have wings, a proboscis, and much thinner limbs than the average
|
||
+animal still roaming the world.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Quick: +2 to your Speed Pool.
|
||
+
|
||
+Skill: You are adept at using your body's natural patterns of camouflage. You are trained in hiding.
|
||
+
|
||
+Darksight: You can see in dim light as though it were bright light and can see in darkness as though it were dim light.
|
||
+Enabler.
|
||
+
|
||
+Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
|
||
+
|
||
+Inability: You are confused by bright light. Perception tasks are hindered in bright light.
|
||
+
|
||
+Erratic Flyer: You can select Hover as if it were on your type's list of tier 1 abilities. Your ability to move as
|
||
+described in Hover is due to your wings. In addition to the base ability described for Hover, if you succeed on a
|
||
+difficulty 2 Intellect roll, you can keep your position in the air instead of drifting with the wind or allowing
|
||
+momentum to move you.
|
||
+
|
||
+On a failure, you fly erratically as your action, possibly into the ground, a wall, or the midst of enemies you were
|
||
+trying to avoid. Enabler.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+From the following list of options, choose how you became involved in the first adventure.
|
||
+
|
||
+1\. Some piece of knowledge gleaned from your time in the chrysalis made you seek out and join the PCs.
|
||
+
|
||
+2\. The ruins are where knowledge of humans exists, and you heard the PCs were headed there.
|
||
+
|
||
+3\. You overheard the PCs talking about a grand adventure, and you wanted to be part of it.
|
||
+
|
||
+4\. You zigged when you should have zagged and ran headlong into the PCs. They patched you up and you stayed with them.
|
||
+
|
||
+Hopeful
|
||
+
|
||
+Despite civilization's fall, you're optimistic about what the future could bring, confident
|
||
+
|
||
+that it will be bright. In fact, now that all the old institutions and cares of the world are gone, you hope something
|
||
+better can be rebuilt in its place. It's possible that you're bubbly and full of cheer. But you might instead be quietly
|
||
+confident, your hope revealed by the way you always try again if at first you fail. Being hopeful doesn't mean you're
|
||
+blind to others' faults, but you can hope they will do better next time, which might lead you to be more forgiving than
|
||
+other survivors. After all, when you screw up, you hope others will allow you the same luxury of learning from your
|
||
+mistakes.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Spirited: +4 to your Intellect Pool.
|
||
+
|
||
+Skill: Mental malaise doesn't affect you like it does others. You are trained in Intellect defense tasks.
|
||
+
|
||
+Shrug Off Disappointment: When you fail at a noncombat task and try that task again the very next round, you can apply a
|
||
+free level of Effort toward the success of that task. This benefit effectively alleviates the requirement to apply a
|
||
+level of Effort when retrying failed tasks, at least the first time you retry. Enabler.
|
||
+
|
||
+Inability: You have a lightness of being, but you really feel it when you're physically challenged. Might defense tasks
|
||
+are hindered.
|
||
+
|
||
+Inability: You're spirited but not fast. All movement-related tasks are hindered.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+From the following list of options, choose how you became involved in the first adventure.
|
||
+
|
||
+1\. The PCs were in a bad spot, and one of the other PCs asked you along to add some perspective.
|
||
+
|
||
+2\. You had a spot of bad luck, but you jumped back in to try something new, hopeful it would work out.
|
||
+
|
||
+3\. To make good on a promise to help, you came with the other PCs.
|
||
+
|
||
+4\. You answered a cry for help when another PC got in over their head.
|
||
+
|
||
+Mutant
|
||
+
|
||
+Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from
|
||
+ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some
|
||
+other mutagenic source, you are prone to mutation. You might look relatively similar to others of your species, or you
|
||
+might have one or more obvious physical differences that make it hard to disguise your nature. Not that you necessarily
|
||
+want to hide what you are; you might wish to proudly display what makes you different and, to your mind, better.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Significant Mutations: Choose which option from the following list you'd like for your mutations. Whichever you choose,
|
||
+it is rolled for randomly; you don't select it.
|
||
+
|
||
+• Two beneficial mutations rolled randomly.
|
||
+
|
||
+• Three beneficial mutations plus one harmful mutation, all rolled randomly
|
||
+
|
||
+• One powerful mutation and one harmful mutation, both rolled randomly.
|
||
+
|
||
+• One beneficial mutation, one distinctive mutation, and one harmful mutation, all rolled randomly.
|
||
+
|
||
+Distinctive Mutations: You can choose if you want to have distinctive mutations or not. If you do, choose the number, up
|
||
+to four distinctive mutations, which are rolled for randomly. (If the GM is using the transitory mutations optional
|
||
+rule, you can only choose to have up to three distinctive mutations.)
|
||
+
|
||
+Cosmetic Mutations: You can choose if you want to have cosmetic mutations or not. If you do, choose whether you want one
|
||
+or two cosmetic mutations, which are rolled for randomly. Once all your mutations have been rolled for, work together
|
||
+with the GM to ensure that what's been rolled is a character you want to play.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+From the following list of options, choose how you became involved in the first adventure.
|
||
+
|
||
+1\. The other PCs found you in some weird "mutant" chrysalis and pulled you out; you were grateful and joined them.
|
||
+
|
||
+2\. The other PCs were "hunting mutants" but when they found you, they realized they had been misguided.
|
||
+
|
||
+3\. You wanted to get away from a bad situation, so you went with the PCs.
|
||
+
|
||
+4\. The PCs asked you to come along, believing that your particular mutations could be harnessed for the benefit of the
|
||
+mission.
|
||
+
|
||
+Rusted
|
||
+
|
||
+Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse
|
||
+itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first
|
||
+seemed like a limitation. If you lost a limb, you use a prosthetic; if an eye, you sometimes quip that binocular vision
|
||
+is overrated. Sure, there are times when you struggle with discomfort, pain, and possibly even self-consciousness.
|
||
+However, overcoming all that only makes you stronger and more determined to succeed. Ultimately, your scars, your
|
||
+prosthetic (if any), and your story represent who you are: a survivor who overcomes whatever is thrown your way.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Resilient: +2 to your Might Pool or +2 to your Intellect Pool or +1 to all three Pools.
|
||
+
|
||
+Skill: Hard knocks have toughened you; you are trained in either Might defense tasks or Intellect defense tasks (choose
|
||
+one).
|
||
+
|
||
+Skill: You had to fake it until you made it; you are trained in one creative skill such as singing, writing, acting,
|
||
+composing, public speaking, painting, sculpture, dancing, or something similar.
|
||
+
|
||
+Inability: You've learned to do everything again and, in truth, better than most people ever could. But your injury is
|
||
+real; it's why you sometimes joke that you're "rusted." If you've lost an eye, your perception tasks involving sight are
|
||
+hindered. If you rely on a prosthetic leg, tasks requiring movement are hindered. If you rely on a prosthetic arm, tasks
|
||
+involving using both hands are hindered.
|
||
+
|
||
+Additional Equipment: You have a prosthetic for one arm or one leg, or you have an eyepatch (and prosthetic eye) for a
|
||
+missing eye.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+1\. You bragged that there's nothing someone else could do that you couldn't do twice as well, which is how you got
|
||
+involved in your current situation.
|
||
+
|
||
+2\. You're afraid of what might happen if the other PCs fail.
|
||
+
|
||
+3\. You were tailing one of the other PCs for reasons of your own, which brought you into the action.
|
||
+
|
||
+4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
|
||
+heard about the group's task.
|
||
+
|
||
+Shiny
|
||
+
|
||
+You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar
|
||
+sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the
|
||
+effects of the apocalypse. You also tend to fall into the orbit of people who are strong, unbeaten, and possessed of an
|
||
+inner brightness. You believe that they, like you, reflect the light of some greater spiritual purpose in the world.
|
||
+When you believe you are acting in that glow, you are emboldened and may take risks others fear. You don't seek death,
|
||
+but you're confident that death in the pursuit of something shiny is the definition of a life well-lived.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Lithe: +2 to your Speed Pool.
|
||
+
|
||
+Skill: You've had practice driving a before-times vehicle. Choose a motorcycle, car or truck, or long-haul truck; you're
|
||
+trained in driving that kind of vehicle.
|
||
+
|
||
+Skill: You know how to get out of the way. You are trained in Speed defense tasks.
|
||
+
|
||
+Shiny Maneuver: You know how to push yourself harder, at the risk of a more dramatic failure. When you attempt a shiny
|
||
+maneuver, you ease a task, attack roll, or defense roll, but in doing so you increase the intrusion range by two for
|
||
+that roll, to a 1–3 on a d20. If you fail and decide to retry the task (requiring that you spend a level of Effort, as
|
||
+normal), it has the same increased intrusion range. Once you attempt a shiny maneuver, you can't attempt another until
|
||
+you make a recovery roll. Enabler.
|
||
+
|
||
+Inability: You may be lithe and shiny, but you're not sneaky. Tasks related to sneaking and staying quiet are hindered.
|
||
+
|
||
+Inability: You are irrepressible, but that makes it hard to dissemble. Deception and disguise tasks are hindered.
|
||
+
|
||
+Additional Equipment: You have a treasured object that is literally shiny in bright light, such as a polished
|
||
+stainless-steel sphere, a silver coin, a pocket watch from the before-times, or something else small and easily carried.
|
||
+
|
||
+Initial Link to the Starting Adventure:
|
||
+
|
||
+From the following list of options, choose how you became involved in the first adventure.
|
||
+
|
||
+1\. It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you.
|
||
+
|
||
+2\. The first word that popped into your head upon seeing the PCs was "shiny."
|
||
+
|
||
+3\. You think the tasks ahead will present you with unique and fulfilling challenges.
|
||
+
|
||
+4\. Someone you trust and respect above all others suggested you join the PCs to help them complete their task.
|
||
+
|
||
+The Scavenges focus can be used as written in the Cypher System Rulebook, but whenever the abilities point to the
|
||
+scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other
|
||
+abilities), use the optional rule for scavenging, repairing, and building in this book instead.
|
||
+
|
||
+### FOCI
|
||
+
|
||
+This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As
|
||
+these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details
|
||
+than the foci in the Cypher System Rulebook (which have short, broad descriptions suitable for other genres).
|
||
+
|
||
+Merges Mind With Machine
|
||
+
|
||
+You were raised in an underground bunker by Milly, an AI instance installed in your
|
||
+
|
||
+brain before you developed cognition of your own. Unlike AI zombies, your personality and motivations haven't been
|
||
+replaced; your sense of self grew alongside the AI, as collaborators rather than foes. This granted you superior
|
||
+intellect and an uncanny knack for computers. Now you've emerged into the larger world, where survivors are predisposed
|
||
+to distrust you, and you may need to keep your background a secret to be accepted. Whether you hate AI or remain loyal
|
||
+to Milly, you face the best odds if you can fit in with another group of survivors. After all, there's a lot you don't
|
||
+know about how things work on the surface and the things people have done to stay alive in the past twenty years.
|
||
+
|
||
+Connection: Choose one of the following, or choose one of the Focus Connections
|
||
+
|
||
+in the Cypher System Rulebook.
|
||
+
|
||
+1\. Pick one other PC. You fear that character is jealous of your abilities, and that it might lead to problems.
|
||
+
|
||
+2\. Pick one other PC. You're not sure how or from where, but that character has access to rare machine parts and can
|
||
+get them for you at half price.
|
||
+
|
||
+3\. Pick one other PC. Seeing you use your focus abilities triggers unpleasant memories for that character. That memory
|
||
+is up to the other PC, although they may not be able to consciously recall it.
|
||
+
|
||
+4\. Pick one other PC. They are sensitive to your focus abilities, and occasionally they become dazed for a few rounds,
|
||
+hindering their actions.
|
||
+
|
||
+Additional Equipment: You have scars on your scalp in the shape of circuitry (like Lichtenberg figures). You probably
|
||
+keep these hidden, as they identify you as one of Milly's children to anyone familiar with the mark.
|
||
+
|
||
+Minor Effect Suggestion: You restore 2 points to your Intellect Pool.
|
||
+
|
||
+Major Effect Suggestion: An ally or indicated target can take an additional action.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Interface
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Robot Assistant
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability.
|
||
+
|
||
+Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
|
||
+environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
|
||
+knowledge about the situation. Enabler.
|
||
+
|
||
+Machine Telepathy
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Machine Bond
|
||
+
|
||
+Network Tap
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Greater Enhanced Intellect
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Master Machine or See the Future as your tier 6 ability.
|
||
+
|
||
+Master Machine
|
||
+See the Future
|
||
+
|
||
+Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
|
||
+
|
||
+Prepped for the End
|
||
+
|
||
+You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other
|
||
+survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic
|
||
+repair, and maybe even in a musical instrument to pass the time in the bunker when no other entertainments could be had.
|
||
+You'd excel in a small group of other survivors, but you're ready to go it alone if that's what it
|
||
+
|
||
+takes. Above all, you're prepared to make it through whatever the future holds, no matter how daunting the odds. Because
|
||
+you prepped wisely.
|
||
+
|
||
+Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
|
||
+
|
||
+1\. Pick one other PC. You found them in your prepped hideout, eating and drinking their fill. You befriended them
|
||
+rather than seeking revenge for using your resources.
|
||
+
|
||
+2\. Pick one other PC. You used to play card games with them before the apocalypse, and you still owe them money, though
|
||
+what that means now is difficult to say.
|
||
+
|
||
+3\. Pick one other PC. This character doesn't seem to want any of your stored food or water.
|
||
+
|
||
+4\. Pick one other PC. When you were hurt, they carried you to your prepped hideout at great risk to themselves.
|
||
+
|
||
+Additional Equipment: A firearm of your choice (with ten bullets or shells), a handloading tool set, and a small musical
|
||
+instrument (such as a harmonica).
|
||
+
|
||
+Minor Effect Suggestion: Your foe slips in some decaying garbage or spill from the before‑times, and their actions in
|
||
+the next round are hindered as they regain their balance.
|
||
+
|
||
+Major Effect Suggestion: You find or spy an item from the Useful Stuff table.
|
||
+
|
||
+Tier 1:P
|
||
+
|
||
+Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
|
||
+reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
|
||
+type of light armor available in the area, such as a leather jacket. Enabler.
|
||
+
|
||
+Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
|
||
+or more, or up to six people through about three months. In addition, you have knowledge of three different secret
|
||
+supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
|
||
+no closer than about 5 miles (8 km) from each other.
|
||
+
|
||
+• Food cache (enough food for six people for twelve weeks)
|
||
+
|
||
+• Water cache (enough clean water for six people for twelve weeks)
|
||
+
|
||
+• Ammunition cache (400 shells or bullets for four different weapons)
|
||
+
|
||
+• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
|
||
+shells)
|
||
+
|
||
+Enabler.
|
||
+
|
||
+Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
|
||
+hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Tinker
|
||
+
|
||
+Weather the Vicissitudes
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.
|
||
+
|
||
+Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
|
||
+fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
|
||
+perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
|
||
+you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
|
||
+use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
|
||
+complete.
|
||
+
|
||
+Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
|
||
+order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
|
||
+treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
|
||
+be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
|
||
+one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you
|
||
+would otherwise obtain. Enabler.
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Ambusher
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Discipline of Watchfulness or Escape the Ruins as your tier 6 ability.
|
||
+
|
||
+Discipline of Watchfulness
|
||
+
|
||
+Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
|
||
+a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
|
||
+that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
|
||
+work out the details. Action.
|
||
+
|
||
+Raids
|
||
+
|
||
+When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as
|
||
+anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But
|
||
+whether they deserved it or not, you and the other raiders you ran with survived, and your targets did not. Then
|
||
+something life‑changing happened to you, altering your perspective; it's up to you to decide what. In any case, you've
|
||
+turned over a new leaf. You don't indiscriminately kill anymore, though surviving is still a goal. But you've joined
|
||
+with others who you want to protect as much as or even more than your own life. You're done with raiding. But is raiding
|
||
+(and those who might recognize you as a raider) done with you?
|
||
+
|
||
+Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
|
||
+
|
||
+1\. Pick one other PC. That character knows that you were a raider, even though it is a secret you've kept from the
|
||
+other PCs so far.
|
||
+
|
||
+2\. Pick one other PC. They were also a raider, however briefly, along with you (if they agree to this connection).
|
||
+
|
||
+3\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
|
||
+
|
||
+4\. Pick one other PC. You know that you're responsible for the death of someone that character knew while you were
|
||
+raiding; they don't know it, but the guilt has been waking you up in the middle of the night.
|
||
+
|
||
+Additional Equipment: You have a tattoo from your raiding days that you probably keep hidden, as it would identify you
|
||
+as a raider to those familiar with the mark.
|
||
+
|
||
+Minor Effect Suggestion: You restore 2 points to your Might Pool.
|
||
+
|
||
+Major Effect Suggestion: You or an ally get an immediate extra attack.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Ignore the Pain
|
||
+
|
||
+Wilderness Life
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
|
||
+
|
||
+Fearsome Reputation
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
|
||
+
|
||
+Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
|
||
+and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
|
||
+
|
||
+presence. Enabler.
|
||
+
|
||
+Grand Deception
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Greater Frenzy
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Using the Environment
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Deep Consideration or Twisting the Knife as your tier 6 ability.
|
||
+
|
||
+Deep Consideration
|
||
+
|
||
+Twisting the Knife
|
||
+
|
||
+Remembers the Past
|
||
+
|
||
+You are a student of the before‑times. Maybe that's because you grew up in the ruins of an old library and read
|
||
+everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long‑lived
|
||
+and were alive before the apocalypse, or you have a deep recollection of the world before the end for some other reason.
|
||
+This knowledge gives you an appreciation of the before‑times as well as a point of view that many other survivors lack
|
||
+that benefits you in and around ruins. You can find things others wouldn't know to look for, plucking fruits of the past
|
||
+that would otherwise go unharvested.
|
||
+
|
||
+Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
|
||
+
|
||
+1\. Pick one other PC. They remind you of someone you knew or learned about from the past, because of either the way
|
||
+they look or the way they act, and that is what first drew you to them.
|
||
+
|
||
+2\. Pick one other PC. You saved their life because you found them trapped in a before‑times ruin and you knew how best
|
||
+to free them.
|
||
+
|
||
+3\. Pick one other PC. You were lost out past the ruins in the wilderness, but they happened across you and saved your
|
||
+life.
|
||
+
|
||
+4\. Pick one other PC. This character comes from the same place you do, and you knew each other as children.
|
||
+
|
||
+Additional Equipment: One book on a technical topic such as plumbing, carpentry, electronics, or physics; it provides
|
||
+you an asset on a related task if you spend ten minutes perusing the book ahead of time.
|
||
+
|
||
+Minor Effect Suggestion: You remember something about the area that proves advantageous later, such as realizing there's
|
||
+probably a fresh location to scavenge close by that has a good chance of not having been picked over by other survivors.
|
||
+
|
||
+Major Effect Suggestion: A foe forgets about you unless you draw attention to yourself.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
|
||
+potentially be turned into useful things) in the ruins of what came before. Enabler.
|
||
+
|
||
+Knowledge Skills
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
|
||
+equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
|
||
+complete. Enabler.
|
||
+
|
||
+Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
|
||
+are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
|
||
+to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
|
||
+building. Enabler.
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
|
||
+
|
||
+Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
|
||
+nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
|
||
+are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
|
||
+succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
|
||
+hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
|
||
+expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
|
||
+to initiate.
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Improvise
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Task Specialization
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Skill With Attacks, Skill With Defense, or Use the Network as your tier 6 ability.
|
||
+
|
||
+Skill With Attacks
|
||
+
|
||
+Skill With Defense
|
||
+
|
||
+Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
|
||
+before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
|
||
+reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
|
||
+about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
|
||
+location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
|
||
+from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
|
||
+
|
||
+Walks the Wasteland
|
||
+
|
||
+Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're
|
||
+determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or
|
||
+whatever it is that hunts the ruins—get you. If you were around before the end, you could have been a soldier,
|
||
+mercenary, or at least someone who had basic survival training. What sets you apart from all the others like you is that
|
||
+you decided to hope when everything looked darkest. Since then, you have eaten your share of spoiled food and irradiated
|
||
+water, and survived. Whether that's because you've adapted, you're luckier, or you were just tougher than the rest is
|
||
+anyone's guess. But you're still walking the wastes even though so many others are gone. You probably don't spend a lot
|
||
+of time on your appearance, given that you wear the cobbled‑together clothing and bits and pieces of armor you're able
|
||
+to scavenge from the ruins. Appearance doesn't matter; actions do.
|
||
+
|
||
+Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
|
||
+
|
||
+1\. Pick one other PC. This character appears to be an able survivor, but in your mind, they seem to be at the end of
|
||
+their rope. You're constantly trying to convince them to keep trying, go the distance, and survive for a better
|
||
+tomorrow.
|
||
+
|
||
+2\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
|
||
+
|
||
+3\. Pick one other PC. This character comes from the same place you do, and you knew each other as children. Whether
|
||
+that place exists any longer is something you and that character should decide.
|
||
+
|
||
+4\. Pick one other PC. You found this character almost dead in the wastes. You rescued them, nursed them back to health,
|
||
+and kept them safe until they were back on their feet. Whether they feel embarrassment, gratitude, or something else is
|
||
+up to them.
|
||
+
|
||
+Additional Equipment: You have a piece of before‑times equipment with three analog dials that measure temperature, air
|
||
+pressure, and humidity. (You also know the names for the instruments nestled behind
|
||
+
|
||
+those dials: a thermometer, a barometer, and a hygrometer, respectively.) If you spend a minute operating the device,
|
||
+you have an asset on weather prediction tasks extending into the next day.
|
||
+
|
||
+Minor Effect Suggestion: You restore 2 points to your Might Pool.
|
||
+
|
||
+Major Effect Suggestion: Your next action is eased by two steps.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
|
||
+in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
|
||
+from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
|
||
+
|
||
+Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
|
||
+poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
|
||
+
|
||
+Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
|
||
+spend at least ten minutes practicing with it first. Enabler.
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Devoted Defender
|
||
+
|
||
+Hardened by the End: You're trained in Might defense tasks.
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Hard to Hit or Rapid Attack as your tier 3 ability. Whatever you choose, you also gain
|
||
+Apocalyptic Stare.
|
||
+
|
||
+Hard to Hit
|
||
+
|
||
+Rapid Attack
|
||
+
|
||
+Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Improved Recovery
|
||
+
|
||
+Push on Through
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Ignore the Pain
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Using What's Available or Wasteland Camouflage as your tier 6 ability.
|
||
+
|
||
+Using What's Available
|
||
+
|
||
+Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
|
||
+and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
|
||
+of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
|
||
+additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
|
||
+asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
|
||
+presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
|
||
+remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
|
||
+
|
||
### Historical
|
||
|
||
Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in
|
||
@@ -30871,6 +40221,4457 @@
|
||
by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their
|
||
period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.
|
||
|
||
+### OPTIONAL MODERN FANTASY RULES
|
||
+
|
||
+### CANTRIPS
|
||
+
|
||
+Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as
|
||
+ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a
|
||
+smartphone, use a light cantrip. Instead of running a dishwasher or vacuum cleaner, use a cleaning cantrip. Instead of
|
||
+using a megaphone, use a voice‑amplifying cantrip.
|
||
+
|
||
+Cantrips are generally not powerful enough to directly affect an unwilling creature or damage an unattended object. In
|
||
+the rare case that using a cantrip might cause actual harm, change, or damage, the attack roll for the cantrip is
|
||
+hindered by two steps (unless otherwise noted).
|
||
+
|
||
+Any PC can learn two cantrips by spending 2 XP. How they learn them depends on the setting—they might need to study with
|
||
+a mentor, take a specific college class, pay for an informative ritual, study a magical book, invent it on their own,
|
||
+unlock some previously unrealized potential within themselves, and so on. Learning cantrips does not count toward
|
||
+character advancement. There is no limit to how many cantrips a PC can learn. In all other respects, cantrips work just
|
||
+like other character abilities.
|
||
+
|
||
+Unless the theme of the setting is that everyone is quite proficient in magic, it's probably best to limit an individual
|
||
+NPC to knowing just a couple of cantrips, with many people not knowing any at all. A reasonable guideline is that an NPC
|
||
+can know a number of cantrips equal to their level.
|
||
+
|
||
+The following are examples of typical cantrips in a modern fantasy setting:
|
||
+
|
||
+Bee Cantrip (1 Intellect point): You summon a nearby level 0 bee, housefly, gnat, or similar flying pest to a spot
|
||
+within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins flying
|
||
+around, possibly landing on a creature. The cantrip doesn't work if there are no suitable pests within a short distance.
|
||
+Action.
|
||
+
|
||
+A level 0 creature isn't a threat to a character and is instantly killed if hit. However, tiny creatures like the ones
|
||
+described in the Bee and Bug cantrips usually have a level 2 modifier for Speed defense because of their size.
|
||
+
|
||
+1. Bug Cantrip (1 Intellect point): You summon a nearby level 0 spider, cockroach, silverfish, or similar crawling pest
|
||
+ to a spot within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins
|
||
+ moving around, possibly crawling on a creature. The cantrip doesn't work if there are no suitable pests within a
|
||
+ short distance. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Candles Cantrip (1 Intellect point): You create up to four candle-like lights that move to your mental commands (but
|
||
+ no farther away than how far you can reach), lasting about ten minutes. Each light can be a different color. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Chill Cantrip (1 Intellect point): You lower the temperature of a target within short range. If the target is a
|
||
+ creature, for the next couple of rounds they feel like they're standing under an air conditioning vent. If the
|
||
+ target is an object no larger than a 1-foot (30 cm) cube, you cool it down as if you'd dunked it into a bucket of
|
||
+ ice. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Clean Cantrip (1 Intellect point): You remove dirt, mud, and similar substances from one set of clothing (such as
|
||
+ the clothes you're wearing), about 1 cubic foot of loose material (clothes, curtains, a box of toys, and so on), or
|
||
+ an immediate area on a surface (such as a wall or floor). When used on clothing, this also does a decent job of
|
||
+ removing wrinkles. Action.
|
||
+
|
||
+Color Cantrip (1 Intellect point): You change the color of an object, or you brighten or dull its color. The object can
|
||
+be up to about 1 cubic foot in size and up to a short distance away. If used to change a creature's hair color, it lasts
|
||
+a few days. Action.
|
||
+
|
||
+1. Convenient Rideshare Cantrip (1 Intellect point): When using a rideshare or taxi app, you are connected with a
|
||
+ driver who can pick you up within a couple of minutes. If you use this cantrip in a remote area where drivers are
|
||
+ scarce, results can get strange; for example, the car and driver might be ghosts, you might have to share your ride
|
||
+ with a dangerous supernatural creature, or you might arrive at your destination minutes before or hours after you
|
||
+ were picked up. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Cooking Cantrip (1 Intellect point): You accelerate the preparation and cooking of one dish, reducing the time until
|
||
+ it's ready by about ten minutes. (Time-consuming cooking, such as a large turkey, requires multiple castings.) Under
|
||
+ normal circumstances, this doesn't burn, overcook, or otherwise ruin the dish. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Cut Cantrip (1 Intellect point): You cut an object up to level 2 as if using a sharp knife or a pair of scissors, up
|
||
+ to an immediate distance away. For example, this works on rope, candles, food, cloth, paper, or even a thin wire or
|
||
+ thin chain necklace. The object usually gives off harmless blue sparks when it's cut. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Darkness Cantrip (1 Intellect point): You suppress light in a cubic or spherical area about 1 foot (30 cm) across
|
||
+ within an immediate distance. Outdoors or in bright light, this area becomes very dim; otherwise, it becomes
|
||
+ darkness. When you create this area, decide if it remains at a specific location (such as on a desk) or if it is
|
||
+ attached to some part of you (such as your head or left hand) and moves with you. The cantrip ends after about a
|
||
+ minute. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Erase Cantrip (1 Intellect point): You erase up to a page of text from a typical surface (such as paper, parchment,
|
||
+ wood, or plastic) within immediate range. The writing slowly disappears over a few seconds. Affecting magical
|
||
+ writing requires an Intellect-based attack roll. Action.
|
||
+
|
||
+> Erase Cantrip doesn't remove fingerprints, impressions in the paper, or other evidence that writing used to be there.
|
||
+
|
||
+1. Exterminate Cantrip (1 Intellect point): You create a bolt of energy that kills one common vermin creature (level 0)
|
||
+ within a short distance, such as a fly, worm, cockroach, or mouse. One casting can affect multiple smaller creatures
|
||
+ (such as ants or fleas) within 1 cubic foot. The spell is accompanied by a quick bolt of black and yellow energy.
|
||
+ Action.
|
||
+
|
||
+> Exterminate Cantrip is an exception to the rule that trying to cause direct harm with a cantrip is hindered by two
|
||
+> steps. A swarm whose level is 1 or higher is unaffected by this cantrip, even though the individual creatures in the
|
||
+> swarm might be.
|
||
+
|
||
+1. Extra Chair Cantrip (1 Intellect point): A table you touch somehow has room (and a chair) for one more person to
|
||
+ comfortably sit there without affecting anyone else at the table. This lasts anywhere from ten minutes to an hour,
|
||
+ or less if the person in the extra chair leaves for more than a few minutes. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Extra Fries Cantrip (1 Intellect point): You update a recent fast food or delivery order so that when it arrives, it
|
||
+ includes an additional order of French fries or other side available from the restaurant (tater tots, coleslaw,
|
||
+ mashed potatoes, and so on). Sometimes this happens for free, and sometimes you have to pay an additional charge.
|
||
+ Remember to tip your server. Action.
|
||
+
|
||
+Fire Crown Cantrip (1 Intellect point): You create a crown-like manifestation of fire on your head that lasts for ten
|
||
+minutes. The fire doesn't burn you. If anyone touches it or makes a melee attack aimed at your head, you can make a free
|
||
+Intellect-based attack roll against them to inflict 1 point of damage. Action.
|
||
+
|
||
+Variants of Fire Crown Cantrip create a crown of lightning, smoke, ice, water, or thorns.
|
||
+
|
||
+Firework Cantrip (1 Intellect point): You create an illusory firework within short range, which bursts with sparkling
|
||
+lights and a loud pop. The effect is obviously an illusion but might distract or startle people who aren't expecting it.
|
||
+Action.
|
||
+
|
||
+Flavor Cantrip (1 Intellect point): You touch one plate or bowl of food or one large glass or mug of liquid, improving
|
||
+its flavor. This doesn't affect the nutritional value or texture, nor does it fix spoiled food; it just makes it taste
|
||
+more to your preference (so you could eat spoiled meat or moldy vegetables and they'd taste fine). You decide the sort
|
||
+of flavor change—more or less spicy, salty, savory, sweet, and so on, in any combination appropriate for food or drink.
|
||
+Action.
|
||
+
|
||
+1. Forbidden Topic Cantrip (1 Intellect point): Wards an immediate area (enough to cover a large table at a holiday
|
||
+ family gathering) against conversation about a topic of your choice, such as "the election," "Mommy's trial," or
|
||
+ "that Cordell kid." Anytime someone in the area attempts to talk about this topic, make an Intellect-based roll
|
||
+ against them; success means they either talk about something else or remain silent. The cantrip lasts for ten
|
||
+ minutes or until you fail an Intellect-based roll to stop someone from talking about that topic. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Gather Cantrip (1 Intellect point): You gather a scattered bunch of items into a small space, as if you had spent a
|
||
+ minute sweeping them together with your hands or a broom. This affects about 1 square yard (1 sq m), up to an
|
||
+ immediate distance away. The cantrip is mainly useful for collecting things that have been spilled, or for making it
|
||
+ easier to clean up a room. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Ghostly Wings Cantrip (1 Intellect point): You sprout a pair of ghostly wings that immediately unfurl, then vanish a
|
||
+ few seconds later. If you cast this cantrip while falling, you reduce the damage from the fall by 1 point. Enabler.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Green Light Cantrip (1 Intellect point): You tweak the traffic lights at an intersection within long range so that
|
||
+ one of them turns green within a few seconds. The other lights in that system automatically adjust to compensate
|
||
+ (turning yellow and then red for cross traffic). Depending on that traffic system, the light remains green anywhere
|
||
+ from about ten seconds to a minute. Enabler.
|
||
+
|
||
+Hand Cantrip (1 Intellect point): You levitate or manipulate an object of 10 pounds (4.5 kg) or less at up to a short
|
||
+distance. The effect is not particularly strong—about the same strength as trying to push, pull, or twist something just
|
||
+using the strength of your hand (without your arm). Action.
|
||
+
|
||
+1. Hide Cantrip (1 Intellect point): You conceal one target within immediate range for about a minute. The target can
|
||
+ be no larger than a typical rabbit, or several objects no larger than dice. The target is basically invisible to
|
||
+ anyone in front of you, but the illusion doesn't work on anyone to your side or behind you. (If someone is intent on
|
||
+ seeing the invisible target, make an Intellect-based attack roll against them to hide it from their view.) Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Light Switch Cantrip (1 Intellect point): You toggle up to four light controls (such as a wall switch or a lamp's
|
||
+ button, knob, or pull cord) within short range. You must be able to see these light controls or have a clear idea of
|
||
+ where they are (such as turning on your front porch light and living room floor lamp from outside your home). You
|
||
+ can toggle these switches on or off in any combination. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Loudness Cantrip (1 Intellect point): You amplify your voice, allowing you to speak at up to three times your normal
|
||
+ volume. This isn't enough to harm anyone, but you can speak comfortably to a large crowd or across a very long
|
||
+ distance without effort. Action.
|
||
+
|
||
+Mask Cantrip (1 Intellect point): You create a costume mask on the face of a creature you touch. The mask can be simple
|
||
+(like a domino mask), fancy (like a masquerade ball mask), or deceptive (like a Halloween costume mask of a monster or
|
||
+specific person). The mask is obviously just a mask, not a disguise, but a deceptive mask viewed from at least a short
|
||
+distance away might fool someone into thinking it's a real face, providing an asset to disguise tasks at this range. The
|
||
+mask lasts for about a minute. If removed, the mask immediately disappears. Action.
|
||
+
|
||
+Mending Cantrip (1 Intellect point): You touch a broken object of up to level 3 and attempt to magically repair a single
|
||
+break or tear in it, such as a cracked stone wall, a shattered hand mirror, or a torn piece of clothing. The damage can
|
||
+be no larger than about what you can cover with both of your open hands. If you succeed at an Intellect-based roll
|
||
+against the object's level, you repair it (although it still shows signs of being previously broken, and may be fragile
|
||
+there). You can use this ability multiple times on the same object to repair larger breaks. Action.
|
||
+
|
||
+1. Message Cantrip (1 Intellect point): You whisper a short message (about five to ten seconds) to a creature you can
|
||
+ see within a long distance. The target hears it as if you had whispered it in their ear. Action.
|
||
+
|
||
+Mystic Eyes Cantrip (1 Intellect point): You change the appearance of your eyes. If you just change their color to a
|
||
+different hue (such as to blue, green, or brown), the change lasts for an hour. If you change them to something unusual,
|
||
+such as red, yellow, solid black, or glowing, it only lasts for a minute. Action.
|
||
+
|
||
+Obedient Flames Cantrip (1 Intellect point): You affect flames within a short distance, making them appear brighter or
|
||
+dimmer, flicker strangely, or change color. This lasts for one minute. You can affect up to several dozen candles, a few
|
||
+torches, or one typical campfire with each casting of the cantrip. Action.
|
||
+
|
||
+1. Open and Close Cantrip (1 Intellect point): You open or close a small object within short range, such as a bag, box,
|
||
+ bottle, footlocker, window, or lightweight door. This cantrip cannot lock or unlock locks. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Pen Cantrip (1 Intellect point): You write with your finger on a surface for up to ten minutes as if using a common
|
||
+ ballpoint pen. The "ink" immediately dries once you write, but it can be smeared or cleaned up like a normal pen.
|
||
+ The ink is blue, black, or dark brown, decided when you cast this cantrip. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Present Cantrip (1 Intellect point): You teleport an object within an immediate distance into your upturned hand.
|
||
+ The item has to be something you're carrying (such as a gem in your pouch or a dagger in your boot), something you
|
||
+ can see (such as a coffee cup or mobile phone on the other side of the table), or something you know is within range
|
||
+ (such as a note you saw someone put in their pocket). The cantrip affects one small object (for example, a cup or
|
||
+ mobile phone) or up to a dozen smaller items from the same location (perhaps coins or dice). Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Quiet Cantrip (1 Intellect point): You muffle the noise from one target within a short distance for a few seconds.
|
||
+ Breaking a window or knocking a glass off the table would be no louder than someone tapping their finger on the
|
||
+ glass. An obnoxious security alarm would only be as loud as a computer speaker. A ringing phone would be barely
|
||
+ audible. If you cast this on a willing creature, they gain an asset on stealth tasks for one round if they move no
|
||
+ more than an immediate distance on their turn. Action.
|
||
+
|
||
+> Affecting an unwilling creature (or something they're carrying) with an ability requires an attack roll to succeed. If
|
||
+> you're using a cantrip, by default that attack roll is hindered by two steps
|
||
+
|
||
+Rainbow Cantrip (1 Intellect point): You create a softly glowing band of colors resembling a rainbow, extending from
|
||
+your hand to an object or willing creature within short range. The far end doesn't move (a creature could move away from
|
||
+it by going around a corner or out of range). You can anchor your end in place or allow it to move when your hand moves.
|
||
+The rainbow gives off light like a candle and lasts about a minute. Action.
|
||
+
|
||
+1. Reshape Cantrip (1 Intellect point): You change the shape of a metal, glass, or stone object you touch into a
|
||
+ different shape. For example, you could turn a coin into a ring, a cup into a plate, or a piece of glass into
|
||
+ something resembling a gemstone. This normally lasts about a minute, but the object tends to revert early if anyone
|
||
+ else touches or examines it too closely. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Smoke Cantrip (1 Intellect point): You create a harmless puff of smoke within an immediate distance. The smoke fills
|
||
+ about a 1-foot (30 cm) cube and dissipates over the next few rounds. You decide if the smoke is white, grey, blue,
|
||
+ brown, green, red, or yellow. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Sprout Cantrip (1 Intellect point): You make seeds sprout at an accelerated rate, causing a week's worth of growth
|
||
+ to happen in just a few moments. The seeds must be within a 1-foot (30 cm) cube and no more than an immediate
|
||
+ distance from you. If the seeds are in viable soil, they take root as if planted there. If cast on immature or
|
||
+ closed flowers, they bloom. If cast on a piece of unripe fruit, it immediately ripens. Action.
|
||
+
|
||
+Stitch Cantrip (1 Intellect point): You sew two touched pieces of cloth or thin leather together, up to about 2 square
|
||
+yards (1.5 sq m). The stitches are of the same quality of hand stitching by a tailor or leatherworker of reasonable
|
||
+skill. You choose the path of the stitches, so you could create a piece of clothing by casting this cantrip several
|
||
+times. Instead of sewing together two items, you can unravel the stitches of a touched object, affecting up to 2 square
|
||
+yards (1.5 sq m). Action.
|
||
+
|
||
+Tattoo Cantrip (1 Intellect point): You create an image on your skin, as if tattooed there by a reasonably talented
|
||
+artist. The image can be no larger than your hand, and consists of just one color. You can cast this cantrip multiple
|
||
+times to create a larger tattoo, use more colors, or both. The image lasts about an hour. Action.
|
||
+
|
||
+1. Throwing Stone Cantrip (1 Intellect point): You summon a nearby object of stone, brick, concrete, cement, asphalt,
|
||
+ or a similar hard and common mineral to your hand. The cantrip doesn't work if there are no suitable loose materials
|
||
+ within a short distance. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Tie Cantrip (1 Intellect point): You control a piece of string, rope, or twine within short range, causing it to tie
|
||
+ itself to another object within 1 foot (30 cm) of it, using any sort of simple, common knot (such as a square knot).
|
||
+ Instead of tying a knot, you can cast this cantrip on a simple knot within short range, untying it. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Tiny Illusion Cantrip (1 Intellect point): You create a single image of a creature or object within immediate range.
|
||
+ The image must fit within a 1-foot (30 cm) cube. The image can move (for example, you could make the illusion of a
|
||
+ mouse jump or crawl around), but it can't leave the area defined by the cube. The illusion includes sound (up to the
|
||
+ volume of a person's normal speaking voice) but not smell. It lasts for one minute, but if you want to change the
|
||
+ original illusion significantly—such as making a creature appear to be wounded— you must concentrate on it again
|
||
+ (though doing so doesn't cost additional Intellect points). If you move beyond immediate range of the cube, the
|
||
+ illusion vanishes. Action to create; action to modify.
|
||
+
|
||
+Tremor Cantrip (1 Intellect point): You make the ground or floor vibrate within a short area, feeling similar to a mild
|
||
+earthquake. Other objects on the floor might vibrate or slide (no more than a hand's span) because of this vibration.
|
||
+Action.
|
||
+
|
||
+Warm Cantrip (1 Intellect point): You raise the temperature in a very small area (about 1 cubic foot) within short
|
||
+range, enough to make someone's face feel flushed or warm a drink to about the temperature of freshly served coffee.
|
||
+Action.
|
||
+
|
||
+1. Wash Car Cantrip (1 Intellect point): You clean the outside of a typical passenger automobile within immediate range
|
||
+ as if it had gone through an automatic car wash. Very large or very dirty cars may require multiple castings. The
|
||
+ cantrip works on motorcycles, bicycles, and other small vehicles as well. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Wet or Dry Cantrip (1 Intellect point): You alter the moisture level of an object or area within immediate range,
|
||
+ affecting about a 1-foot (30 cm) cube or one set of clothing. If you want the target to be wetter, it is dampened as
|
||
+ if you poured a cup of water on it. If you want it drier, it is dried as if you hung it out in the sun on a warm
|
||
+ day. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Wireless Network Cantrip (1 Intellect point): You improve wireless network reception in an immediate area for ten
|
||
+ minutes. This improves poor or average reception to full strength and zero bars to at least one bar. When you cast
|
||
+ this cantrip, you decide if this improved reception affects everyone in the area or just you. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Wrap Cantrip (1 Intellect point): You use available materials to wrap up an object within an immediate distance. The
|
||
+ wrapped object must fit within a 1-foot (30 cm) cube. For example, you could wrap a gift box with decorative paper,
|
||
+ wrap a piece of paper around a letter to create an envelope, or wrap a pile of potatoes with burlap to create an
|
||
+ easily carried bundle. Action.
|
||
+
|
||
+<!-- -->
|
||
+
|
||
+1. Youth Cantrip (1 Intellect point): You change the appearance of your face so you look about ten years younger than
|
||
+ your normal appearance, lasting about an hour. Action.
|
||
+
|
||
+Optional Rules: Learning Cantrips
|
||
+
|
||
+In some fantasy settings, cantrips are commonly available, but not everyone knows how to cast them (in the same way that
|
||
+phone and computer apps are common, but not everyone knows how to code an app). When someone tries to learn a cantrip,
|
||
+have them attempt a level 3 Intellect-based task (skills such as magical lore affect this). If they succeed, they learn
|
||
+the cantrip. If they fail, they don't. A PC only spends the 2 XP to learn cantrips when they succeed at this roll. This
|
||
+way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to
|
||
+"cram" for this test, including expending Effort, getting help, or using an appropriate asset.
|
||
+
|
||
+### COVENS
|
||
+
|
||
+Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians
|
||
+with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a
|
||
+coven grants characters additional abilities, which you gain separately from the standard advancement track. When you
|
||
+join a coven, you start at rank 1 within that coven, and over time can advance to rank 6. Rank is a measurement of your
|
||
+connection to the coven, and doesn't necessarily correspond to your character tier—for example, a high-tier character
|
||
+might have a low rank in their coven. However, your coven rank cannot exceed your character tier. The primary magical
|
||
+benefit of joining a coven is gaining access to its spells: a set of character abilities that all members (of the
|
||
+required rank) can use. These spells are usually tailored to the coven's interests and purpose, and are sorted by rank
|
||
+from 1 to 6. Because a character's rank within a coven starts at 1 when they join, a new member of a coven has access to
|
||
+the coven's rank 1 spell. When the character advances to rank 2, they immediately gain access to the coven's rank 2
|
||
+spell, and so on. You can think of covens as similar to flavors, in that they allow the GM and players to modify
|
||
+characters with abilities. Unlike choosing an ability from a flavor, a character doesn't have to trade away or swap
|
||
+anything to choose or use a coven spell—they have access to these spells automatically according to their rank in the
|
||
+coven. For example, if the rank 1 spell for the Benevolent Bakers uses the Resist the Elements ability (handy for
|
||
+working over a hot stove all day), any character who joins the Benevolent Bakers automatically gains Resist the
|
||
+Elements, without having to spend extra XP to learn it or trade away a type ability for it. It's possible for a
|
||
+character to belong to multiple covens, as long as the covens don't have opposed goals. Characters advance their rank in
|
||
+each coven separately, so a particular character might be rank 1 in the Chronographers and rank 3 in the Foretellers. If
|
||
+a character leaves or is removed from their coven, they immediately lose access to all of that coven's spells.
|
||
+
|
||
+For magician NPCs in a coven, the GM can assume that their rank is equal to their NPC level (with a maximum of 6).
|
||
+
|
||
+> Spending XP to advance a character's rank in a coven does not count as one of the four character advancements needed
|
||
+> to reach a higher tier
|
||
+
|
||
+Joining A Coven
|
||
+
|
||
+Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven's goals
|
||
+and living in accordance with its values. The ritual is a demonstration of dedication to the coven's purpose, and varies
|
||
+in difficulty accordingly. Characters receive their talisman once the ritual is complete.
|
||
+
|
||
+Coven Talismans
|
||
+
|
||
+A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven.
|
||
+Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers'
|
||
+talismans might include a necklace, a pin, and a keychain, all with the same whisk design.
|
||
+
|
||
+Coven talismans are a type of artifact, with a level equal to the character's rank within the coven and a depletion of
|
||
+"—." The talisman is what allows the character to use their coven abilities; if the talisman isn't on the character's
|
||
+person or within short range, all of the character's coven magic is hindered by two steps. When a person advances within
|
||
+the coven, the talisman's appearance may change to reflect this. While these talismans don't require a depletion roll
|
||
+with each use, a character's coven talisman automatically depletes if they break from the coven.
|
||
+
|
||
+Advancing Within A Coven
|
||
+
|
||
+Advancing within a coven is a separate matter from advancing a character. In fact, coven advancement is more similar to
|
||
+a long-term benefit of spending XP. Coven advancement should occur after a character has learned, discovered, or
|
||
+achieved something that aligns with the coven's mission and values.
|
||
+
|
||
+To advance within the coven, the player spends 3 XP. Characters may mark the occasion with a celebration or let it pass
|
||
+quietly
|
||
+
|
||
+Breaking From A Coven
|
||
+
|
||
+If a character wishes to leave a coven, they relinquish their coven talisman and lose access to their coven abilities.
|
||
+But a character can also break from their coven by behaving in opposition to its values—such as if a Benevolent Baker
|
||
+were to knowingly poison someone. This causes their coven talisman to become depleted, meaning that they can no longer
|
||
+use their coven abilities.
|
||
+
|
||
+To restore their place in the coven, a disgraced character must begin by making amends with the other members. They then
|
||
+take their coven talisman to an epicenter and perform a ritual with a difficulty equal to their former coven rank. Upon
|
||
+completing the ritual, they regain that rank within the coven and can access spells accordingly.
|
||
+
|
||
+Forming A New Coven
|
||
+
|
||
+Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following:
|
||
+
|
||
+- What's the coven called?
|
||
+
|
||
+- What are one or two goals for the coven's magic? What do they want to learn how to do? What skill do the players want
|
||
+ the coven to be known for?
|
||
+
|
||
+- What are a few succinct values? What do the players agree are the most important things a magician can be? Competent?
|
||
+ Fair? Determined? Kind? Loyal? Wealthy?
|
||
+
|
||
+- What does the coven talisman look like?
|
||
+
|
||
+- What does the initiation ritual (which exemplifies the coven's goals and values) consist of?
|
||
+
|
||
+Selecting Coven Abilities
|
||
+
|
||
+Coven abilities are chosen by the GM and players. To start, they need to decide the rank 1 ability. They can determine
|
||
+the rank 2 ability when at least one character is ready to advance within the coven. In a longer campaign, selecting
|
||
+abilities on an ongoing basis—rather than choosing them all at once—means that the players can choose their next coven
|
||
+ability based on what obstacles they expect their characters to face.
|
||
+
|
||
+The Cypher System Rulebook divides abilities by both category and power level, which is helpful in narrowing down your
|
||
+options. Choose a low-tier ability for ranks 1 and 2, a mid-tier ability for ranks 3 and 4, and a high-tier ability for
|
||
+ranks 5 and 6.
|
||
+
|
||
+Because covens form around unifying goals and principles, coven abilities should stack upon each other wherever
|
||
+possible. A coven of entomologists learning to summon and control leaf bugs might progress from Influence Swarm at rank
|
||
+1 to Control Swarm at rank 2, Call Swarm at rank 3, and so on, eventually reaching Insect Eruption at rank 6. Don't be
|
||
+afraid to be specific! Joining a coven gives characters the opportunity to become experts in a narrow field.
|
||
+
|
||
+If a pre-existing ability doesn't capture what the players and GM are looking for, the GM is always free to create new
|
||
+ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
|
||
+to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
|
||
+
|
||
+Magical Crafting Skills
|
||
+
|
||
+Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general
|
||
+"crafting magic items" skill, or need to have a specific skill for each kind of item they might craft, such as "brewing
|
||
+potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers
|
||
+all sorts of crafted magic items.
|
||
+
|
||
+### EXCEEDING CYPHER LIMITS
|
||
+
|
||
+Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
|
||
+game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
|
||
+effect stops or reverts if the cypher is activated or leaves the area. If a PC is exceeding their cypher limit, roll
|
||
+1d00 and consult this table to see what happens (roll anywhere from once per hour to once per day, as fits the story).
|
||
+The table is set up so the first entries are weird but generally harmless, the middle ones are annoying, and the last
|
||
+ones are harmful or dangerous. Optionally, you can increase the threat by adding +20 to the d00 roll for every
|
||
+additional cypher the character is over their limit (+20 for two over, +40 for three over, and so on).
|
||
+
|
||
+Side Effects of Exceeding Cypher Limits
|
||
+
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 42%" />
|
||
+<col style="width: 57%" />
|
||
+</colgroup>
|
||
+<thead>
|
||
+<tr class="header">
|
||
+<th>D00</th>
|
||
+<th>Effect</th>
|
||
+</tr>
|
||
+</thead>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>01-02</td>
|
||
+<td>Hair of everyone in immediate range stands straight out</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>03-04</td>
|
||
+<td>Ugly faces manifest on surfaces in the area</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>05-06</td>
|
||
+<td>Character's skin color changes to something unusual (blue, orange purple)</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>07-08</td>
|
||
+<td>Character's footprints are glowing red arrows</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>09-10</td>
|
||
+<td>Flowers in short range wilt and dissolve into stinky goo</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>11-12</td>
|
||
+<td>Character's skin grows fishlike eyes, which dry and fall off like scabs</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>13-14</td>
|
||
+<td>Internet speeds within short range slow to a crawl</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>15-16</td>
|
||
+<td>Character develops prominent skin rash resembling corporate logos</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>17-18</td>
|
||
+<td>Character says the word "sexy" in place of any adjective</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>19-20</td>
|
||
+<td>Dogs bark angrily at the character</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>21-22</td>
|
||
+<td>Character sheds fingernails, quickly replaced by circuit boards</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>23-24</td>
|
||
+<td>Character keeps seeing UFOs</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>25-26</td>
|
||
+<td>Cypher randomizes names and icons of nearby apps</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>27-28</td>
|
||
+<td>Character takes on the outward appearance of a different intelligent species (chimera, nix, and so on) each
|
||
+hour</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>29-30</td>
|
||
+<td><p>Cypher becomes overcharged (acts</p>
|
||
+<p>as +1 level) and erratic (tasks to use</p>
|
||
+<p>it are hindered)</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>31-32</td>
|
||
+<td><p>Character's hand sometimes turns</p>
|
||
+<p>into a battered plastic duplicate and</p>
|
||
+<p>falls off, with a new hand growing to</p>
|
||
+<p>replace it within seconds</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>33-34</td>
|
||
+<td><p>Character compelled to dig through</p>
|
||
+<p>nearby trash cans in search of</p>
|
||
+<p>discarded batteries</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>35-36</td>
|
||
+<td><p>Character's head surrounded by</p>
|
||
+<p>floating illusions of rude gestures</p>
|
||
+<p>and inappropriate words</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>37-38</td>
|
||
+<td><p>Character's vision distorted so all</p>
|
||
+<p>writing appears undecipherably</p>
|
||
+<p>blurred</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>39-40</td>
|
||
+<td><p>Birds creepily follow the character</p>
|
||
+<p>and sometimes call their name</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>41-42</td>
|
||
+<td><p>Character frequently drops business</p>
|
||
+<p>cards with publicly viewable links to</p>
|
||
+<p>their browser history</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>43-44</td>
|
||
+<td><p>Cypher reads aloud all text visible</p>
|
||
+<p>within short range</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>45-46</td>
|
||
+<td><p>Cypher makes frequent beeping</p>
|
||
+<p>noise like a large truck backing up</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>47-48</td>
|
||
+<td><p>Cypher grows hard legs and noisily</p>
|
||
+<p>follows the character, hindering</p>
|
||
+<p>interaction and stealth tasks</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>49-50</td>
|
||
+<td><p>Cypher coats itself in a sticky</p>
|
||
+<p>honey-like substance</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>51-52</td>
|
||
+<td><p>Character's thoughts broadcasted to</p>
|
||
+<p>everyone within long range</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>53-54</td>
|
||
+<td><p>Character followed by a cloud of</p>
|
||
+<p>clothing-eating moths</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>55-56</td>
|
||
+<td><p>Random cypher vanishes, leaving</p>
|
||
+<p>behind a handful of wet soil</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>57-58</td>
|
||
+<td><p>Character's voice is digitally</p>
|
||
+<p>distorted and difficult to understand,</p>
|
||
+<p>hindering interaction tasks</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>59-60</td>
|
||
+<td><p>Character quotes commercial jingles</p>
|
||
+<p>and catchphrases every few minutes</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>61-62</td>
|
||
+<td><p>Character or cypher emits a strong</p>
|
||
+<p>smell of asphalt or gasoline</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>63-64</td>
|
||
+<td><p>Bugs frequently fly into character's</p>
|
||
+<p>mouth when they speak</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>65-66</td>
|
||
+<td><p>Open flames in short range give off</p>
|
||
+<p>noisy sparks like small fireworks</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>67-68</td>
|
||
+<td><p>Character feels intoxicated by a mild</p>
|
||
+<p>hallucinogen, hindering all tasks</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>69-70</td>
|
||
+<td>Character sets off nearby car alarms</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>71-72</td>
|
||
+<td><p>Character's eyes shine like powerful</p>
|
||
+<p>flashlights, hindering their visual</p>
|
||
+<p>perception tasks</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>73-74</td>
|
||
+<td><p>Any coffee within immediate range</p>
|
||
+<p>tastes like nickels</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>75-76</td>
|
||
+<td><p>Causes short circuits in nearby wired</p>
|
||
+<p>electronics</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>77-78</td>
|
||
+<td><p>Character receives frequent spam</p>
|
||
+<p>phone calls about nonexistent</p>
|
||
+<p>services (engine moisturizing,</p>
|
||
+<p>aspirin condensation, aligning</p>
|
||
+<p>apartment chakras)</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>79-80</td>
|
||
+<td><p>Character followed by flying camera</p>
|
||
+<p>drones</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>81-82</td>
|
||
+<td><p>Magical interference suppresses</p>
|
||
+<p>the cypher's function unless the</p>
|
||
+<p>character spends 4 Intellect points</p>
|
||
+<p>to cleanse its aura</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>83-84</td>
|
||
+<td><p>Magical interference decreases</p>
|
||
+<p>character's Intellect Edge by 2</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>85-86</td>
|
||
+<td>Attracts an internet d@emon</td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>87-88</td>
|
||
+<td>Attracts a zorp</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>89-90</td>
|
||
+<td><p>Character gets jittery (hindered</p>
|
||
+<p>Speed-based tasks) unless they</p>
|
||
+<p>chain-smoke cigarettes</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>91</td>
|
||
+<td><p>Character's bones become brittle,</p>
|
||
+<p>hindering Might tasks</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>92</td>
|
||
+<td><p>Cypher is painfully cold to the touch,</p>
|
||
+<p>inflicting 1 point of damage each</p>
|
||
+<p>round it touches bare skin</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>93</td>
|
||
+<td><p>Character occasionally is hurled</p>
|
||
+<p>horizontally an immediate distance</p>
|
||
+<p>with great force (typically 4 points of</p>
|
||
+<p>ambient damage)</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>94</td>
|
||
+<td><p>Character develops severe allergy to</p>
|
||
+<p>a common food ingredient (wheat,</p>
|
||
+<p>eggs, citrus)</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>95</td>
|
||
+<td><p>Vehicle brake lines within short</p>
|
||
+<p>range dramatically rupture</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>96</td>
|
||
+<td><p>Electronic devices within short range</p>
|
||
+<p>tend to lose power, overheat, or</p>
|
||
+<p>catch fire</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>97</td>
|
||
+<td><p>Character frequently steps on nails,</p>
|
||
+<p>broken glass, or other sharp things</p>
|
||
+<p>(1 or 2 points of damage, ignores</p>
|
||
+<p>Armor)</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>98</td>
|
||
+<td><p>Character always bites their own</p>
|
||
+<p>tongue (1 point of damage, ignores</p>
|
||
+<p>Armor) whenever they cast a spell</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>99</td>
|
||
+<td><p>Two cyphers begin fighting each</p>
|
||
+<p>other with switchblades and energy</p>
|
||
+<p>blasts, must be restrained or</p>
|
||
+<p>separated</p></td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>00+</td>
|
||
+<td><p>Cypher functions normally, but</p>
|
||
+<p>explodes like a grenade shortly after</p>
|
||
+<p>it is activated or the magic ends</p></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table>
|
||
+
|
||
+### FAMILIARS
|
||
+
|
||
+In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person
|
||
+as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities
|
||
+vary greatly from setting to setting. A familiar might be just a pet or comfort animal, with no special abilities. They
|
||
+might have an empathic or telepathic connection with their person. They might be an extension of the person's soul, with
|
||
+harm to the familiar causing harm to the person. They might be a fully supernatural creature, able to assist with
|
||
+magical tasks or provide advice. A magical world might only have one of these kinds of familiars, or any of them.
|
||
+
|
||
+CONTENT WARNING: This section talks about the death of pets.
|
||
+
|
||
+Standard Pet
|
||
+
|
||
+The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially
|
||
+the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the character's
|
||
+magical abilities in any way, and is not meant to help in combat. Their death doesn't cause the character physical harm
|
||
+(although it probably causes emotional harm, just like the loss of any pet), and the character can gain a new familiar
|
||
+after a certain amount of time. For this type of familiar, a character should choose the Critter Companion ability,
|
||
+which gives them a level 1 creature.
|
||
+
|
||
+If the character wants a bigger or tougher creature that is otherwise still a normal animal, they should choose Beast
|
||
+Companion, which gives them a level 2 creature, but otherwise works the same as Critter Companion.
|
||
+
|
||
+As a slightly more magical variant, choose either of these abilities, but instead of finding a replacement for the
|
||
+creature if it dies, the character can perform a magical ritual (taking 1d6 days) to return them to life.
|
||
+
|
||
+Unusual Familiar
|
||
+
|
||
+There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a
|
||
+world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards,
|
||
+capybara-bats, and raven‑snakes), those kinds of creatures are valid choices for a familiar.
|
||
+
|
||
+If a familiar is a creature whose body is created by the bond with a magician (instead of an existing beast that the
|
||
+character finds and binds with magic), the GM could allow a familiar to look like an extinct animal, such as a dodo bird
|
||
+or Compsognathus dinosaur, or even a permanently miniature version of a large creature such as an elephant or
|
||
+rhinoceros.
|
||
+
|
||
+History and fantasy literature has suggested other forms for familiars, such as fiendish-looking imps, tiny dragons,
|
||
+alchemy-crafted homunculi, fairies, intelligent floating skulls, and spirits resembling human children. Exactly what
|
||
+sorts of unusual familiars are available in the setting is up to the GM, but their appearance generally doesn't affect
|
||
+their game statistics. For example, a flying skull familiar and a bat familiar probably have the same level, movement,
|
||
+and modifiers.
|
||
+
|
||
+Magical Familiar
|
||
+
|
||
+This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the
|
||
+familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet
|
||
+familiar) the fact that it can't truly die. The disadvantages of this kind of familiar are that they cannot travel too
|
||
+far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this
|
||
+type of familiar, a character should choose the Bound Magic Familiar ability.
|
||
+
|
||
+Soulbound Familiar
|
||
+
|
||
+This is the most powerful and versatile kind of familiar. They have significant magical abilities, but this requires a
|
||
+bond between the character and familiar that makes them both vulnerable in certain ways.
|
||
+
|
||
+For this type of familiar, a character should choose the Soul Familiar ability.
|
||
+
|
||
+Modifying A Familiar
|
||
+
|
||
+The following character abilities can be used to improve your familiar or the connection you have with it. (Although
|
||
+most of the ability descriptions refer to the Beast Companion ability, they have the same effect on a familiar as on a
|
||
+beast companion.)
|
||
+
|
||
+Tier 3: Stronger Together
|
||
+
|
||
+Tier 4: Beast Eyes
|
||
+
|
||
+Tier 5: Improved Companion
|
||
+
|
||
+Tier 6: As If One Creature
|
||
+
|
||
+### REVIVING ARTIFACTS
|
||
+
|
||
+While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing
|
||
+this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character
|
||
+might take an artifact to a well-known repair person who charges a pretty penny for their services, they could make a
|
||
+bargain with a powerful entity who has special magic to bring items back to life, or they might sneak into a corporation
|
||
+to steal a prototype power source to get their artifact back in working condition.
|
||
+
|
||
+Typically, a revived artifact has the same depletion rate as it did when it was new. However, some repairs or fixes may
|
||
+be less substantial than others. In this case, move the depletion rate down to the next smaller die type. So an artifact
|
||
+that started at 1 in 1d00 would now be 1 in 1d20 (and if repaired again, might be 1 in 1d10). If the artifact's
|
||
+depletion is already using a d6, double the depletion number (for example, from 1–2 in 1d6 to 1–4 in 1d6). If the
|
||
+depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the
|
||
+artifact's depletion to "automatic."
|
||
+
|
||
+### OPTIONAL MODERN MAGIC FLAVOR
|
||
+
|
||
+### MODERN MAGIC FLAVORS
|
||
+
|
||
+Charms and Figments Flavor
|
||
+
|
||
+Creating illusions and affecting minds are sometimes considered "soft" magical disciplines (as opposed to "hard"
|
||
+disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a
|
||
+few spells in the other.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||
+room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||
+songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||
+increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||
+
|
||
+Fast Talk
|
||
+
|
||
+Goad
|
||
+
|
||
+Impart Ideal
|
||
+
|
||
+Mental Link
|
||
+
|
||
+Minor Illusion
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Calm Stranger
|
||
+
|
||
+Cloud Personal Memories
|
||
+
|
||
+Illusory Duplicate
|
||
+
|
||
+Misdirect Blame
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Advanced Command
|
||
+
|
||
+Illusory Disguise
|
||
+
|
||
+Soothe the Savage
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Calm
|
||
+
|
||
+Major Illusion
|
||
+
|
||
+Mind Control
|
||
+
|
||
+Psychic Burst
|
||
+
|
||
+Psychic Suggestion
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Crowd Control
|
||
+
|
||
+Mind Games
|
||
+
|
||
+Projection
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Flee
|
||
+
|
||
+Terrifying Image
|
||
+
|
||
+Cozy Magic Flavor
|
||
+
|
||
+Sometimes a sorcerer isn't interested in combat magic and secret of the universe. Sometimes "cozy magic" is enough:
|
||
+bonding with a group of close friends, having a nice house, and providing support and comfort in times of need.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Advice From A Friend
|
||
+
|
||
+Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
|
||
+where they are. The individual creatures must be willing and able to communicate. You immediately know their current
|
||
+status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
|
||
+a short sentence or a few words.
|
||
+
|
||
+These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
|
||
+they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
|
||
+mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
|
||
+
|
||
+You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
|
||
+people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
|
||
+
|
||
+If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
|
||
+above that, you can check on an additional ten creatures. Action.
|
||
+
|
||
+Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
|
||
+exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
|
||
+know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
|
||
+gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
|
||
+tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
|
||
+situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
|
||
+you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
|
||
+up to one minute to complete.
|
||
+
|
||
+Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
|
||
+within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
|
||
+their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
|
||
+know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
|
||
+minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
|
||
+asset on one task of their choosing within one hour.
|
||
+
|
||
+In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
|
||
+affects one additional creature. Action per target to initiate.
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
|
||
+such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
|
||
+short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
|
||
+and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
|
||
+four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
|
||
+time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
|
||
+animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
|
||
+addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
|
||
+apply to this ability. Action.
|
||
+
|
||
+Adorable Animal: level 1, positive social interactions as level 3
|
||
+
|
||
+Fetch
|
||
+
|
||
+Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||
+transmitting an STI. This protection lasts for ten hours. Action.
|
||
+
|
||
+Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
|
||
+vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
|
||
+automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
|
||
+or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
|
||
+disappearing. Action.
|
||
+
|
||
+Telepathic
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Informer
|
||
+
|
||
+Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
|
||
+typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
|
||
+does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
|
||
+range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
|
||
+drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
|
||
+temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
|
||
+each level of Effort affects two additional batches. Action to initiate; one minute to complete.
|
||
+
|
||
+Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
|
||
+apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
|
||
+mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
|
||
+to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
|
||
+Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Able Assistance
|
||
+
|
||
+Pay it Forward
|
||
+
|
||
+Thinking Ahead
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Group Friendship
|
||
+
|
||
+Undo
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Drawing on Life's Experiences
|
||
+
|
||
+Stimulate
|
||
+
|
||
+Telepathic Network
|
||
+
|
||
+Divination Flavor
|
||
+
|
||
+Knowledge is power! Characters with the divination flavor are familiar with using magic to learn information, see into
|
||
+hidden places, and discover secrets.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Babel
|
||
+
|
||
+Scan
|
||
+
|
||
+Third Eye
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||
+electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||
+malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||
+the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||
+clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||
+alien, high-technology, or other mysterious devices. Action.
|
||
+
|
||
+Mind Reading
|
||
+
|
||
+Open Mind
|
||
+
|
||
+Premonition
|
||
+
|
||
+See History
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Creature Insight
|
||
+
|
||
+Device Insight
|
||
+
|
||
+Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
|
||
+two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
|
||
+phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
|
||
+still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
|
||
+an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
|
||
+your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
|
||
+learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
|
||
+of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
|
||
+ability, you can reach an additional week further into the past. Action.
|
||
+
|
||
+Retrieve Memories
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Reading the Room
|
||
+
|
||
+Remote Viewing
|
||
+
|
||
+Sensor
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Knowing the Unknown
|
||
+
|
||
+Read the Signs
|
||
+
|
||
+True Sense
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+See Through Time
|
||
+
|
||
+Modern Magic Flavor
|
||
+
|
||
+Characters who live in a modern world with magic and technology often know a bit about mixing the two of them together.
|
||
+These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger's pistol)
|
||
+from various sources, much like how people tend to learn skills unrelated to their day job (like cooking, dancing, and
|
||
+playing guitar).
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Cantrips (choose any four)
|
||
+
|
||
+Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
|
||
+within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
|
||
+if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
|
||
+or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
|
||
+television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
|
||
+higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
|
||
+
|
||
+Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
|
||
+lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
|
||
+works as if you were carrying your device with you and using it directly (meaning the network notes your current
|
||
+location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
|
||
+ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
|
||
+to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
|
||
+to initiate.
|
||
+
|
||
+In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
|
||
+probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
|
||
+
|
||
+Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
|
||
+tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
|
||
+level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
|
||
+task. Once this free level of Effort is used, the magic ends. Action.
|
||
+
|
||
+Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
|
||
+of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
|
||
+time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
|
||
+morning). Action.
|
||
+
|
||
+Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||
+giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||
+or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||
+someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
|
||
+\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
|
||
+ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
|
||
+
|
||
+Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||
+or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||
+
|
||
+Ward
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Charm Machine
|
||
+
|
||
+Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
|
||
+succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
|
||
+object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
|
||
+apply Effort to increase the level of the effect that can potentially be dispelled. Action.
|
||
+
|
||
+Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||
+weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||
+its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||
+fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||
+attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||
+more firearms; each level of Effort affects one additional target. Action or enabler.
|
||
+
|
||
+Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
|
||
+such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
|
||
+cost is 2 Intellect points plus 1 point per level of the device. Action.
|
||
+
|
||
+Safe Fall
|
||
+
|
||
+Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||
+transmitting an STI. This protection lasts for ten hours. Action.
|
||
+
|
||
+Third Eye
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||
+electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||
+malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||
+the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||
+clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||
+alien, high-technology, or other mysterious devices. Action.
|
||
+
|
||
+Network Tap
|
||
+
|
||
+Sensor
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
|
||
+restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
|
||
+on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
|
||
+electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
|
||
+alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||
+use Effort to increase the target level that can be affected by 1. Action.
|
||
+
|
||
+Soothe the Savage
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Granite Wall
|
||
+
|
||
+Tower of Will
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Information Gathering
|
||
+
|
||
+Trust to Luck
|
||
+
|
||
+Protection Flavor
|
||
+
|
||
+Characters with the protection flavor use magic to defend against hostile environments, hazardous substances, dangerous
|
||
+creatures, and intrusive mental powers.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Closed Mind
|
||
+
|
||
+Resonance Field
|
||
+
|
||
+Ward
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||
+transmitting an STI. This protection lasts for ten hours. Action.
|
||
+
|
||
+Trained Without Armor
|
||
+
|
||
+Wind Armor
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Energy Protection
|
||
+
|
||
+Force Field Barrier
|
||
+
|
||
+Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
|
||
+steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
|
||
+normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
|
||
+twenty-four hours. Action.
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Counter Danger
|
||
+
|
||
+Elemental Protection
|
||
+
|
||
+Poison Resistance
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Defensive Field
|
||
+
|
||
+Nothing but Defend
|
||
+
|
||
+Tower of Intellect
|
||
+
|
||
+Toer 6:
|
||
+
|
||
+Reactive Field
|
||
+
|
||
+Untouchable
|
||
+
|
||
+### MODERN FANTASY EQUIPMENT
|
||
+
|
||
+In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually
|
||
+available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an
|
||
+expensive altar cloth instead of a moderately priced one. Some of these price categories are higher than for a typical
|
||
+real-world item because items used with magic usually require higher quality or specific materials.
|
||
+
|
||
+Inexpensive Items
|
||
+
|
||
+| Item | Notes |
|
||
+|------------------------|-------------------------------------------------------|
|
||
+| Bottle | |
|
||
+| Bowl | |
|
||
+| Box | |
|
||
+| Candle | |
|
||
+| Candle Holder | |
|
||
+| Crystals | |
|
||
+| Figurine | |
|
||
+| Fresh or dried flowers | |
|
||
+| Incense | |
|
||
+| Mason Jar | |
|
||
+| Metal needles | |
|
||
+| Mortar and pestle | Required for some magic and crafting |
|
||
+| Pendulum | |
|
||
+| Poster | Diagrams of herbs and medicinal plants |
|
||
+| Sealing wax | Used in some rituals and for sealing letters |
|
||
+| Seashells | |
|
||
+| Smudging stick | For cleansing an area and warding off negative energy |
|
||
+| Tea | |
|
||
+
|
||
+Moderately Priced Items
|
||
+
|
||
+| Item | Notes |
|
||
+|-------------------------|-------------------------------------------------------|
|
||
+| Altar | Required for some rituals |
|
||
+| Altar cloth | Required for covering a ritual altar |
|
||
+| Artwork | Painting, drawing, or a high-quality print |
|
||
+| Athame | Required for some magic |
|
||
+| Boline | Required for some magic |
|
||
+| Broom | |
|
||
+| Chalice | Required for some magic |
|
||
+| Crystal ball | Nonmagical sphere, required for some divination magic |
|
||
+| Decorative headband | Antlers, branches, flowers, and so on |
|
||
+| Drinking horn | Required for some magic |
|
||
+| Formal cloak | |
|
||
+| Grimoire | Notebook for magical information |
|
||
+| Jewelry | |
|
||
+| Lantern | |
|
||
+| Old book | Asset on knowledge related tasks |
|
||
+| Plant | Provides herbs or supportive energy |
|
||
+| Pouch | Leather or velvet |
|
||
+| Rune set | Required for some divination spells |
|
||
+| Set of small stones | Required for some magic |
|
||
+| Signet | For use with sealing wax |
|
||
+| Skull (human or animal) | |
|
||
+| Spirit board | |
|
||
+| Staff | |
|
||
+| Tarot deck | |
|
||
+| Vintage clothing | |
|
||
+| Wand | |
|
||
+
|
||
+Expensive Items
|
||
+
|
||
+| Item | Notes |
|
||
+|-------------------------------|--------------------------------------|
|
||
+| Cauldron | Required for some magic and crafting |
|
||
+| Cloth canopy | For covering a meditation corner |
|
||
+| Cloth tapestry | |
|
||
+| Frog pond | Labor and materials to build one |
|
||
+| Wedding dress (off the shelf) | |
|
||
+
|
||
+Many items in these lists are magical implements used with casting spells and performing rituals, but don't have a
|
||
+specific purpose in the rules. The GM may decide that certain abilities or kinds of abilities require them or are
|
||
+hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit
|
||
+board for a ritual to talk to a dead person.
|
||
+
|
||
+### MODERN FANTASY CRAFTING MATERIALS
|
||
+
|
||
+An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or
|
||
+more price categories higher.
|
||
+
|
||
+Often, a material with sentimental value to the magician is worth one price category more than its default value.
|
||
+
|
||
+Inexpensive Materials
|
||
+
|
||
+• Base metals (copper, aluminum, iron, and so on)
|
||
+
|
||
+• Beer
|
||
+
|
||
+• Book (fiction, history)
|
||
+
|
||
+• Candle
|
||
+
|
||
+• Cheese
|
||
+
|
||
+• Clay or ceramic
|
||
+
|
||
+• Coffee
|
||
+
|
||
+• Combustible fuel (lamp oil, kerosene, gasoline)
|
||
+
|
||
+• Common animal (chicken, cow, tuna) parts, non‑renewable\*
|
||
+
|
||
+• Common animal parts (chicken, cow, tuna), renewable\*
|
||
+
|
||
+• Common fabric (denim, linen, polycotton, polyester, quilting cotton, wool)
|
||
+
|
||
+• Common stone (granite, sandstone, slate)
|
||
+
|
||
+• Common wood (pine, hemlock)
|
||
+
|
||
+• Dry food goods (nuts, beans, grains)
|
||
+
|
||
+• Edible mushrooms
|
||
+
|
||
+• Eggs
|
||
+
|
||
+• Flowers or flower petals
|
||
+
|
||
+• Fruit or vegetables
|
||
+
|
||
+• Glass
|
||
+
|
||
+• Hard alcohol
|
||
+
|
||
+• Houseplant
|
||
+
|
||
+• Human hair or nails
|
||
+
|
||
+• Ink
|
||
+
|
||
+• Leaves
|
||
+
|
||
+• Meat
|
||
+
|
||
+• Ornamental stones (agate, obsidian, quartz, turquoise)
|
||
+
|
||
+• Paint
|
||
+
|
||
+• Pastries
|
||
+
|
||
+• Plant-based drug (aspirin, opium, tobacco, cannabis)
|
||
+
|
||
+• Roots
|
||
+
|
||
+• Rubber
|
||
+
|
||
+• Salt
|
||
+
|
||
+• Sand
|
||
+
|
||
+• Seawater
|
||
+
|
||
+• Smoke
|
||
+
|
||
+• Soil or mulch
|
||
+
|
||
+• Sugar
|
||
+
|
||
+• Tea
|
||
+
|
||
+• Water
|
||
+
|
||
+• Wax
|
||
+
|
||
+• Wine
|
||
+
|
||
+Moderately Priced Materials
|
||
+
|
||
+• Book or textbook
|
||
+
|
||
+• Custom seal matrix (such as a family crest or a magician's personal rune)
|
||
+
|
||
+• Dust from an outdoor wedding
|
||
+
|
||
+• Earth from a grave
|
||
+
|
||
+• Fine fabric (cashmere wool, heirloom-quality linen, merino wool, silk satin)
|
||
+
|
||
+• Fine stone (marble)
|
||
+
|
||
+• Fine wood (oak, juniper, mesquite, redwood)
|
||
+
|
||
+• Firearm
|
||
+
|
||
+• Human blood
|
||
+
|
||
+• Human teeth
|
||
+
|
||
+• Incense
|
||
+
|
||
+• Knife
|
||
+
|
||
+• Lantern
|
||
+
|
||
+• Leather
|
||
+
|
||
+• Live music
|
||
+
|
||
+• Mushrooms (hallucinogenic, poisonous)
|
||
+
|
||
+• Musical instrument
|
||
+
|
||
+• Noble gas (helium, neon, argon)
|
||
+
|
||
+• Painting
|
||
+
|
||
+• Semi-precious stones (jasper, moonstone, onyx)
|
||
+
|
||
+• Shoes
|
||
+
|
||
+• Small sculpture
|
||
+
|
||
+• Stone from a grave marker
|
||
+
|
||
+• Sword
|
||
+
|
||
+• Uncommon animal (monkey, snake, lizard) parts, non-renewable\*
|
||
+
|
||
+• Uncommon animal (monkey, snake, lizard) parts, renewable\*
|
||
+
|
||
+• Water from a hot spring
|
||
+
|
||
+• Well water
|
||
+
|
||
+Expensive Materials
|
||
+
|
||
+• Air from a mountaintop
|
||
+
|
||
+• Bottled lightning
|
||
+
|
||
+• Cypher, level 1–5
|
||
+
|
||
+• Exotic animal (elephant, reindeer, tiger) parts, non renewable\*
|
||
+
|
||
+• Exotic animal (elephant, reindeer, tiger) parts, renewable\*
|
||
+
|
||
+• Exotic wood (manzanita, sequoia)
|
||
+
|
||
+• Flame kindled from a burning house
|
||
+
|
||
+• Flame kindled from a funeral pyre
|
||
+
|
||
+• Human bones
|
||
+
|
||
+• Human organs
|
||
+
|
||
+• Meteorite
|
||
+
|
||
+• Pearl
|
||
+
|
||
+• Precious metals (gold, silver)
|
||
+
|
||
+• Precious stones (amber, amethyst, jade, topaz)
|
||
+
|
||
+• Raindrops from a powerful storm
|
||
+
|
||
+• Stone that has been in darkness for at least a century
|
||
+
|
||
+• Wood from a used coffin
|
||
+
|
||
+• Wood from a wine cask
|
||
+
|
||
+Very Expensive Materials
|
||
+
|
||
+• Air from a person's last breath
|
||
+
|
||
+• Baby's first laugh
|
||
+
|
||
+• Cypher, level 6–10
|
||
+
|
||
+• Dream of an infant
|
||
+
|
||
+• Exotic metals (rare earths, uranium ore)
|
||
+
|
||
+• Gemstone (diamond, opal, ruby, sapphire)
|
||
+
|
||
+Exorbitant Materials
|
||
+
|
||
+• Wood from an ancient tree
|
||
+
|
||
+### MODERN MAGIC CYPHERS
|
||
+
|
||
+The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the
|
||
+modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This
|
||
+immediately creates a different gameplay dynamic than a game that uses only subtle cyphers. First, it means that the PCs
|
||
+can exchange cyphers with each other, allowing them better optimizations of their abilities and counteracting their
|
||
+weaknesses. Second, it means their cyphers can be stolen from them, forcing them to adapt to a situation without their
|
||
+extra magical tricks. Third, it probably means that fantastic cyphers become the norm because magic easily allows for
|
||
+fantastic effects.
|
||
+
|
||
+Manifest Cypher Forms
|
||
+
|
||
+The 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. The only
|
||
+difference is the look and feel (campaign flavor) in the story.
|
||
+
|
||
+Example Modern Fantasy Cyphers
|
||
+
|
||
+Random Cyphers
|
||
+
|
||
+| D00 | Cypher |
|
||
+|-------|-------------------------|
|
||
+| 01-02 | Absolute Power |
|
||
+| 03 | Algomancy |
|
||
+| 04-05 | Ambiance |
|
||
+| 06-07 | Anywhere web |
|
||
+| 08-09 | Below the law |
|
||
+| 10-11 | Best gift |
|
||
+| 12-13 | Beverage bestie |
|
||
+| 14 | Borrowed familiar |
|
||
+| 15 | Brain overclock |
|
||
+| 16 | Burn your bridges |
|
||
+| 17-18 | Burner phone |
|
||
+| 19 | Cloak of the crafter |
|
||
+| 20-21 | Dancing on air |
|
||
+| 22 | Dumpster fire |
|
||
+| 23 | Duplicity window |
|
||
+| 24-25 | EasyMagic App |
|
||
+| 26-27 | Exceptional engine |
|
||
+| 28 | Extrovert shield |
|
||
+| 29 | Fade to black |
|
||
+| 30-31 | Faraday ward |
|
||
+| 32 | Fey collar |
|
||
+| 33 | Ghost tag |
|
||
+| 34 | Girl moss |
|
||
+| 35-36 | Got your back |
|
||
+| 37 | Gravity denied |
|
||
+| 38 | Great hair day |
|
||
+| 39-40 | Growwell |
|
||
+| 41 | Handwave |
|
||
+| 42 | Hashtag |
|
||
+| 43-44 | Here all along |
|
||
+| 45-46 | Instant automobile |
|
||
+| 47-48 | Instant delivery |
|
||
+| 49-50 | Instant motorcycle |
|
||
+| 51-52 | Lie to me |
|
||
+| 53 | Light 'em up |
|
||
+| 54-55 | Lucky charm |
|
||
+| 56-57 | Magic aura tracker |
|
||
+| 58 | Malware cyphers |
|
||
+| 59 | Mental load alleviator |
|
||
+| 60 | Merciful memory |
|
||
+| 61 | Next you |
|
||
+| 62-63 | No take backs |
|
||
+| 64 | Pickpocket |
|
||
+| 65-66 | Pocket protector |
|
||
+| 67 | Portal stone |
|
||
+| 68-69 | Power device |
|
||
+| 70-71 | Power house |
|
||
+| 72 | Presto change-o |
|
||
+| 73 | Puzzle box |
|
||
+| 74-75 | Quick pic |
|
||
+| 76 | Quick pickup |
|
||
+| 77 | Real fake |
|
||
+| 78-79 | Repair module |
|
||
+| 80 | Safe space |
|
||
+| 81 | Screen control |
|
||
+| 82 | Social battery |
|
||
+| 83 | Soul saver |
|
||
+| 84-85 | Stay down |
|
||
+| 86 | Take me there |
|
||
+| 87-88 | Talk to me |
|
||
+| 89 | Teleportation block |
|
||
+| 90-91 | Through the window |
|
||
+| 92 | Time ticket |
|
||
+| 93 | Tunnel traverser |
|
||
+| 94-95 | What the doctor ordered |
|
||
+| 96-97 | Who's looking |
|
||
+| 98 | Wire wraith |
|
||
+| 99 | Wrecking balls |
|
||
+| 00 | You're safe now |
|
||
+
|
||
+### APPS AS CYPHERS
|
||
+
|
||
+Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell
|
||
+phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't
|
||
+need to be working to activate the app. Draining the device's battery or turning it off doesn't affect the app or
|
||
+someone's ability to use it. (Breaking the device, losing it, or having it stolen might be another matter.)
|
||
+
|
||
+Because each app is a unique magical item (meaning only one exists in the world, unlike a regular app, which can be
|
||
+downloaded by everyone who wants it), they're harder to find than regular apps. Instead, you likely need to purchase one
|
||
+directly from the person who created it. Some campaign settings might have physical app stores, while others might
|
||
+require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app
|
||
+might be something you download into a modified body part or integrated piece of hardware.
|
||
+
|
||
+Absolute Power
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: App, battery, bone
|
||
+
|
||
+Effect: Powers a single device for a day. The device can be as simple as a cell phone or as complex as a jet airplane,
|
||
+as long as the device's power requirement is equal to or less than the cypher level. In general, something like a cell
|
||
+phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet airplane is a level 10
|
||
+power requirement.
|
||
+
|
||
+Algomancy
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: App, bookmark, tarot card
|
||
+
|
||
+Effect: Allows the user to take anything driven by an algorithm (such as video and music services, social media, search
|
||
+engines, and so on) and use it to divine the future. If the user spends one roundstudying the algorithm, then for a
|
||
+number of rounds equal to the cypher level, they gain limited precognition and can predict what's going to happen next.
|
||
+They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends of what's coming,
|
||
+and ease their friends' next action.
|
||
+
|
||
+Ambiance
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Key fob, feather, DVD
|
||
+
|
||
+Effect: Allows you to control the lights, sound, and other atmospheric elements within any space that you are in for ten
|
||
+minutes per cypher level. This includes adjusting non-adjustable lights, lighting or blowing out candles, soundproofing,
|
||
+starting or stopping music through any available medium, starting a fire, and so on.
|
||
+
|
||
+Anywhere Web
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Spiderweb, key fob, key
|
||
+
|
||
+Effect: Allows you to access and interact with the internet from anywhere, without needing any type of physical device,
|
||
+including a phone, keyboard, or screen. You can see the internet as if there were a screen in front of you, type as if
|
||
+there were a keyboard, hear as if there were speakers, and speak as if into a microphone. Others you choose within
|
||
+immediate range can also see and hear what you are seeing and hearing (but cannot interact with it). This works even in
|
||
+places where there is no internet connectivity and lasts for ten minutes per cypher level.
|
||
+
|
||
+Below the Law
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: App, temporary tattoo, patch
|
||
+
|
||
+Effect: Once activated, the cypher makes it difficult for any member of the law or people in a position of power to
|
||
+perceive, apprehend, or punish you. This includes police, guards, the mayor, mob bosses, regular bosses, and so on. All
|
||
+tasks involving illegal or unsanctioned activities are eased, including stealing, sneaking, getting away, escaping
|
||
+bonds, and so on. The effect lasts for ten minutes per cypher level.
|
||
+
|
||
+Best Gift
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Granny square, key, candle
|
||
+
|
||
+Effect: The user picks someone they know, and the cypher transforms into a beautifully wrapped box that person can hold
|
||
+in their hand. Inside the box is a small, thoughtful gift (whose value does not exceed a moderately priced item) that
|
||
+the recipient will truly love.
|
||
+
|
||
+Beverage Bestie
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: App, mug, charm
|
||
+
|
||
+Effect: The user picks someone they know, and that person will have their favorite morning beverage delivered to them at
|
||
+their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen person's favorite
|
||
+beverage, their location, or when they will wish for it—the magic takes care of it.
|
||
+
|
||
+Borrowed Familiar
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Feather, cat's whisker, figurine of a dog
|
||
+
|
||
+Effect: Activating the cypher creates a living version of the creature it represented. This creature is actually the
|
||
+clone of another magic user's familiar that was stored in the object. For the next day per cypher level, the creature
|
||
+becomes the user's temporary familiar, providing an asset to all magic-related actions (including defense actions). The
|
||
+creature cannot be harmed, but at the end of its time, it fades away.
|
||
+
|
||
+Brain Overclock
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: App, mushroom, hair clip
|
||
+
|
||
+Effect: Amplifies the user's mental abilities so their senses are keener and their brain works far beyond its normal
|
||
+capacity.
|
||
+
|
||
+Roll for effect:
|
||
+
|
||
+| D6 | Effect |
|
||
+|-----|---------------------------------------------------------------|
|
||
+| 1 | Increases Intellect Edge by 1 for one hour |
|
||
+| 2 | Trained in Intellect Defense for one hour |
|
||
+| 3 | Add +1 damage to all Intellect-based attacks for one hour |
|
||
+| 4 | Eases all Intellect-based attacks for one hour |
|
||
+| 5 | Restores Intellect Pool to full |
|
||
+| 6 | Become trained in two noncombat Intellect skills for one hour |
|
||
+
|
||
+Burn Your Bridges
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: App, candle, bones
|
||
+
|
||
+Effect: Covers and destroys the user's trail in such a way that it makes them very hard to follow. This might include
|
||
+covering their scent, destroying ladders or bridges, creating face-recognition distortion, blurring their license plate,
|
||
+or establishing a false trail. Anyone attempting to follow or track them for one day per cypher level finds their
|
||
+actions hindered by two steps.
|
||
+
|
||
+Burner Phone
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Key fob, charm, hair clip
|
||
+
|
||
+Effect: Creates or transforms into a basic mobile phone that can make and receive telephone calls and text messages like
|
||
+a prepaid phone. Calls and texts made from this phone appear as "UNKNOWN CALLER" with the number obscured; once
|
||
+contacted, the recipient can call or text this phone like any other phone. The phone uses normal (prepaid) cellular
|
||
+connections, but has no internet access or other functions other than sending and receiving calls and texts.
|
||
+
|
||
+The phone lasts for one hour per cypher level, after which it becomes inert, nonfunctional, and untrackable (like a
|
||
+mobile phone that has been broken and its chip removed). The user of the cypher can end it early as an action by
|
||
+speaking a command word or physically breaking it.
|
||
+
|
||
+Cloak of the Crafter
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Oil, moss, granny square
|
||
+
|
||
+Effect: When activated, it cloaks the user in what looks like a handmade wrap, such as a shawl, scarf, or cloak, for an
|
||
+hour per cypher level. During that time, the user's crafting-related tasks are eased, and everything they craft is one
|
||
+level higher than it normally would be. In addition, the user can find up to two ingredients they need (up to the level
|
||
+of the cypher) in the pockets of the cloak.
|
||
+
|
||
+Dancing on Air
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Feather, bullet, charm
|
||
+
|
||
+Effect: The user is lifted a foot (30 cm) or so off the ground, as if there is a pocket of air between them and whatever
|
||
+surface is below them. They can move normally as if walking across a smooth, flat surface. This works even if the
|
||
+substance below them would not normally hold them, such as water or thin ice. The effect lasts for ten minutes per
|
||
+cypher level.
|
||
+
|
||
+Dumpster Fire
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Matchbook, coaster, rope
|
||
+
|
||
+Effect: Instantly transforms to become a large, contained fire that creates a deep feeling of gloom and despair in all
|
||
+creatures chosen by the user within long range of it who fail an Intellect defense roll. Any negative actions the user
|
||
+takes against those creatures (including combat) are eased by one step, and any positive actions they take for those
|
||
+creatures (such as attempting to inspire them) are hindered by one step.
|
||
+
|
||
+Duplicity Window
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Sticker, flyer, stamp
|
||
+
|
||
+Effect: When this cypher is stuck on any window or other transparent item, the user can alter what can be seen from the
|
||
+other side. While this illusion might be used in a simple way, such as creating a blackout window on a car, it could
|
||
+also be much more complex, such as creating an elaborate dance party inside an otherwise empty apartment. The illusion
|
||
+level is equal to the cypher level and fools the vision of living creatures as well as that of magical and electronic
|
||
+eyes. The effect lasts for ten minutes per cypher level.
|
||
+
|
||
+Exceptional Engine
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Herbs, battery, flip lighter
|
||
+
|
||
+Effect: When activated near an engine, computer, device, program, or piece of machinery, the affected target works
|
||
+exceptionally well for the next ten minutes per cypher level, easing all tasks involved with operating it. For example,
|
||
+a car handles better, a hacking program works faster, an elevator door closes before a pursuer can get on, and so on.
|
||
+
|
||
+Extrovert Shield
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Carved figure, bones, building blocks
|
||
+
|
||
+Effect: Creates the semblance of a being of the user's choice, such as a human who walks beside them, a bird that sits
|
||
+on their shoulders, or a robot, to act as their shield in social situations. The first time they would take damage from
|
||
+a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto the attacker; the user
|
||
+makes an Intellect-based attack roll for this reflected damage. After that, the being disappears.
|
||
+
|
||
+Fade to Black
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Mirror, lapel pin, spiderweb
|
||
+
|
||
+Effect: Turns the user into a shadow for ten minutes per cypher level. During that time, the user looks exactly like
|
||
+their own shadow, is two-dimensional, and can move through any space where light could shine through. As a shadow, the
|
||
+user can make magical attacks but not physical ones. They take no physical damage. However, any successful magical
|
||
+attacks against them inflict +1 point of damage.
|
||
+
|
||
+Faraday Ward
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: App, pocket handkerchief, lapel pin
|
||
+
|
||
+Effect: When activated, the ward protects the user, their items, and their devices from any attempts at scrying,
|
||
+electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for ten minutes
|
||
+per cypher level.
|
||
+
|
||
+Fey Collar
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Collar, knitted scarf, necklace
|
||
+
|
||
+Effect: When placed around a creature's neck, the collar locks and prevents the wearer from using magic of any kind (up
|
||
+to the level of the cypher). If the creature is a PC, each time they try to use magic they must succeed at an
|
||
+Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten minutes per
|
||
+cypher level and then disintegrates.
|
||
+
|
||
+Ghost Tag
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Spray paint, feather, lipstick
|
||
+
|
||
+Effect: Allows the user to leave their tag on someone else's graffiti, painting, or public artwork. The tag includes a
|
||
+spoken message up to twenty words long and is invisible except to the creature the user designates. That creature can
|
||
+touch the tag and hear the entirety of the message.
|
||
+
|
||
+Girl Moss
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Mushroom, chalk, seed packet
|
||
+
|
||
+Effect: The user melds into whatever soft thing is near them, such as moss, earth, or a blanket, and becomes nearly
|
||
+indistinguishable from that thing. For a number of rounds equal to the cypher level, they gain an asset to hiding,
|
||
+sneaking, and remaining undetected (even by magic). Entering into combat or interacting with another creature in any way
|
||
+breaks the effect.
|
||
+
|
||
+Got Your Back
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Napkin, straw, coaster
|
||
+
|
||
+Effect: The cypher turns bright blue in the presence of any type of drug, poison, or other detrimental or dangerous
|
||
+substance whose level is equal to or less than the cypher level. The effect lasts for one day.
|
||
+
|
||
+Gravity Denied
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: App, feather, balloon
|
||
+
|
||
+Effect: The user no longer has to follow gravity's laws. For one minute per cypher level, they can walk (or crawl or
|
||
+run) on steep inclines and horizontal surfaces (such as walls and cliffs) as if they were on flat ground. When using
|
||
+this ability, "down" for them is either the surface they are walking on or the normal orientation of gravity (their
|
||
+choice).
|
||
+
|
||
+Great Hair Day
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Hair clip, twigs, bones
|
||
+
|
||
+Effect: When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24
|
||
+hours, they have an asset in all confidence-based actions, social and otherwise.
|
||
+
|
||
+Growwell
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Herbs, seed packet, bouquet of flowers
|
||
+
|
||
+Effect: Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or
|
||
+water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level.
|
||
+
|
||
+Handwave
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Fingerless glove, ring, temporary tattoo
|
||
+
|
||
+Effect: When the user places this cypher upon their hand as an action, they can take three actions on their next turn.
|
||
+
|
||
+Hashtag
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: App, flyer, electronic stylus
|
||
+
|
||
+Effect: The user chooses a word or short phrase when activating this cypher. For an hour per cypher level, that word
|
||
+will glow when they encounter it in their environment in a way that only they can perceive, allowing them to pick it out
|
||
+from its surroundings easily. This glow will appear around the word itself as well as symbols and objects. For example,
|
||
+if they choose "apple," they will sense a glow around the word in print, around an actual apple, and around the symbol
|
||
+of an apple logo on a computer. This doesn't extend their range of vision farther than they can normally see.
|
||
+
|
||
+This cypher adjusts to be beneficial to the user. For example, if a non-sighted character uses hashtag, the cypher might
|
||
+create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their mind's eye
|
||
+instead.
|
||
+
|
||
+Here All Along
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: App, needle and thread, ID card
|
||
+
|
||
+Effect: Allows the user to instantly create a long trail on the internet for someone that they just made up. This
|
||
+includes social media accounts, a personal or business website, photos and videos, friends, and so on. The information
|
||
+stays on the internet forever.
|
||
+
|
||
+Instant Automobile
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Key, charm, temporary tattoo
|
||
+
|
||
+Effect: Creates or transforms into a large automobile that can carry up to eight people. The user or other characters
|
||
+must steer the automobile as normal. At cypher level 5 and higher, the automobile grants an asset on all tasks relating
|
||
+to its movement, and at cypher level 7 and higher, the automobile can move a short distance each round under its own
|
||
+power. The automobile lasts for a day, after which it vanishes.
|
||
+
|
||
+> The vehicle created by an instant automobile cypher is utilitarian and unremarkable rather than flashy, more like a
|
||
+> station wagon, generic van, panel truck, or SUV. In some settings, local laws might require these temporary magical
|
||
+> vehicles to have a specific color or text to easily identify them as such, including a unique license plate that can
|
||
+> be tracked like any registered vehicle. Likewise, an instant motorcycle cypher creates a functional but not
|
||
+> particularly "sexy" motorbike.
|
||
+
|
||
+Instant Delivery
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: App, feather, stamp
|
||
+
|
||
+Effect: Allows the user to have a letter, small package, or any object up to about 10 pounds (4.5 kg) delivered almost
|
||
+instantaneously to someone. If the object is dangerous, such as a bomb, the recipient's level must be equal to or less
|
||
+than the cypher's. The user must know the person's name and at least one small fact about them, but doesn't need to know
|
||
+their location. Within a round of having left the user, the package will arrive within a short distance of the
|
||
+recipient.
|
||
+
|
||
+Instant Motorcycle
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Playing card, key, metal flask
|
||
+
|
||
+Effect: Creates or transforms into a motorcycle that can comfortably carry one person (or two people sitting tandem).
|
||
+The user or other characters must steer the motorcycle as normal. At cypher level 4 and higher, the motorcycle grants an
|
||
+asset on all tasks relating to its movement, and at cypher level 7 and higher, the motorcycle can move a short distance
|
||
+each round under its own power. The motorcycle lasts for a day, after which it vanishes.
|
||
+
|
||
+Lie To Me
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Contact lenses, goggles, mask
|
||
+
|
||
+Effect: Once activated and worn, allows the user to see through all deceptions, mirages, and illusions (up to the level
|
||
+of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other deception tasks.
|
||
+
|
||
+Light 'Em Up
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Laser light pointer, pair of glasses, key fob
|
||
+
|
||
+Effect: Activating the cypher causes a powerful beam of magic light to erupt from the user's body part they choose. The
|
||
+beam stretches a short range and inflicts damage equal to the cypher level. It affects even creatures (such as ghosts
|
||
+and vampires) that normally can't be harmed by mundane weapons. Once activated, the weapon is active for ten minutes.
|
||
+
|
||
+Lucky Charm
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Worry stone, fuzzy dice, deck of cards
|
||
+
|
||
+Effect: Rubbing the lucky charm draws a tiny bit of luck away from someone else and gives it to the user, causing
|
||
+something to happen that makes the user's next action a little easier. This might be a friend showing up, a tool
|
||
+appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. Effectively,
|
||
+using this cypher grants the player a player intrusion without having to spend 1 XP.
|
||
+
|
||
+Magic Aura Tracker
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: App, bus ticket, 3D glasses
|
||
+
|
||
+Effect: User can view the cypher's symbols to see if the ambient power of magic in the area is normal, high (increased
|
||
+capabilities or prone to disruptive surges), low (decreased effects or scarcity), or absent. It can also be configured
|
||
+to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from the standard
|
||
+readings. This lasts for five hours per cypher level.
|
||
+
|
||
+Mental Load Alleviator
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Worry stone, pen, figurine
|
||
+
|
||
+Effect: Helps take on some of the user's mental loads for the next day, including creating shopping lists, organizing
|
||
+the calendar, project management, working on spells, and decision making. During this time, the user gains +1 to their
|
||
+Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or higher).
|
||
+
|
||
+Merciful Memory
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Candle, charm, 3D glasses
|
||
+
|
||
+Effect: For one willing target (including the user), the user can alter a negative memory into one that's mor positive.
|
||
+Altering the memory takes a few rounds, depending on the intricacy and difficulty of the memory. Once the memory is
|
||
+altered, it remains that way for a day. During that time, the target gains +5 to their Intellect Pool and all tasks
|
||
+involving the memory (such as talking to the person the memory's about) are eased.
|
||
+
|
||
+Next You
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Comb, mirror, hair pin
|
||
+
|
||
+Effect: Activating the cypher brings up a magical avatar of the user. The user can alter all parts of their avatar,
|
||
+include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the changes they've
|
||
+made to the avatar are made to their own body. The effect lasts for one hour per cypher level.
|
||
+
|
||
+No Take Backs
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Temporary tattoo, playing card, skein of yarn
|
||
+
|
||
+Effect: Activating the cypher creates an invisible bubble around the user. The next time a foe inflicts damage on the
|
||
+user, the bubble registers the type of attack (such as melee, magic, or ranged) and alters itself to protect the user
|
||
+from the next attack of that type. When the user would next take damage from the same type of attack, the bubble absorbs
|
||
+all of it and then pops.
|
||
+
|
||
+Pickpocket
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: App, stone, key fob
|
||
+
|
||
+Effect: The next time the user attempts to pickpocket someone, they automatically succeed against a target whose level
|
||
+is equal to or less than the cypher's, and they gain an asset to their task against targets whose level is higher than
|
||
+the cypher's. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal
|
||
+to or less than the level of the pickpocket cypher).
|
||
+
|
||
+Pocket Protector
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Metal flask, flip lighter, book
|
||
+
|
||
+Effect: If the user is shot with a bullet, arrow, or other projectile, the cypher just happens to be in the right place
|
||
+to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the user's action to
|
||
+activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust.
|
||
+
|
||
+Portal Stone
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Stone, marble, baseball
|
||
+
|
||
+Effect: Placing an object beneath the portal stone and letting it rest there for one round shifts it to an
|
||
+undiscoverable location, such as another dimension or world (depending on the setting). The item can only be retrieved
|
||
+by holding the portal stone and whispering the name of the object.
|
||
+
|
||
+Power Device
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: App, flip lighter, seed packet
|
||
+
|
||
+Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
|
||
+powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
|
||
+flashlight, the battery is fully charged.
|
||
+
|
||
+Power House
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Stone, wood, building box
|
||
+
|
||
+Effect: Expands into an instant tiny home complete with a washroom, sleeping area, and kitchen space. The entirety of
|
||
+the structure is about 20 feet by 20 feet by 10 feet (6 m by 6 m by 3.5 m). It lasts for 24 hours, at which point it and
|
||
+all nonliving things inside it disintegrate.
|
||
+
|
||
+Presto Change-O
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Skein of yarn, key fob, key
|
||
+
|
||
+Effect: Allows the user to alter the appearance of a single vehicle whose level is equal to or less than the cypher
|
||
+level for the next day. This could be a minor alteration, such as changing the paint color and the license plate number,
|
||
+or it could be a major one, such as changing a horse-drawn carriage into a go-kart. The new vehicle must be able to
|
||
+traverse the same type of terrain as the original (the user can change a canoe into a speedboat, for example, but not
|
||
+into a plane or a race car).
|
||
+
|
||
+Puzzle Box
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Building block, flip lighter, locket
|
||
+
|
||
+Effect: Allows the user to put a creature (up to the level of the cypher) inside an item the user touches with the
|
||
+cypher. The creature shrinks to fit inside the item. While inside the item, the creature is in stasis and cannot take
|
||
+any actions. They cannot be harmed in any way and they do not experience time moving forward. The creature stays inside
|
||
+permanently, unless they are released by magic or until the user chooses to let them out.
|
||
+
|
||
+Quick Pic
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: App, pen, stone with a hole in it
|
||
+
|
||
+Effect: Allows the user to snap a quick image of whatever they point it at. The image stays perfectly in their mind for
|
||
+the next 24 hours. By touching an appropriate device, they can download the image, print it out, or digitally alter it.
|
||
+At the end of 24 hours, all versions of the image, including the one in their head, disappear.
|
||
+
|
||
+Quick Pickup
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: App, key, fidget toy
|
||
+
|
||
+Effect: For a number of hours equal to the cypher level, anytime the user needs a ride somewhere, one instantly appears.
|
||
+This could be a rideshare, a city bike, a horse, a canoe, a friend with a car, a helicopter, or something else, as the
|
||
+GM determines.
|
||
+
|
||
+Real Fake
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: App, playing card, ticket
|
||
+
|
||
+Effect: When placed against any form of ID, such as a driver's license, birth certificate, or passport, the cypher
|
||
+instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying or
|
||
+verifying features. The duplicate lasts for a number of days equal to the cypher level.
|
||
+
|
||
+Repair Module
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Remote control, bullet, needle and thread
|
||
+
|
||
+Effect: Repairs a single device or machine of any kind (up to the level of the cypher) once. This could work on an
|
||
+artifact, a computer, a piece of lab equipment, a mechanical cider press, a furnace, and so on. The user doesn't need
|
||
+any knowledge of the machine or what's wrong with it, but they must be able to touch the machine and continue to do so
|
||
+for the length of the repair. The repair takes one minute per level of the machine.
|
||
+
|
||
+Safe Space
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: App, knitted scarf, letter
|
||
+
|
||
+Effect: Allows the user to create a temporary safe space around them that takes the form of their choosing, such as a
|
||
+bed, bathroom, mossy grove, and so on. The place looks, sounds, and feels just as the user imagines it. During that
|
||
+time, no one and nothing outside the space can see, hear, or interact with the user in any way, nor can they see, hear,
|
||
+or interact with anything outside their safe space. While in their safe space, they restore a number
|
||
+
|
||
+of points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it's as
|
||
+though they never went away and no time has passed. They can remain in the space for up to one hour per cypher level.
|
||
+
|
||
+Screen Control
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: App, mirror, granny square
|
||
+
|
||
+Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
|
||
+whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
|
||
+and colors.
|
||
+
|
||
+Social Battery
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Battery, doll, feather
|
||
+
|
||
+Effect: Allows you to recharge your social battery, providing you with an asset on all positive social interactions,
|
||
+including persuasion, charm, flirtation, and succor. The effect lasts for ten minutes per cypher level.
|
||
+
|
||
+Soul Saver
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Egg, battery, cross-stitch square
|
||
+
|
||
+Effect: Brings a dead creature whose level is equal to or less than the cypher's back to life for ten minutes per cypher
|
||
+level. PCs are automatically brought back for the duration. The creature is exactly as they were in life, with the same
|
||
+stats, personality, knowledge, and so on, but only has 2 points of health or Might. If the creature's health or Might
|
||
+Pool is healed to full in some way during this time, they return to life permanently, but with a 3-point reduction in
|
||
+their maximum health or Might Pool.
|
||
+
|
||
+Stay Down
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Nail polish, glove, stick
|
||
+
|
||
+Effect: Upon activating the cypher, the user's hand crackles with power and noise. They emit a concussive blast at a
|
||
+single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a number of
|
||
+rounds equal to the cypher level.
|
||
+
|
||
+Take Me There
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Crayon, chalk, lipstick
|
||
+
|
||
+Effect: The user spends a few rounds drawing a map of somewhere they're trying to get to. Even if the map is not the
|
||
+least bit accurate, they will sense a thread of magic leading them to their desired destination. If the place they seek
|
||
+is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher provides an asset). The
|
||
+thread lasts for one day per cypher level or until they reach their destination, whichever is sooner.
|
||
+
|
||
+Talk to Me
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Spiderweb, flyer, building blocks
|
||
+
|
||
+Effect: The user can talk to any creature that is part of a structure, such as a mermaid in a fountain statue, a stone
|
||
+gargoyle on a skyscraper, or a dragon-shaped doorbell on a private home. The user can ask them a number of questions
|
||
+equal to the cypher level and get true answers. The questions must pertain to something the creature would know, such as
|
||
+something they saw or heard in the area, something they felt, or who made them.
|
||
+
|
||
+Teleportation Block
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Bird's nest, remote control, building block
|
||
+
|
||
+Effect: A short area within immediate range of the user becomes warded against any teleportation effect or other ability
|
||
+that allows travel without direct physical movement (including abilities specifically meant to get around obstacles,
|
||
+such as Bypass Barrier). Any creature whose level is less than the cypher level can't use these methods to get in or
|
||
+out. Player characters using such abilities must succeed at an Intellect-based task with a difficulty equal to the
|
||
+cypher level in order to enter or leave the area. The block lasts for one day per cypher level.
|
||
+
|
||
+Through the Window
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: App, mirror, flyer
|
||
+
|
||
+Effect: The user chooses any window they can see, and they are able to look through it as if they were standing right in
|
||
+front of it. The window does not need to be transparent, the user does not need to stay in sight of the window after
|
||
+they choose it, and no one else can perceive what they're doing. While they are looking through the window, they can
|
||
+wink to change their vision back to their current location, then wink again to return to the window. The effect lasts
|
||
+for ten minutes per cypher level or until they choose to end it.
|
||
+
|
||
+Time Ticket
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Bus ticket, moss, remote control
|
||
+
|
||
+Effect: For the next day, no matter what time the user leaves or what hurdles they encounter, they will arrive exactly
|
||
+on time for the event, ride, or other activity. Busses and planes will not leave without them, the play or movie will
|
||
+not start until they arrive, and they'll meet people exactly when they said they would. (Note that this doesn't change
|
||
+how the user gets there— they may still sit in traffic forever or get stuck in the security line.) Their traveling
|
||
+companions, if any, enjoy the same benefit as long as they stick with the user.
|
||
+
|
||
+Tunnel Traverser
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Coveralls, poncho, knitted scarf
|
||
+
|
||
+Effect: When activated, it turns the wearer into a liquid or gaseous form of themselves, allowing them to travel through
|
||
+small spaces, such as air ducts, sewer tunnels, tight caverns, and so on. Efforts to detect the user are hindered by two
|
||
+steps (or three steps if the cypher is level 5 or higher), even by magic or security systems. The spaces must be at
|
||
+least 1 foot (30 cm) in diameter and must not be blocked by rocks, doors, and so on. The effect lasts for ten minutes
|
||
+per cypher level.
|
||
+
|
||
+What the Doctor Ordered
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Potion, herbs, candle
|
||
+
|
||
+Effect: Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user adds
|
||
++3 to their next recovery roll.
|
||
+
|
||
+Who's Looking
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Remote control, glass eye, stone with a hole
|
||
+
|
||
+Effect: For the next ten minutes per cypher level, the cypher vibrates any time the user is being monitored, watched, or
|
||
+tracked by something of the cypher level or less. This includes people, devices, security systems, cameras, spells, and
|
||
+so on.
|
||
+
|
||
+Wire Wraith
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Wire, broken electronics, phone charger
|
||
+
|
||
+Effect: Activating the cypher creates a large wraithlike being that looks as if it's formed from wire. The wraith is a
|
||
+level 4 incorporeal construct that inflicts 4 points of electrical damage (ignores Armor) with its touch when directed.
|
||
+While the construct persists, the user can use it to slip through small areas, carry an electrical current, or attack
|
||
+foes. It lasts for a number of rounds equal to the cypher level.
|
||
+
|
||
+Wrecking Balls
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Baseball, bouncy ball, marble
|
||
+
|
||
+Effect: When thrown, the ball multiplies into a number of itself equal to the cypher level. Each ball bounces once and
|
||
+then slams into targets within long range chosen by the user. The impact of each ball does 2 points of ambient damage
|
||
+(ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one round.
|
||
+
|
||
+You're Safe Now
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Suspenders, lapel pin, spiderweb
|
||
+
|
||
+Effect: Once the user activates the cypher, it protects them from ambient damage. The next time they would take ambient
|
||
+damage, such as from falling off a roof or being electrocuted by a power line, the cypher absorbs all of the damage (up
|
||
+to the cypher level).
|
||
+
|
||
+Software Cyphers
|
||
+
|
||
+EasyMagic.App
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: App
|
||
+
|
||
+Effect: Adds +1 to the user's Intellect Edge (+2 for cypher level 5 or higher) for the next 24 hours, but only for the
|
||
+purpose of casting spells.
|
||
+
|
||
+When the cypher is activated, the user attracts the attention of a malevolent internet d@emon, who slides into their
|
||
+internet-connected devices and starts draining their magic. The d@emon remains even after the cypher's duration expires.
|
||
+
|
||
+Malware Cyphers
|
||
+
|
||
+EasyMagic.app has a beneficial effect, but also a serious drawback—it attracts a hostile creature to prey upon the
|
||
+user's magic. The cypher is significantly better than a typical Edge-augmenting cypher like an Intellect booster
|
||
+(lasting 24 hours instead of one hour) in order to trick a naive or greedy character into activating it. Magicians
|
||
+well-versed in cypher lore (and human nature) recognize that this sort of thing is too good to be true.
|
||
+
|
||
+The GM should feel free to create similar kinds of malware app cyphers that are somewhat better than the standard ones
|
||
+in this chapter or in the Cypher System Rulebook, and give them a harmful side effect. Example malware cypher benefits
|
||
+are curatives that add more points or affect two Pools at once, Effort enhancers that can be used two or more times in
|
||
+an hour, and perfections that don't require an action to activate (and therefore can affect a roll on the same turn the
|
||
+user activates the cypher).
|
||
+
|
||
+Example malware cypher drawbacks are hindering the user's attack spells, debiting the user's bank account, monitoring
|
||
+the user's in-person or magical communications, deleting the user's other magical app cyphers, compelling the user to
|
||
+take a specific action, "locking" one of the user's spells until they pay a ransom, accessing private data such as
|
||
+passwords or photos, and so on.
|
||
+
|
||
+Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
|
||
+
|
||
+### MODERN MAGIC ARTIFACTS
|
||
+
|
||
+If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
|
||
+be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how
|
||
+many artifacts a character can bear.
|
||
+
|
||
+| D00 | Artifact |
|
||
+|-------|---------------------------------------|
|
||
+| 01-02 | Accessories sold separately |
|
||
+| 03-04 | Ask me anything |
|
||
+| 05-06 | Atheneum of the mind card |
|
||
+| 07-08 | Attempted murder |
|
||
+| 09-10 | Battery of the vanquished |
|
||
+| 11-12 | Blade of the roses |
|
||
+| 13-14 | Book of the baker |
|
||
+| 15-16 | Breakaway bag |
|
||
+| 17-18 | Busy box |
|
||
+| 19-20 | Cats hide their paws |
|
||
+| 21-22 | Cloud storage |
|
||
+| 23-24 | Cloud thief |
|
||
+| 25-26 | Color cannon |
|
||
+| 27-28 | Combat glasses |
|
||
+| 29-31 | Crow friend |
|
||
+| 32-33 | Crown of the high king |
|
||
+| 34-35 | Dragon pen |
|
||
+| 36-37 | Eau de blood and monsters |
|
||
+| 38-39 | Ecosensitive fridge magnets |
|
||
+| 40-41 | Flying carpet |
|
||
+| 42-43 | Gift from the fairy queen |
|
||
+| 44-45 | Goodest gargoyle |
|
||
+| 46-47 | Harrowing blade |
|
||
+| 48-49 | History's fickle hands |
|
||
+| 50-51 | Keys of close to you |
|
||
+| 52-53 | Living copycat |
|
||
+| 54-55 | Magician's protective amulet |
|
||
+| 56-57 | Malware genie |
|
||
+| 58-60 | Meatboy |
|
||
+| 61-62 | My friend Lockness |
|
||
+| 63-64 | Pearls of your grandmother, the witch |
|
||
+| 65-66 | Poor magician's lunchbox |
|
||
+| 67-68 | Rainbow suspenders |
|
||
+| 69-71 | Ring of reflected bullets |
|
||
+| 72-74 | Scarf of love and death |
|
||
+| 75-76 | Song of the siren |
|
||
+| 77-79 | Speed readers |
|
||
+| 80-82 | Tattoo of the tiger |
|
||
+| 83-84 | Tattoo of tomorrow's edge |
|
||
+| 85-87 | Tattoo of true shot |
|
||
+| 88-89 | Time is a circle |
|
||
+| 90-91 | Umbrella of no-touch |
|
||
+| 92-93 | Vanity of the vanities |
|
||
+| 94-96 | Witch wand |
|
||
+| 97-98 | Witch's broom |
|
||
+| 99 | Wonder onesie |
|
||
+| 00 | Your mama's biker jacket |
|
||
+
|
||
+Artifact Rules
|
||
+
|
||
+Artifacts are more powerful than common equipment or cyphers.
|
||
+
|
||
+Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
|
||
+designated die (1d6, 1d10, 1d20, or 1d00). If the die shows the depletion number(s), the item works, but that is its
|
||
+last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
|
||
+be used only once.
|
||
+
|
||
+Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
|
||
+abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to
|
||
+recharge artifacts, at least temporarily.
|
||
+
|
||
+Example Modern Fantasy Artifacts
|
||
+
|
||
+Accessories Sold Separately
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Articulated action figure that comes equipped with a number of accessories, such as a gun, armor, handbag, laptop
|
||
+computer, dazzling outfit, and so on.
|
||
+
|
||
+Effect: The action figure carries a number of accessories equal to the artifact level. When the button on their back is
|
||
+pushed, the action figure does nothing, but their accessories grow to the size they would be if they were real, and they
|
||
+become functional. They remain this way for a day.
|
||
+
|
||
+Roll a d20 for each accessory the action figure might carry.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+| D20 | Accessory |
|
||
+|-----|------------------------------------------------------------------------------------------|
|
||
+| 1 | Light weapon (includes ammo) |
|
||
+| 2 | Medium weapon (includes ammo) |
|
||
+| 3 | Heavy weapon (includes ammo) |
|
||
+| 4 | Light armor |
|
||
+| 5 | Medium armor |
|
||
+| 6 | Heavy armor |
|
||
+| 7 | Laptop computer |
|
||
+| 8 | Cell phone |
|
||
+| 9 | Doctor bag (eases healing tasks) |
|
||
+| 10 | Dazzling outfit (eases social interactions) |
|
||
+| 11 | Handbag (includes a handful of items, such as gum, lipstick, sunglasses, and a notebook) |
|
||
+| 12 | Bag of light tools |
|
||
+| 13 | Puppy (level 1) |
|
||
+| 14 | Kitten (level 1) |
|
||
+| 15 | Dinosaur (level 1) |
|
||
+| 16 | Fiction book |
|
||
+| 17 | Nonfiction book |
|
||
+| 18 | Backpack (empty) |
|
||
+| 19 | Guitar |
|
||
+| 20 | Inflatable couch |
|
||
+
|
||
+Ask Me Anything
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Magic billiard ball fill with liquid, inside of which a small gargoyle, crow, or other creature floats
|
||
+
|
||
+Effect: The user can shake the magic ball, causing the creature inside to wake up. They can ask the creature two
|
||
+questions about the future and learn the answer (three questions if the artifact is level 4 or higher, four questions if
|
||
+the artifact is level 6 or higher). Because the future is ever-changing, the answers may not line up perfectly with what
|
||
+will happen, but they usually offer at least one piece of concrete, actionable information.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Atheneum of the Mind Card
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Metal and glass card about the size and shape of a library card
|
||
+
|
||
+Effect: Allows the user to "borrow" people's minds the same way that one might borrow a library book. The person must be
|
||
+agreeable to sharing their knowledge and must be within short range of the user when the exchange happens. For the next
|
||
+24 hours, the user has access to the person's brain from anywhere, allowing them to become trained in two noncombat
|
||
+skills or specialized in one noncombat skill. The skill they choose must make sense for the person whose brain they're
|
||
+"borrowing" (for example, a professor of English lit would likely be skilled in speed-reading and storytelling, but
|
||
+maybe not in woodworking or cooking). They can only borrow one person's mind each day.
|
||
+
|
||
+Depletion: 1 in 1d00
|
||
+
|
||
+Attempted Murder
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Tattoo of a flock of crows located anywhere on the body
|
||
+
|
||
+Effect: When the tattoo is activated, the crows fly out of it in a barrage of attacks. Everyone and everything in an
|
||
+immediate area suffers damage equal to the artifact level, unless they are designated safe by the user ahead of time.
|
||
+
|
||
+Depletion: 1 in 1d6 (when the artifact depletes, the tattoo flies away and disappears)
|
||
+
|
||
+Battery of the Vanquished
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Small metal pipe that's been etched with elaborate symbols
|
||
+
|
||
+Effect: After killing a magical creature, the user can place the pipe against the body and suck the creature's magic up
|
||
+into their body. The creature must have been slain by the user, they must be magical in some way, and they must have
|
||
+died within the last hour. The user restores a number of points equal to the artifact level to their Intellect Pool
|
||
+(even if this temporarily puts them above their maximum Pool).
|
||
+
|
||
+Depletion: 1 in 1d6
|
||
+
|
||
+Blade of the Roses
|
||
+
|
||
+> Level: 1d6 + 2
|
||
+>
|
||
+> Form: Handcrafted sword etched with vines and roses
|
||
+>
|
||
+> Effect: This sword is a medium weapon that inflicts 5 points of damage (6 points if the artifact is level 6 or
|
||
+> higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the creature's
|
||
+> heart. The vine begins to spread through the creature's veins, inflicting 2 additional points of damage each round for
|
||
+> one day or until magic is used to remove the vine. A PC can end the effect early by succeeding on a Might defense roll
|
||
+> on their turn.
|
||
+
|
||
+Depletion: 1 in 1d00 (check each first successful attack)
|
||
+
|
||
+Book of the Baker
|
||
+
|
||
+> Level: 1d6
|
||
+>
|
||
+> Form: Pocket-sized book with a well-worn leather cover filled with handwritten recipes
|
||
+>
|
||
+> Effect: Taking a round to read a recipe from the book aloud causes everyone within short range to feel as if they've
|
||
+> eaten the meal from the recipe. They all add +1 to their recovery rolls for the next ten minutes.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Breakaway Bag
|
||
+
|
||
+> Level: 1d6 + 4
|
||
+>
|
||
+> Form: Backpack, purse, or duffel covered in patches
|
||
+>
|
||
+> Effect: This bag can hold a number of magic items (including cyphers and artifacts) equal to the artifact level. Every
|
||
+> item the user places inside the bag instantly turns into a patch on the bag's surface. Only the user can recognize
|
||
+> these patches as the objects they once were, and only the user can turn them back into their original items (doing so
|
||
+> takes an action). The bag can also be used as a regular bag to hold mundane items, which does not affect how many
|
||
+> magic items it can hold. Cyphers in the bag do not count against the user's cypher limit.
|
||
+
|
||
+Depletion: 1 in 1d20 (roll each time a magic item is added)
|
||
+
|
||
+Busy Box
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Small wooden box with a remote opener
|
||
+
|
||
+Effect: Opening the box reveals a dazzling array of enticing things to do, see, hear, and experience. These enticements
|
||
+are magically geared to those experiencing them. Everyone who fails an Intellect defense roll within short range of the
|
||
+box is so distracted that they're hindered on all actions for a number of rounds equal to the artifact level. (NPCs
|
||
+whose level is less than the artifact level are automatically affected.) The remote will open and close the box from up
|
||
+to long range away.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Cats Hide Their Paws
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Onyx ring that depicts a cat curling around itself, so that it becomes a feline ouroboros
|
||
+
|
||
+Effect: The ring allows the user to slink into the shadows, hide their true motives, and otherwise go mostly unseen and
|
||
+unnoticed. This provides an asset to sneaking, lockpicking, disguise, and deception tasks.
|
||
+
|
||
+Depletion: 1 in 1d00 (check each day)
|
||
+
|
||
+Cloud Storage
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Palm-sized device with a carabiner attached
|
||
+
|
||
+Effect: Stores up to five cypher apps at a time. The device is thumbprint-protected by the user, and only the user can
|
||
+add apps and activate them. Any additional apps stored above the user's cypher limit do not count against the limit.
|
||
+
|
||
+Depletion: 1 in 1d20 (check each time an app is added)
|
||
+
|
||
+Cloud Thief
|
||
+
|
||
+> Level: 1d6
|
||
+>
|
||
+> Form: Ring that alters to perfectly fit the wearer (in size and appearance)
|
||
+>
|
||
+> Effect: Allows the user to copy a cypher app from any device the user chooses within long range. The ring chooses
|
||
+> randomly from the available apps on that device, and the user doesn't know what the app is until they receive it. They
|
||
+> can activate the cypher app directly from the ring or download it into a device of their choice. The ring can only
|
||
+> hold one app at a time, and that app does count against the user's cypher limit.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Color Cannon
|
||
+
|
||
+> Level: 1d6
|
||
+>
|
||
+> Form: Can of spray paint modified to spray from three different nozzles
|
||
+>
|
||
+> Effect: Depending on which nozzle is used, the color cannon has the following effects with a successful attack roll by
|
||
+> the user.
|
||
+>
|
||
+> Fear. Sprays a target within short range with a beam of color that frightens them so badly that they flee for a number
|
||
+> of rounds equal to the artifact level.
|
||
+>
|
||
+> Stun. Sprays a target within short range with a beam of color that stuns them for one round, making them lose their
|
||
+> next action.
|
||
+>
|
||
+> Tag. Tags a target within long range with a symbol. All tasks involving tracking, following, and finding that target
|
||
+> are eased for the next day. No matter where the symbol lands, the tag still works (for example, if the target's shirt
|
||
+> is tagged, the tag works even if they remove their shirt).
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Combat Glasses
|
||
+
|
||
+> Level: 1d6 + 2
|
||
+>
|
||
+> Form: Pair of stylish sunglasses
|
||
+>
|
||
+> Effect: The glasses analyze a foe and display information about the best places to strike them as well as how best to
|
||
+> avoid their incoming attacks. If the user spends an action to allow the glasses to analyze a chosen foe, they gain an
|
||
+> asset in both melee attacks and Speed defense rolls against the foe. They must take a separate action to analyze each
|
||
+> foe, and the glasses can only assist against one foe at a time.
|
||
+
|
||
+Depletion: 1 in 1d6 (check after each foe)
|
||
+
|
||
+Crow Friend
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Pocket-sized figurine of a crow, its feathers worn from being lovingly petted over time
|
||
+
|
||
+Effect: For as long as the user carries the figurine on their person and does not actively harm, scare, or otherwise
|
||
+offend any living corvids, a flock of crows may show up randomly once per day to assist them. The crows arrive on their
|
||
+own time and act as crows do, attempting to help the user in the way that they deem most useful, such as dropping stones
|
||
+on a foe's head, warning them of incoming dangers, bringing them a snack, and so on.
|
||
+
|
||
+Depletion: 1 in 1d00 (roll each time the crows arrive)
|
||
+
|
||
+Crown of the High King
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Pair of over-the-ear headphones that sparkle in the light
|
||
+
|
||
+Effect: When worn, the headphones provide the user with an enhanced sense of elegance, power, or status. Other people
|
||
+find themselves drawn to the user in the hopes of helping them, granting their wishes, and treating them like the
|
||
+royalty they obviously are. All social interactions are eased.
|
||
+
|
||
+Depletion: 1 in 1d00 (roll each day)
|
||
+
|
||
+Dragon Pen
|
||
+
|
||
+> Level: 1d6 + 2
|
||
+>
|
||
+> Form: Quill made from a green feather
|
||
+>
|
||
+> Effect: The user can dip the pen in ink and draw an object or creature, which becomes real for one minute. The object
|
||
+> or creature's level is half the artifact's level, +1 level if the user is trained in drawing, or +2 levels if the user
|
||
+> is specialized in drawing. Once released from the page or surface it was drawn upon, the object or creature swells
|
||
+> until it reaches the appropriate size, but it grows no bigger than an immediate distance in width, depth, and height.
|
||
+> If a creature is made, it does the bidding of the user.
|
||
+>
|
||
+> Someone familiar with magic made from drawings or illustrations, such as someone who has the Inks Spells on Skin
|
||
+> focus, can use the pen as part of casting their spells, easing the task of casting the spell.
|
||
+
|
||
+Depletion: 1 in 1d10
|
||
+
|
||
+Eau de Blood of Monsters
|
||
+
|
||
+> Level: 1d6 + 4
|
||
+>
|
||
+> Form: Red crystal bottle filled with amber perfume
|
||
+>
|
||
+> Effect: This perfume is specially created to be used by a single person. To activate it for the first time, the user
|
||
+> must put a single drop of their blood into the bottle, incorporating their own scent into that of the perfume. The
|
||
+> result smells amazing to them but is not noticeable to anyone else.
|
||
+>
|
||
+> After that, whenever the user applies the perfume, it provides +2 Armor (+3 if the artifact is level 9 or higher).
|
||
+> Each application lasts for ten minutes per artifact level, and it's an action to reapply the perfume.
|
||
+>
|
||
+> Anyone else who attempts to wear the perfume quickly realizes it smells awful on their skin, and they take 1 point of
|
||
+> damage.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Ecosensitive Fridge Magnets
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Set of refrigerator magnets (two of each letter and two of each number 0 through 9) made out of bone or wood
|
||
+
|
||
+Effect: Ghosts, haunts, wraiths, poltergeists, and other spectral creatures can move these objects as easily as a human
|
||
+can, using them to spell out messages visible to anyone in the area. Usually, the magnets are also enchanted so these
|
||
+creatures can't remove them from the surface they're attached to (preventing the creatures from stealing, hiding, or
|
||
+throwing them).
|
||
+
|
||
+Depletion: 1 in 1d20 (check each day of use); depletion means one of the magnets is lost forever but the remainder
|
||
+continue to function
|
||
+
|
||
+Flying Carpet
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Form: Small woven rug, large enough for several people to sit on
|
||
+
|
||
+Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
|
||
+activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Gift from the Fairy Queen Level: 1d6 + 2
|
||
+
|
||
+Form: Glass eye that shines with a beautiful inner light
|
||
+
|
||
+Effect: Looking through the glass eye allows the user to see anything that's hidden or invisible, including magic, up to
|
||
+the level of the artifact. If they have the glass eye surgically or magically implanted (a task equal to the artifact
|
||
+level), they also gain an asset in using magic in all its forms, including crafting, combat, and defenses.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+Goodest Gargoyle
|
||
+
|
||
+> Level: 1d6 + 2
|
||
+>
|
||
+> Form: Small lapel pin of a winged, grinning gargoyle
|
||
+>
|
||
+> Effect: Once activated, this gargoyle grows to the size of a human. It follows within a few feet of the user and
|
||
+> attacks anyone or anything within immediate range that attacks it or the user. The gargoyle attacks with a powerful
|
||
+> blast of water that deals damage equal to its level. The gargoyle lasts for a day.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Harrowing Blade Level: 1d6 + 1
|
||
+
|
||
+Form: Long black blade with a carved stone handle
|
||
+
|
||
+Effect: A successful attack with the blade doesn't inflict physical damage. Instead, it fills the foe's mind with dark
|
||
+and dangerous thoughts, inflicting 4 points of Intellect damage (6 points if the artifact Is level 5 or higher) that
|
||
+ignore Armor. The foe does not need to be corporeal for the attack to be successful.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+History's Fickle Hands
|
||
+
|
||
+> Level: 1d6
|
||
+>
|
||
+> Form: Watch with a beautiful leather band and silver face whose hands and numbers move in a seemingly random order
|
||
+>
|
||
+> Effect: The watch works as a two-way communication device to someone in the past whose level is equal to or less than
|
||
+> the artifact level. A screen opens up on the watch face that allows the user to see the person and interact with them.
|
||
+> The person isn't compelled to interact with the user, and the user's interaction with them doesn't change anything in
|
||
+> the present or future. The connection stays open for ten minutes per artifact level.
|
||
+
|
||
+Depletion: 1 in 1d6
|
||
+
|
||
+Keys of Close to You
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Two small gold keys, each with a simple bow
|
||
+
|
||
+Effect: When activated by two people standing together, the bows of the keys magically adjust to create an abstract
|
||
+representation of the two users' relationship. At any time, one of the users can teleport themselves to the other person
|
||
+instantly, from up to 50 miles (80 km) away. For this to work, both people must have their key on their person, and
|
||
+there must be no magical barriers in place that are higher level than the artifact.
|
||
+
|
||
+Depletion: 1 in 1d20 (check each teleportation)
|
||
+
|
||
+Living Copycat
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Collection of metal magnets in a small tin
|
||
+
|
||
+Effect: If the user spends about an hour shaping the metal magnets into a copy of a living entity they've seen or have
|
||
+an image of, such as a human, cat, or dragon, the living metal takes the shape of that entity (albeit at about a tenth
|
||
+of its size). The copycat does and says everything that the living entity is doing, at the moment that they're doing it.
|
||
+The copycat lasts for ten minutes per artifact level, after which it returns to a collection of magnets.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Magician's Protective Amulet
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Silver medallion bearing several magical symbols
|
||
+
|
||
+Effect: The wearer's defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or higher).
|
||
+
|
||
+Depletion: 1 in 1d20 (check each spell attack)
|
||
+
|
||
+Malware Genie
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Thumb drive with the image of a lamp engraved on it
|
||
+
|
||
+Effect: Inserting the thumb drive into a device produces the avatar of a genie who grants the user a single wish. The GM
|
||
+assigns a level to the wish, so the larger and more difficult the wish, the more difficult it is to have the wish
|
||
+granted. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an expensive item or
|
||
+for a foe to vanish is level 7. The genie cannot grant a wish above its level. The genie can grant only one wish per
|
||
+day.
|
||
+
|
||
+Depletion: 1 in 1d6
|
||
+
|
||
+Meatboy
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Ring with a generic human face design
|
||
+
|
||
+Effect: The ring creates a "meatboy," a level 1 lifelike simulation of a human, who appears within immediate range. The
|
||
+meatboy has only a limited vocabulary and ability to reason. It does as the user instructs for one minute, then slumps,
|
||
+melts into reddish goo, and vanishes.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+My Friend Lockness
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Silver lapel pin in the shape of the Loch Ness monster
|
||
+
|
||
+Effect: When activated, the back of the pin opens up to reveal a number of helpful miniature tools, including a
|
||
+lockpick, tweezers, screwdriver, and so on. Using the pin provides an asset in both magical and mundane tasks such as
|
||
+lockpicking and crafting. In addition, it allows the user to perceive items, creatures, spells, and doors that would
|
||
+normally be hidden by easing their perception tasks by two steps (three steps if the cypher is level 7 or higher).
|
||
+
|
||
+Depletion: 1 in 1d00
|
||
+
|
||
+Pearls of Your Grandmother, the Witch
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Elegant necklace made of pearls with unusual colors and shapes
|
||
+
|
||
+Effect: Wearing the necklace eases all crafting tasks (including crafting magic cyphers and artifacts). Tasks that
|
||
+involve finding, sourcing, locating, and purchasing craft-related items are also eased.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+Poor Magician's Lunchbox
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Small metal lunchbox with an illustration of a person enjoying a picnic lunch
|
||
+
|
||
+Effect: The lunchbox creates a set of sturdy compostable utensils and a compostable bowl filled to the brim with a
|
||
+bland-tasting porridge that provides enough nutrition for one person for one day (enough for two people if the artifact
|
||
+is level 5 or higher). The porridge is non-allergenic, gluten free, dairy free, meat free, and cruelty free.
|
||
+
|
||
+Depletion: 1 in 1d10
|
||
+
|
||
+Rainbow Suspenders
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Bright rainbow suspenders that adjust to fit the wearer perfectly
|
||
+
|
||
+Effect: When worn and visible, the suspenders provide an asset to all positive social interactions. In addition, they
|
||
+provide +1 Armor against Intellect damage.
|
||
+
|
||
+Depletion: 1 in 1d20 (roll each interaction); still wearable as regular suspenders after depletion
|
||
+
|
||
+Ring of Reflected Bullets
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Red gold ring engraved with a chaotic bullet pattern
|
||
+
|
||
+Effect: When targeted with a ranged attack from a firearm that fires bullets, the wearer can attempt a hindered Speed
|
||
+defense roll. If the roll succeeds, the bullet rebounds before hitting the wearer and immediately returns to the sender,
|
||
+effectively granting the wearer a free attack against the shooter fired from the shooter's weapon. The wearer is
|
||
+practiced with this attack.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Scarf of Love and Death
|
||
+
|
||
+> Level: 1d6
|
||
+>
|
||
+> Form: Hand-knitted scarf with a tag that says MADE WITH LOVE
|
||
+>
|
||
+> Effect: When activated, the scarf can do one of two things (chosen by the user). The scarf must be reactivated to
|
||
+> switch the effect.
|
||
+>
|
||
+> Love: Creates a magical shield around the user for one hour, during which time they gain +2 Armor (+3 Armor if the
|
||
+> artifact is level 5 or higher).
|
||
+>
|
||
+> Death: For the next hour, each time the user attacks someone in short range, the scarf snaps out in that same action
|
||
+> and inflicts 2 additional points of damage (3 points if the artifact is level 5 or higher).
|
||
+
|
||
+Depletion: 1 in 1d20 (roll each activation)
|
||
+
|
||
+Song of the Siren
|
||
+
|
||
+> Level: 1d6 + 3
|
||
+>
|
||
+> Form: Safety whistle in the shape of a woman with bird wings and a fish tail
|
||
+>
|
||
+> Effect: Blowing into the whistle creates no sound, but instead causes a siren to appear. The siren sings a brief song.
|
||
+> The user chooses a number of targets within long range who can hear it equal to the artifact level. The user makes an
|
||
+> Intellect attack against each; affected targets each take 3 points of Intellect damage (ignores Armor).
|
||
+
|
||
+Depletion: 1 in 1d6
|
||
+
|
||
+Speed Readers
|
||
+
|
||
+> Level: 1d6
|
||
+>
|
||
+> Form: Reading glasses with blue-hued lenses
|
||
+>
|
||
+> Effect: Allows the user to quickly read and understand almost anything within short range, such as a book, long
|
||
+> article, important document, and so on, even if it's not in a language they know. Reading something usually takes at
|
||
+> least a few rounds, depending on the length of the item.
|
||
+>
|
||
+> For the next ten minutes per artifact level, the user remembers everything they read perfectly, and if they take any
|
||
+> actions pertaining to that knowledge, their task is eased. At the end of that time, all of their newly gained
|
||
+> knowledge disappears. They can only use the speed readers on the same item once.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Tattoo of the Tiger
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Tattoo of a nonmagical creature, such as a tiger, spider, domesticated dog, raven, or horse
|
||
+
|
||
+Effect: Allows the user to shapeshift into the form of the creature depicted in the tattoo. The creature is nearly
|
||
+impossible to tell from other creatures of its ilk, meaning it's the same size, moves the same way, vocalizes the same
|
||
+way, has the same coloration, and so on. Once shapeshifted, the user can only do things that the creature could do in
|
||
+its normal state, such as run, roar, fly, swim, and so on. They cannot do things as a human would, but they could talk
|
||
+as a raven might talk, use a device as a primate might, and so on. The shapeshifted user otherwise retains their base
|
||
+stats. The form lasts for ten minutes per artifact level.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+> Because tattoo artifacts are magical, they can be transferred from one person's skin to another's. For example, if a
|
||
+> character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on
|
||
+> their body.
|
||
+
|
||
+Tattoo of Tomorrow's Edge
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Form: Tattoo of a skull, bones, or other body part with ink made from ashes of the dead
|
||
+
|
||
+Effect: Each time the user would die, the tattoo brings them back to life and restores 5 points to each of their Pools.
|
||
+However, all of their Pools are permanently reduced by 1 each time.
|
||
+
|
||
+Depletion: 1 in 1d6
|
||
+
|
||
+Tattoo of True Shot
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Form: Tattoo of a projectile, such as a bullet, arrow, or spear, crafted with ink made with blood
|
||
+
|
||
+Effect: Adds +1 damage to all of the user's successful ranged attacks that are made with physical weapons, such as a
|
||
+bow, gun, or throwing knife.
|
||
+
|
||
+Depletion: 1 in 1d10
|
||
+
|
||
+Time is a Circle
|
||
+
|
||
+> Level: 1d6 + 4
|
||
+>
|
||
+> Form: Watch with no face and no hands
|
||
+>
|
||
+> Effect: The user can tell the watch what time it is, and it will be that time for them and only them. The watch face
|
||
+> shows them a video of what they were experiencing in the past or will experience in the future (depending on what time
|
||
+> they chose). The user cannot change anything about the experience, but they can replay and slow down the video. The
|
||
+> video lasts for a number of minutes equal to the artifact level and disappears after. Note that while the video of the
|
||
+> past is always accurate, the video of the future shows one of many possible futures and may not come true.
|
||
+
|
||
+Depletion: 1 in 1d6 (roll each use)
|
||
+
|
||
+Umbrella of No-Touch
|
||
+
|
||
+> Level: 1d6 + 3
|
||
+>
|
||
+> Form: Umbrella that folds down to the size of a credit card
|
||
+>
|
||
+> Effect: When opened, the umbrella grants the user protection from more than just the rain for one minute. Any creature
|
||
+> attempting to come within immediate distance of the user stops short and their turn ends if their level is equal to or
|
||
+> less than the umbrella's. PCs gain an Intellect defense roll to overcome the effect.
|
||
+
|
||
+Depletion: 1 in 1d20 (roll each use); works as a regular umbrella after depletion
|
||
+
|
||
+Vanity of the Vanities
|
||
+
|
||
+> Level: 1d6
|
||
+>
|
||
+> Form: Handheld mirror or small vanity with a special button shaped like a crown
|
||
+>
|
||
+> Effect: The user activates the artifact by pressing the button and staring into the mirror for one minute. As long as
|
||
+> they do some type of personal grooming (such as showering, getting dressed, or applying makeup) within short range of
|
||
+> the vanity, no time passes for them, allowing them to spend as much time as they need to get ready.
|
||
+
|
||
+Depletion: 1 in 1d00 (check each hour of extra time granted to the user); after depletion, its magic stops working but
|
||
+it continues to function as a normal mirror
|
||
+
|
||
+Witch Wand Level: 1d6
|
||
+
|
||
+Form: Wooden wand of exceptional quality
|
||
+
|
||
+Effect: This wand grants its wielder an asset on attack rolls with spells cast while holding it.
|
||
+
|
||
+Depletion: —
|
||
+
|
||
+Witch's Broom
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Form: Long wooden broom
|
||
+
|
||
+Effect: As a flying vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to
|
||
+100 miles (160 km) per hour.
|
||
+
|
||
+The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
|
||
+time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
|
||
+minutes.
|
||
+
|
||
+Depletion: 1 in 1d20
|
||
+
|
||
+Wonder Onesie
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Adult onesie in the form of an animal, imaginary creature, or other entity that adjusts to fit the wearer
|
||
+perfectly.
|
||
+
|
||
+Effect: When worn, the onesie acts as light armor, but grants an additional +1 Armor (+2 if the artifact is level 9 or
|
||
+higher) in addition to the 1 Armor that light armor typically provides. Additionally, the user has an asset on all
|
||
+Intellect defense rolls.
|
||
+
|
||
+Depletion: — (At any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that
|
||
+ability, after which it still functions as armor.)
|
||
+
|
||
+Your Mama's Biker Jacket
|
||
+
|
||
+Level: 1d6 + 4
|
||
+
|
||
+Form: Well-loved and well-worn leather jacket with the patch of a large winged creature on the back
|
||
+
|
||
+Effect: When worn, it makes the user appear tough and badass, providing an asset to all interactions involving coercion,
|
||
+persuasion, fear, and intimidation. Roll a d6 to determine the jacket's secondary ability.
|
||
+
|
||
+Depletion: — for the main effect, 1 in 1d10 for the secondary ability (check each use)
|
||
+
|
||
+<table>
|
||
+<colgroup>
|
||
+<col style="width: 36%" />
|
||
+<col style="width: 63%" />
|
||
+</colgroup>
|
||
+<thead>
|
||
+<tr class="header">
|
||
+<th>D6</th>
|
||
+<th>Ability</th>
|
||
+</tr>
|
||
+</thead>
|
||
+<tbody>
|
||
+<tr class="odd">
|
||
+<td>1-2</td>
|
||
+<td><p>Metal spikes appear along the sleeves,</p>
|
||
+<p>shoulders, and back, providing +1 Armor and +1 damage on unarmed attacks for a number of rounds equal to the artifact
|
||
+level.</p></td>
|
||
+</tr>
|
||
+<tr class="even">
|
||
+<td>3-4</td>
|
||
+<td>The wings of the creature emerge from the back of the jacket, allowing the wearer to fly for a number of rounds
|
||
+equal to the artifact level.</td>
|
||
+</tr>
|
||
+<tr class="odd">
|
||
+<td>5-6</td>
|
||
+<td><p>The jacket taunts a foe selected by the wearer within short range for one minute. If the wearer succeeds on an
|
||
+Intellect attack, the foe selectively targets the wearer over other enemies for the duration. The wearer gains an asset
|
||
+on combat tasks, such as attacking and</p>
|
||
+<p>defending, for a number of rounds equal to the artifact level.</p></td>
|
||
+</tr>
|
||
+</tbody>
|
||
+</table>
|
||
+
|
||
+### MODERN MAGIC CHARACTER OPTIONS
|
||
+
|
||
+### DESCRIPTORS
|
||
+
|
||
+Most of these descriptors are for characters who are or become significantly nonhuman
|
||
+
|
||
+nonhuman; for example, the Dragon descriptor means you're a four-legged, winged dragon who can breathe flame. These
|
||
+descriptors include suggestions for how to advance or improve your inherent nature as that sort of creature (becoming
|
||
+even more dragonish if you are a Dragon, for example). The GM should allow a character with such a descriptor to choose
|
||
+any of these abilities (and any others the GM feels are appropriate for the descriptor) in place of a type ability,
|
||
+either upon advancing to a new tier or selecting them as an other option of character advancement by spending 4 XP.
|
||
+
|
||
+It's Only Magic Descriptors: Chimera, Dragon, Ghost, Hunter, Nix, Sylph, Unmagical
|
||
+
|
||
+Chimera
|
||
+
|
||
+You have a blend of animal attributes; you may be a well-known mythological creature,
|
||
+
|
||
+like a satyr or minotaur, or you may have a unique combination of features. Bison horns,
|
||
+
|
||
+boar tusks, bear paws, a wolf's tail, a lion's mane: take your pick. Your thickened skin offers
|
||
+
|
||
+protection from attacks and the elements. Depending on your dexterity—and whether you
|
||
+
|
||
+have opposable thumbs—you may use adaptive weapons and tools, like a dagger modified
|
||
+
|
||
+to be held in a paw instead of a hand. You're eager to protect the ones closest to you, and
|
||
+
|
||
+usually more likely to run toward conflict than away from it.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Fur and Hide: +1 to Armor.
|
||
+
|
||
+Animal Strength: +1 to your Might Pool.
|
||
+
|
||
+Charging Ahead: You're trained in initiative.
|
||
+
|
||
+For the Gang: You stick up for your friends. When you draw the attack, your defense is only hindered by one step.
|
||
+
|
||
+Ham-fisted: Tasks requiring fine motor skills are hindered.
|
||
+
|
||
+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
+adventure.
|
||
+
|
||
+1\. A herd, a pride, a pack, a flock: whatever the collective noun for chimeras is, you're looking to build (or join)
|
||
+one.
|
||
+
|
||
+2\. You need supplies to adapt a legendary weapon perfectly to your physique.
|
||
+
|
||
+3\. The other PCs were in the wrong place at the wrong time, and you protected them from harm.
|
||
+
|
||
+4\. You were held hostage by someone running a chimera fighting ring, and the other PCs freed you.
|
||
+
|
||
+Chimera Advancement:
|
||
+
|
||
+Athlete
|
||
+
|
||
+Dual Light Wield
|
||
+
|
||
+Enhanced Might
|
||
+
|
||
+Enhanced Speed
|
||
+
|
||
+Fists of Fury
|
||
+
|
||
+Frenzy
|
||
+
|
||
+Dragon
|
||
+
|
||
+You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In
|
||
+your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You're drawn
|
||
+to treasure and shiny things, but you're willing to share your hoard with those you trust. Though you can speak human
|
||
+languages, you can't ignore the fact that you're a wild part of your local ecosystem—at least some of the time. You're
|
||
+an apex predator, driven to fly and to hunt, and you brumate in cold temperatures like other reptiles.
|
||
+
|
||
+Brumation is a state of sluggishness and inactivity entered by reptiles in response to low temperatures.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Dragon Form: You have both a humanoid form and a dragon form, and you can switch forms up to four times in a 24-hour
|
||
+period. In dragon form, your Speed defense tasks are hindered due to your size. Enabler.
|
||
+
|
||
+Tough: +2 to your Might Pool.
|
||
+
|
||
+Fireproof: +2 Armor against damage inflicted by fire or heat.
|
||
+
|
||
+Wings (1 Might point): When you have wings, you can fly a long distance as your action, or a short distance as part of
|
||
+another action, for up to ten minutes total. Enabler.
|
||
+
|
||
+Teeth: You are skilled in making unarmed bite attacks, which are a medium weapon in your dragon form and a light weapon
|
||
+in. your humanoid form. Enabler.
|
||
+
|
||
+Spitting Flames (1+ Might point): You can breathe a ball of fire at a target within short range, inflicting 3 points of
|
||
+fire damage. In addition to the normal options for using Effort, you can use Effort to affect more targets; each level
|
||
+of Effort affects one additional target. Action.
|
||
+
|
||
+Inability: Cold weather makes you want to burrow somewhere cozy and go dormant. Speed tasks are hindered when the
|
||
+temperature falls below 50°F (10°C).
|
||
+
|
||
+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
+adventure.
|
||
+
|
||
+1\. The other PCs were hired as dragon hunters, but once they met you they realized their mission was misguided.
|
||
+
|
||
+2\. You're hoping to find a specific discontinued currency to add to your hoard.
|
||
+
|
||
+3\. You got stuck in your dragon form while molting, and the other PCs helped remove your shed skin.
|
||
+
|
||
+4\. You're gathering ingredients for a difficult spell that will increase the range and intensity of your fire-breathing
|
||
+attacks.
|
||
+
|
||
+Dragon Advancement:
|
||
+
|
||
+Danger Sense
|
||
+
|
||
+Defensive Field
|
||
+
|
||
+Enhanced Might
|
||
+
|
||
+Enhanced Might Edge
|
||
+
|
||
+Enlarge
|
||
+
|
||
+Training in Spitting Flames
|
||
+
|
||
+Ghost
|
||
+
|
||
+Unfortunately, you're dead. But hey, it's not all bad! Your spirit has remained in the mortal world. You can still walk
|
||
+among the living, but you no longer need pesky things like food or sleep. It's up to you how long you've been dead,
|
||
+whether you remember your death, and why you've stuck around: seeking revenge, settling a debt, protecting your
|
||
+descendants, perfecting your great-grandma's pecan pie recipe, or something else entirely.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Ghostly Wisdom: +2 to your Intellect Pool.
|
||
+
|
||
+Sneaky: You're trained in stealth and intimidation.
|
||
+
|
||
+Incorporeal: You're trained in Speed defense.
|
||
+
|
||
+Calling the Dead: You're trained in communicating with other ghosts, wraiths, undead, and so on. You can also serve as a
|
||
+catalyst for communication with the dead, providing an asset to a living character attempting such a task (such as a
|
||
+séance or summoning).
|
||
+
|
||
+Insubstantial: All physical attacks are hindered.
|
||
+
|
||
+Dead: Positive social interaction tasks with living creatures are hindered.
|
||
+
|
||
+Uniform: You're permanently wearing the clothes you had on when you died. This can hinder social interactions if you're
|
||
+inappropriately dressed for the setting (wearing a bathrobe and slippers to a formal party, for example).
|
||
+
|
||
+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
+adventure.
|
||
+
|
||
+1\. You're on a journey to make amends with someone you wronged in life.
|
||
+
|
||
+2\. You're looking for the resting place of your physical body so you can be resurrected.
|
||
+
|
||
+3\. One of the other PCs is a distant relative, and you need to keep them alive so your bloodline continues.
|
||
+
|
||
+4\. You're studying the secrets of reincarnation and suspect that one of the other PCs has vital information.
|
||
+
|
||
+Ghost Advancement:
|
||
+
|
||
+Duplicate
|
||
+
|
||
+Question the Spirits
|
||
+
|
||
+See the Unseen
|
||
+
|
||
+Speaker for the Dead
|
||
+
|
||
+Surprise Attack
|
||
+
|
||
+Walk Through Walls
|
||
+
|
||
+Hunter
|
||
+
|
||
+You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls
|
||
+of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are
|
||
+your own. You're mortal again, too, but it's impossible to forget the terrifying freedom and power you once held. Maybe
|
||
+you've let nostalgia make you bitter, or maybe you don't miss the Hunt at all, instead living in fear of being
|
||
+conscripted once more.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Agile: +2 to your Speed Pool.
|
||
+
|
||
+Equestrian: You're trained in handling and riding horses.
|
||
+
|
||
+Sword Hand: You're proficient with two-handed swords and can use them without penalty.
|
||
+
|
||
+Hearing the Dead: You're skilled in all social interactions with ghosts.
|
||
+
|
||
+The Call of the Hunt: You're often distracted by sounds that remind you of the Wild Hunt, such as horns and baying
|
||
+hounds. Tasks requiring concentration are hindered.
|
||
+
|
||
+Lost Years: In the years you belonged to the Wild Hunt, you lost touch with advancing technology. Tasks involving
|
||
+computers, pop culture, and recent history are hindered.
|
||
+
|
||
+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
+adventure.
|
||
+
|
||
+1\. You ferried the soul of a PC's relative to the afterlife. When you left the Wild Hunt, you found the PC to tell them
|
||
+of their relative's brave deeds.
|
||
+
|
||
+2\. The living only see the Wild Hunt cross the sky if they're destined for disaster. A PC saw the Wild Hunt years ago,
|
||
+and you've taken it upon yourself to protect them.
|
||
+
|
||
+3\. You're afraid that the leader of the Wild Hunt will summon you, and you need help concealing yourself.
|
||
+
|
||
+4\. You're searching for the horse you remember riding—a massive undead stallion with flaming hooves.
|
||
+
|
||
+Nix
|
||
+
|
||
+You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you're submerged, you gain a
|
||
+tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also
|
||
+have a general affinity for nature and a knack for identifying useful plants. Your playful and upbeat disposition
|
||
+doesn't mean you're passive or helpless. Though you may prefer to talk your way out of tough situations, you're quick to
|
||
+react to threats—especially in water, where you maneuver with deadly accuracy.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Transformation: When submerged in water, you transform into a fish/human hybrid with gills, fins, sharp teeth, and a
|
||
+tail. This transformation is automatic. Enabler.
|
||
+
|
||
+Unchillable: +2 Armor against damage caused by cold or ice.
|
||
+
|
||
+Sharp Teeth: You are skilled in making an unarmed bite attack, which is a medium weapon in your aquatic form and a light
|
||
+weapon in your humanoid form. Enabler.
|
||
+
|
||
+Quick Swimming: You can swim a long distance as your action, or a short distance as part of another action.
|
||
+
|
||
+Close to Nature: You're skilled in identifying plants and animals.
|
||
+
|
||
+Siren Song: You're extremely charismatic. You're skilled in persuasion and deception.
|
||
+
|
||
+Distractible: You have a hard time focusing. You're hindered in tasks involving knowledge or lore, as well as resisting
|
||
+mental attacks.
|
||
+
|
||
+Inability: When you're in water, attacks using weapons are hindered.
|
||
+
|
||
+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
+adventure.
|
||
+
|
||
+1\. The other PCs were stranded in a shipwreck, and you saved them.
|
||
+
|
||
+2\. A factory is polluting your local body of water, and you're looking for revenge.
|
||
+
|
||
+3\. You played a prank on the other PCs while they were swimming; after a good laugh, they invited you to join them.
|
||
+
|
||
+4\. You've been sent to search for a rare plant, believed by many to be extinct.
|
||
+
|
||
+Nix Advancement:
|
||
+
|
||
+Calm Stranger
|
||
+
|
||
+Enhanced Speed
|
||
+
|
||
+Restful Presence
|
||
+
|
||
+Ruin Lore
|
||
+
|
||
+Soothe the Savage
|
||
+
|
||
+Wilderness Life
|
||
+
|
||
+Sylph
|
||
+
|
||
+You're an air spirit, with the gift of wingless flight and hawklike eyes. You're happiest when you have an aerial view;
|
||
+you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to air
|
||
+currents and atmospheric pressure means you're able to predict weather patterns, which you incorporate into your
|
||
+machinations.
|
||
+
|
||
+You gain the following characteristics:
|
||
+
|
||
+Master Plans: +2 to your Intellect or Speed Pool.
|
||
+
|
||
+Sylph Flight (2 Intellect or Speed points): You can fly a long distance as your action, or a short distance as part of
|
||
+another action, for up to ten minutes total. Enabler.
|
||
+
|
||
+Top-Down Strategy: You're skilled in logistics and planning.
|
||
+
|
||
+Sharp Vision: You're trained in visual perception.
|
||
+
|
||
+Oncoming Storm (1 Intellect point): You can predict weather patterns (approaching storm systems, cloud cover, wind
|
||
+direction) for the next twelve hours. Action.
|
||
+
|
||
+Fragile: Might defense tasks are hindered.
|
||
+
|
||
+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
+adventure.
|
||
+
|
||
+1\. You saw the other PCs headed toward danger and called out a warning before the situation turned sour.
|
||
+
|
||
+2\. You got in trouble for flying in restricted airspace, and the other PCs helped cover for you.
|
||
+
|
||
+3\. You need help with a spell that will enable you to communicate with birds of prey.
|
||
+
|
||
+4\. You helped the other PCs recover a kite that became tangled in tree branches and power lines.
|
||
+
|
||
+Sylph Advancement:
|
||
+
|
||
+Enhanced Intellect
|
||
+
|
||
+Enhanced Speed
|
||
+
|
||
+Eyes Adjusted
|
||
+
|
||
+Influence Swarm
|
||
+
|
||
+Precision
|
||
+
|
||
+Shock
|
||
+
|
||
+Unmagical
|
||
+
|
||
+You're not good at using magic. In fact, it's clear that you're inherently unmagical—magic is as confusing, difficult,
|
||
+and awkward for you as learning lava spells would be for a frost giant. It's not that you don't believe in magic (though
|
||
+maybe you don't) or that you don't like magic (though maybe you don't). It's just that you and magic are incompatible.
|
||
+You've learned to compensate for this problem and even turn it into an advantage in some cases.
|
||
+
|
||
+An Unmagical character shouldn't be able to overcome their inability by becoming trained in magic. The GM might allow
|
||
+them to train away part of the inability with training in specific skills, such as "Onslaught" or "magical weapons."
|
||
+
|
||
+Playing an Adept or Speaker character with the Unmagical descriptor is a challenge, as their abilities mostly stem from
|
||
+supernatural power and therefore all of them would be hindered. This descriptor is mainly for Warriors and Explorers who
|
||
+want to play up their not inherently magical nature.
|
||
+
|
||
+You gain the following characteristics.
|
||
+
|
||
+Make Do With the Mundane: +1 to each of your Pools.
|
||
+
|
||
+Resistant to Magic: You are trained in all defense rolls against magic, spells, and magical effects.
|
||
+
|
||
+Inability: All actions using magic (including casting spells and using magic objects) are hindered.
|
||
+
|
||
+Magical Failure: Your unmagical nature means magic goes awry more often. For any task relating to or interacting with
|
||
+magic, you trigger a GM intrusion on a d20 roll of 1 or 2.
|
||
+
|
||
+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
+adventure.
|
||
+
|
||
+1\. One of the other PCs initially diagnosed you as unmagical, which made a lot of your life suddenly make sense.
|
||
+
|
||
+2\. You think this group of PCs might be on track to figuring out why some people are unmagical and perhaps "fixing"
|
||
+them.
|
||
+
|
||
+3\. You and the other PCs have the same rival or foe—someone who once tried using magic on you and failed spectacularly.
|
||
+
|
||
+4\. You volunteered because you knew your inherent resistance to magic would be useful to the group.
|
||
+
|
||
+### FOCI AND CHARACTER ABILITIES
|
||
+
|
||
+This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded
|
||
+description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions
|
||
+suitable for other genres). The GM and player should adjust these details to suit the specific campaign they'll be
|
||
+playing.
|
||
+
|
||
+Codes Magic Apps
|
||
+
|
||
+You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit
|
||
+boards. Like anyone who's spent a lot of time working on a computer, you've learned some strange secrets, not all of
|
||
+them entirely legal, and you know a lot about games, people, and how things work. More than just a computer nerd, you're
|
||
+a developer and (although you might not admit it) a hacker. Most of your specialized gear is hardware or software for
|
||
+your computer or smart device, so you can dress however you want. You're probably used to wearing comfortable clothes,
|
||
+sitting for hours at a time, and enjoying many caffeinated beverages (that have permanently discolored some of your
|
||
+clothing).
|
||
+
|
||
+Connection:
|
||
+
|
||
+1\. Pick one other PC. You once created a magical app to help get them out of a sticky situation (parking ticket,
|
||
+failing grade, clingy relationship, and so on).
|
||
+
|
||
+2\. Pick one other PC. You know they know an embarrassing or incriminating secret about you.
|
||
+
|
||
+3\. Pick one other PC. Something about this person annoys or distracts you so that when they're within immediate range,
|
||
+your tasks with computers and magical lore are hindered.
|
||
+
|
||
+4\. Pick one other PC. Every now and then, you're able to copy a magical app cypher and send it to them (effectively
|
||
+creating a duplicate of one of yours).
|
||
+
|
||
+Additional Equipment: Computer (laptop or desktop) and a smartphone or tablet.
|
||
+
|
||
+Minor Effect Suggestion: Your next use of a magical app cypher within the next hour is eased.
|
||
+
|
||
+Major Effect Suggestion: Your next use of a magical app cypher within the next day is eased.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
|
||
+one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
|
||
+higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
|
||
+Enabler.
|
||
+
|
||
+Connected
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Confidence Artist or Master Magical Programmer as your tier 3 ability.
|
||
+
|
||
+Confidence Artist
|
||
+
|
||
+Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
|
||
+Enabler.
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
|
||
+tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
|
||
+had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
|
||
+magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Knowing the Unknown
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Call in Favor or Usurp Cypher as your tier 6 ability.
|
||
+
|
||
+Call in Favor
|
||
+
|
||
+Usurp Cypher
|
||
+
|
||
+Conjures Bullets
|
||
+
|
||
+You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost
|
||
+interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer,
|
||
+a magical member of the armed forces, or an outlaw with a flair for arcane power. Gun nuts and wizard purists might look
|
||
+down on your blended technique, but you can do things that nobody else can do. You might call yourself a guncaster,
|
||
+spellshooter, or triggermage. You wear clothing that leaves your arms and hands free to use your weapon and cast spells,
|
||
+preferring something more flashy than a gunslinger's long coat and more intimidating than typical magician or witch
|
||
+clothing.
|
||
+
|
||
+Connection:
|
||
+
|
||
+1\. Pick one other PC. You once grazed this character with one of your spell bullets; it's up to them whether they've
|
||
+forgiven you or still resent you for it.
|
||
+
|
||
+2\. Pick one other PC. You've accidentally discovered that you can shoot their spells out of your gun just like you do
|
||
+with your own spells, but the PC must be touchingyour gun while you fire it.
|
||
+
|
||
+3\. Pick one other PC. Based on your interactions, you think this character resents your use of guns, magic, or both.
|
||
+
|
||
+4\. Pick one other PC. This character can barely hear your gunshots (magical or otherwise), which are no louder than a
|
||
+whisper to them.
|
||
+
|
||
+Additional Equipment: Medium or heavy handgun.
|
||
+
|
||
+Minor Effect Suggestion: The attack hits the side of the foe's head, deafening them for a few minutes.
|
||
+
|
||
+Major Effect Suggestion: The foe's major blood vessel is hit, causing them to bleed 1 point of damage each round until
|
||
+someone succeeds at a difficulty 3 Intellect or Speed task to bind the wound.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Practiced With Guns
|
||
+
|
||
+Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
|
||
+standard bullet for it as part of your attack action with that weapon.
|
||
+
|
||
+Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
|
||
+a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
|
||
+the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
|
||
+Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
|
||
+ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
|
||
+damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
|
||
+
|
||
+You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
|
||
+times or the one shot is passing through or ricocheting off each target.
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||
+weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||
+its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||
+fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||
+attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||
+more firearms; each level of Effort affects one additional target. Action or enabler.
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
|
||
+
|
||
+Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
|
||
+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
|
||
+of Intellect Effort to it. Enabler.
|
||
+
|
||
+Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
|
||
+a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
|
||
+Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
|
||
+place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
|
||
+within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
|
||
+fire a bullet and teleport along its path.
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
|
||
+
|
||
+Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
|
||
+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
|
||
+levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
|
||
+
|
||
+Special Shot
|
||
+
|
||
+Hunts Witches
|
||
+
|
||
+You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
|
||
+pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
|
||
+to regular folks, and it's up to people like you to find and eliminate those threats. Sure, some witches claim to be
|
||
+good and even act friendly, but you've seen it go bad all too often, and you won't be fooled again. You always carry
|
||
+weapons for fighting witches, or at least know what common tools will do as a weapon in a pinch. You wear clothing
|
||
+appropriate to the region and era (especially if regular people don't know about magic or witches and you have to hide
|
||
+what you do). You may have a token, icon, or other reminder of your purpose, such as a lucky coin, a holy book, or a
|
||
+pouch of magic-thwarting herbs given to you by your mentor.
|
||
+
|
||
+What a "witch" is depends on the setting. In a setting where magic is rare or secret, superstitious people might
|
||
+consider anyone who uses magic to be a dangerous witch. In a different setting, "witch" might refer to a specific
|
||
+organization of people who know how to use magic.
|
||
+
|
||
+Connection:
|
||
+
|
||
+1\. Pick one other PC. You are friends, and you'd hate to see anything bad happen to them.
|
||
+
|
||
+2\. Pick one other PC. You know that some mysterious quality about them makes witches tend to choose them as targets
|
||
+over other people.
|
||
+
|
||
+3\. Pick one other PC. You know they've had a run-in with a witch before, and you want to hear how that played out.
|
||
+
|
||
+4\. Pick one other PC. You've known this person quite a while, and in fact it was a witch attack against them that
|
||
+convinced you to start hunting witches.
|
||
+
|
||
+Additional Equipment: A book of lore about witches, passed down to you from past witch hunters and updated over the
|
||
+years (or decades or centuries) with their advice and discoveries about witches.
|
||
+
|
||
+Minor Effect Suggestion: You intimidate your foe so much that they pause, taking no action on their next turn (but
|
||
+they're still able to defend themselves).
|
||
+
|
||
+Major Effect Suggestion: You are so intimidating that your foe chooses to flee, or at least retreat a bit to recover its
|
||
+courage and think of a new strategy.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
|
||
+intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
|
||
+
|
||
+Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
|
||
+of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
|
||
+yourself understood to them. Enabler.
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Will of Legend
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability.
|
||
+
|
||
+Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||
+additional points of damage. Enabler.
|
||
+
|
||
+Misdirect
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
|
||
+curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
|
||
+early are eased by two steps until you break free. Enabler.
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Greater Skill with Attacks
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Hard to Kill or Heroic Witch Bane as your tier 6 ability.
|
||
+
|
||
+Hard to Kill
|
||
+
|
||
+Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||
+additional points of damage. Enabler.
|
||
+
|
||
+Inks Spells on Skin
|
||
+
|
||
+Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
|
||
+is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
|
||
+to create intricate spell tattoos across your body. Each tattoo you inscribe on yourself is not merely a design, but the
|
||
+keystone of a spell, giving you the ability to cast it. Because your tattoos are magical, you can continually add to
|
||
+those you've already accumulated without ruining the designs, allowing your mastery over magic to grow. You often wear
|
||
+clothing that bares your arms and perhaps other parts of your body to expose your tattoos, so that others know you for a
|
||
+spellcaster.
|
||
+
|
||
+Readying Spell Tattoos: You learn two abilities (spells) at every tier of this focus, and each of them becomes a tattoo
|
||
+on your body. However, for each tier's spells, you can only have one of the two readied (available for casting) at any
|
||
+given time, and the other is merely an interesting design until you change your readied spell for that tier. To change
|
||
+one readied spell, immediately after using a one-hour or ten-hour recovery roll, you must spend one minute in
|
||
+meditation, after which you can swap one readied spell.
|
||
+
|
||
+The Inks Spells on Skin focus works similarly to the Masters Spells focus. The GM may consider allowing characters with
|
||
+either of these foci to choose abilities from either focus when they advance to a new tier.
|
||
+
|
||
+Connection:
|
||
+
|
||
+1\. Pick one other PC. They once broke a bottle of one of your magical tattoo inks. It's up to you if you've forgiven
|
||
+them or not.
|
||
+
|
||
+2\. Pick one other PC. You think they could learn your tattoo magic, and you'd like to teach them. They may or may not
|
||
+be interested in learning it.
|
||
+
|
||
+3\. Pick one other PC. Whenever you ready your spells for the day, this character feels faint pain on their body where
|
||
+your corresponding tattoo is.
|
||
+
|
||
+4\. Pick one other PC. This character asked you to give them a tattoo, so you did. Somehow, now you can always sense
|
||
+their general direction and distance from you.
|
||
+
|
||
+Additional Equipment: Special ink, a tattooing needle, and a clay, stone, or wooden tablet marked with strange glyphs.
|
||
+
|
||
+Minor Effect Suggestion: Exposed skin on the target creature is marked with a glowing glyph of your choice for one hour.
|
||
+
|
||
+Major Effect Suggestion: The foe is cursed, hindering all their actions for one minute.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Fleet of Foot
|
||
+
|
||
+Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
|
||
+of Speed damage (ignores Armor) and are hindered on their next turn. Action.
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
|
||
+day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
|
||
+becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
|
||
+is enclosed in a light-proof container or wrapping. Action.
|
||
+
|
||
+Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
|
||
+gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
|
||
+through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
|
||
+immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
|
||
+explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
|
||
+speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
|
||
+closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose any two of the following as your tier 3 ability: Command, Lightning Flash, or Outwit.
|
||
+
|
||
+Command
|
||
+
|
||
+Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
|
||
+points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
|
||
+area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
|
||
+eased against targets wearing, carrying, or made of a significant amount of metal. Action.
|
||
+
|
||
+Outwit
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Elemental Protection
|
||
+
|
||
+Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
|
||
+unable to take actions for one round. Action.
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Bypass Barrier
|
||
+
|
||
+Granite Wall
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose any two of the following as your tier 6 ability: Divide Your Mind, Petrify, or Summon Demon.
|
||
+
|
||
+Divide Your Mind
|
||
+
|
||
+Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
|
||
+be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
|
||
+track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
|
||
+creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
|
||
+living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
|
||
+target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
|
||
+Action.
|
||
+
|
||
+Summon Demon
|
||
+
|
||
+Is A Car Wizard
|
||
+
|
||
+Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
|
||
+that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
|
||
+finely tuned engine augmented by sorcery. You love pushing yourself (and your vehicle) to the limit, even if it's
|
||
+dangerous—better to die a legend than live a long, dull life driving something boring. You enjoy drawing attention to
|
||
+yourself, so you tend to wear sleek clothing, stylish sunglasses, and borderline-gaudy jewelry, but never anything that
|
||
+interferes with your ability to control a car or cast a spell.
|
||
+
|
||
+Connection:
|
||
+
|
||
+1\. Pick one other PC. To repay a favor they did for you a while ago, you promised to drive them somewhere. They haven't
|
||
+taken you up on it yet.
|
||
+
|
||
+2\. Pick one other PC. You were the getaway driver for them once in the past— perhaps for something criminal, a car
|
||
+stunt for a viral video, or to avoid a bad situation.
|
||
+
|
||
+3\. Pick one other PC. You know they were once in a very bad car collision that left the vehicle a wreck, but they
|
||
+somehow weren't hurt at all.
|
||
+
|
||
+4\. Pick one other PC. They used to associate with someone who was trying to hunt you down, but they haven't been in
|
||
+contact with that person in a while.
|
||
+
|
||
+Additional Equipment: A reasonably fast car.
|
||
+
|
||
+Minor Effect Suggestion: The foe you hit (with your spell or car) is moved horizontally an immediate distance in a
|
||
+direction of your choice.
|
||
+
|
||
+Major Effect Suggestion: The foe is knocked prone and loses their next action.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Driver
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
|
||
+
|
||
+Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
|
||
+as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
|
||
+float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
|
||
+only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
|
||
+added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
|
||
+affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
|
||
+the car. Enabler.
|
||
+
|
||
+The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
|
||
+magic, or Hollywood special effects.
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Expert Driver or Perfect Parking Space as your tier 3 ability.
|
||
+
|
||
+Expert Driver
|
||
+
|
||
+1Perfect Parking Space (3 Intellect points):
|
||
+
|
||
+You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than
|
||
+you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is
|
||
+a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation
|
||
+cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over
|
||
+one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed
|
||
+at a level 4 Intellect task. Action to initiate.
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Enhanced Intellect
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
|
||
+levels of Intellect Effort to it. Enabler.
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Spells Have No Speed Limit or Trick Driver as your tier 6 ability.
|
||
+
|
||
+Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
|
||
+allowing you to mentally give it orders from a long distance away. This control
|
||
+
|
||
+includes any aspect of driving the car (such as steering, accelerating, and braking) and any moveable parts on the car
|
||
+(such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in
|
||
+combat or when it takes actions. You can only control one car at a time with this ability (although you could manually
|
||
+drive one car and magically
|
||
+
|
||
+control another car at the same time). If you are driving the car you're controlling with this ability, your driving
|
||
+tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on
|
||
+another vehicle, and so on) are eased. Enabler.
|
||
+
|
||
+Trick Driver
|
||
+
|
||
+Learned From the Classics
|
||
+
|
||
+Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
|
||
+comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
|
||
+You spent years studying and practicing, and you taught yourself everything you know. Now you're a skilled magician
|
||
+who's always eager to learn more—evidenced by your lengthy reading list.
|
||
+
|
||
+Connection: Choose one of the following or choose one of the Focus Connections in the Cypher System Rulebook.
|
||
+
|
||
+1\. Pick one other PC. They appreciate (but do not necessarily share) your obsession with books, libraries, and
|
||
+research.
|
||
+
|
||
+2\. Pick one other PC. You once owed this character a lot of money (or vice versa), although that debt is now paid.
|
||
+
|
||
+3\. Pick one other PC. They remind you about an obscure author whose books you enjoy, and you can't help but like them.
|
||
+
|
||
+4\. Pick one other PC. You think this person is woefully ignorant about a lot of important topics (history, magic,
|
||
+ethics, and so on).
|
||
+
|
||
+Minor Effect Suggestion: You gain a burst of insight, easing your next action by one step.
|
||
+
|
||
+Major Effect Suggestion: Your knowledge lets you tap into an obscure current of magic and make a free recovery roll as
|
||
+part of your current action.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Enhanced Intellect
|
||
+
|
||
+Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
|
||
+in research. Enabler.
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Flex Skill
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Enhanced Intellect Edge or Repeated Rituals as your tier 3 ability.
|
||
+
|
||
+Enhanced Intellect Edge
|
||
+
|
||
+Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
|
||
+eased by two steps. Enabler
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Knowing the Unknown
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Mind of a Leader
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Greater Enhanced Intellect or Mental Magic as your tier 6 ability.
|
||
+
|
||
+Greater Enhanced Intellect
|
||
+
|
||
+Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
|
||
+This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
|
||
+
|
||
+Practices Moon Magic
|
||
+
|
||
+The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
|
||
+makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
|
||
+friend, an inspiration, and a constant reminder that someone is watching over you. You wield her magic to create beams
|
||
+of dangerous light, influence others, travel, and sense the underlying truth and reality of things. The day is not your
|
||
+foe (after all, the moon is often visible during the day), but you prefer the night when the moon can be the brightest
|
||
+light in the sky. You might call yourself a moonchild or a moon witch. You probably prefer black, white, or grey
|
||
+clothing, with flowing portions such as long sleeves, a cape, or a long coat. You might have one or more tattoos or
|
||
+tokens representing the moon, either full, crescent, or in multiple phases. Your favorite jewelry and adornments (like
|
||
+buttons) usually have moonstones.
|
||
+
|
||
+Connection:
|
||
+
|
||
+1\. Pick one other PC. You can harmlessly bounce your moon spells off them, increasing your range by a short distance
|
||
+and even allowing you to shoot around corners.
|
||
+
|
||
+2\. Pick one other PC. You know they think your obsession with the moon is weird, pointless, or superstitious, and you
|
||
+feel the need to prove them wrong.
|
||
+
|
||
+3\. Pick one other PC. Sometimes you can't detect them with any of your senses or affect them with your magic, even when
|
||
+they're right in front of you.
|
||
+
|
||
+4\. Pick one other PC. Your power and theirs have an unusual connection; instead of using your one-action recovery roll
|
||
+on yourself, you can use it on them (and vice versa).
|
||
+
|
||
+Minor Effect Suggestion: Your foe is dazzled by a burst of moonlight, hindering them for one round.
|
||
+
|
||
+Major Effect Suggestion: A surge of lunar power knocks your foe prone and disarms them of an object they're holding,
|
||
+which lands an immediate distance away.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
|
||
+distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
|
||
+can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
|
||
+damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
|
||
+shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
|
||
+form is. Action.
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Eyes Adjusted
|
||
+
|
||
+Inspire Aggression
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Nightstrike or Spur Effort as your tier 3 ability. Whichever one you choose, you also gain
|
||
+Moon Adaptation.
|
||
+
|
||
+Nightstrike
|
||
+
|
||
+Spur Effort
|
||
+
|
||
+Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
|
||
+
|
||
+Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
|
||
+lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
|
||
+within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
|
||
+minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
|
||
+a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
|
||
+
|
||
+werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
|
||
+Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
|
||
+(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
|
||
+is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
|
||
+to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
|
||
+with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
|
||
+targets. Action.
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Precognition or True Senses as your tier 6 ability.
|
||
+
|
||
+Precognition
|
||
+
|
||
+True Senses
|
||
+
|
||
+Steers The Coven
|
||
+
|
||
+Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader,
|
||
+and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and
|
||
+responsibilities, or maybe you serve as an informal mentor. Maybe you run a coven with bylaws and a charter, or maybe
|
||
+you host gatherings where your friends and family can perform rituals together. Regardless, you're responsible for a
|
||
+coalition of magicians who look to you for guidance, protection, and problem-solving.
|
||
+
|
||
+Connection:
|
||
+
|
||
+1\. Pick one other PC. You have a friendly rivalry with this person, perhaps due to philosophical differences or
|
||
+belonging to another coven with contrary goals.
|
||
+
|
||
+2\. Pick one other PC. You want to learn more about this person so you can decide if they should join your coven or are
|
||
+somehow a threat to it.
|
||
+
|
||
+3\. Pick one other PC. Long ago you were very close to this character, but you drifted apart. You'll need to decide if
|
||
+you're starting anew or trying to rekindle the old friendship.
|
||
+
|
||
+4\. Pick one other PC. This character or someone they care about is in your coven, and you feel responsible for
|
||
+protecting them.
|
||
+
|
||
+Minor Effect Suggestion: The evident power of the support from your coven intimidates a foe, who retreats a short
|
||
+distance away on their next turn.
|
||
+
|
||
+Major Effect Suggestion: Your opponent respects your commitment to your coven so much that they withdraw from the
|
||
+conflict (although they may return later).
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Community Activist
|
||
+
|
||
+Community Knowledge
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Shepherd's Fury
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Inspire Action or True Guardian as your tier 3 ability.
|
||
+
|
||
+Inspire Action
|
||
+
|
||
+True Guardian
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
|
||
+participants are eased by two steps. Enabler
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
|
||
+can attack up to five different foes with a single action as long as they are within immediate range of each other. All
|
||
+the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
|
||
+from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
|
||
+for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
|
||
+Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
|
||
+the number of foes you can attack, with one additional foe per level of Effort. Enabler.
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Deep Consideration or Drawing on Life's Experiences as your tier 6 ability.
|
||
+
|
||
+Deep Consideration
|
||
+
|
||
+Drawing on Life's Experiences
|
||
+
|
||
+Transmits Energy
|
||
+
|
||
+Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together.
|
||
+Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow
|
||
+of power, the way some people can hear currents running through wire. In a crisis, you attack by draining a foe's
|
||
+energy. Otherwise, you focus on helping others by catalyzing and enhancing their magic abilities.
|
||
+
|
||
+Connection:
|
||
+
|
||
+1\. Pick one other PC. This character thinks you're some sort of energy vampire, either dangerous or just annoying.
|
||
+
|
||
+2\. Pick one other PC. You believe they have insight about how to master your magic, if you can just convince them to
|
||
+trust you with their secrets.
|
||
+
|
||
+3\. Pick one other PC. You once knocked out this character with your power, but were able to jolt them back awake again.
|
||
+At the time they seemed to think it was funny.
|
||
+
|
||
+4\. Pick one other PC. You once recharged one of their powerful cyphers, although you're not sure how you managed it.
|
||
+
|
||
+Minor Effect Suggestion: You gently drain 2 points of energy from your foe, which you can divide between your Might and
|
||
+Speed Pools.
|
||
+
|
||
+Major Effect Suggestion: You gently drain 5 points of energy from your foe, which you can divide between your Might and
|
||
+Speed Pools.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
|
||
+You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Drain Creature
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Buddy System or Tap Currents as your tier 3 ability.
|
||
+
|
||
+Buddy System
|
||
+
|
||
+Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
|
||
+you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
|
||
+use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
|
||
+Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
|
||
+roll.) Action to initiate.
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+Store Energy
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Share the Power
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Explosive Release or both Continuous Transfer and Drain at a Distance at tier 6.
|
||
+
|
||
+Explosive Release
|
||
+
|
||
+Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
|
||
+creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
|
||
+seamlessly, as part of the same action. Enabler.
|
||
+
|
||
+Drain at a Distance
|
||
+
|
||
+Turns Decay to Growth
|
||
+
|
||
+You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
|
||
+you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
|
||
+something new. Maggots, mushrooms, and mold are actors in your process, not unlike familiars. You probably keep a
|
||
+garden, nourished by your meticulously maintained compost pile. Your community might express discomfort with your
|
||
+methods, leading to friction. If you react to criticism by isolating yourself, you won't be lonely for very long—what
|
||
+you have to offer is vital and rare, and it's inevitable that someone will ask you for help.
|
||
+
|
||
+Connection:
|
||
+
|
||
+1\. Pick one other PC. This character dislikes the smell that your spells make and tries to be at least an immediate
|
||
+distance away when you cast them.
|
||
+
|
||
+2\. Pick one other PC. This character is fascinated by your powers and wants to make use of them (or just thinks you can
|
||
+provide them with medicinal mushrooms).
|
||
+
|
||
+3\. Pick one other PC. This character believes you are a member of a mushroom cult (which to them might be a good, bad,
|
||
+or neutral thing).
|
||
+
|
||
+4\. Pick one other PC. You and this character have a magical connection, and you each add +1 to your recovery rolls when
|
||
+within a short distance of each other.
|
||
+
|
||
+Minor Effect Suggestion: Your foe is dazed (hindered) for the next round.
|
||
+
|
||
+Major Effect Suggestion: Your foe is stunned for one round, or you restore 2 points to any one of your Pools.
|
||
+
|
||
+Tier 1:
|
||
+
|
||
+Wilderness Lore
|
||
+
|
||
+Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
|
||
+attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
|
||
+of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
|
||
+Action.
|
||
+
|
||
+Tier 2:
|
||
+
|
||
+Wilderness Explorer
|
||
+
|
||
+Tier 3:
|
||
+
|
||
+Ability Choice: Choose either Reading Decomposition or both Grasping Foliage and Necromancy at tier 3.
|
||
+
|
||
+Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
|
||
+and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
|
||
+the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
|
||
+this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
|
||
+performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
|
||
+questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
|
||
+
|
||
+Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
|
||
+area to allow you to use Reading Decomposition.
|
||
+
|
||
+Grasping Foliage
|
||
+
|
||
+Necromancy
|
||
+
|
||
+Tier 4:
|
||
+
|
||
+If you have Necromancy, your tier 4 ability is Greater Necromancy. If you have Reading Decomposition, your tier 4
|
||
+ability is Rewind Rot.
|
||
+
|
||
+Greater Necromancy
|
||
+
|
||
+Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
|
||
+hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
|
||
+return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
|
||
+
|
||
+Tier 5:
|
||
+
|
||
+Insect Eruption
|
||
+
|
||
+Tier 6:
|
||
+
|
||
+Ability Choice: Choose either Restore Life or Word of Death as your tier 6 ability.
|
||
+
|
||
+Restore Life
|
||
+
|
||
+Word of Death
|
||
+
|
||
+### NEW ABILITIES (MODERN MAGIC)
|
||
+
|
||
+Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
|
||
+can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
|
||
+streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
|
||
+across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
|
||
+The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
|
||
+ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
|
||
+
|
||
+Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
|
||
+Intellect-based attack roll against the network's level (typically level 4) to watch them.
|
||
+
|
||
+Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||
+room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||
+songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||
+increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||
+
|
||
+Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
|
||
+electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
|
||
+still work. Any standby generator connected in this area functions normally, activating emergency power within a few
|
||
+rounds. The blackout otherwise lasts for one minute. Action.
|
||
+
|
||
+Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
|
||
+magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
|
||
+Edge instead of your Intellect Edge. Enabler.
|
||
+
|
||
+Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
|
||
+or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
|
||
+use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
|
||
+homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
|
||
+is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
|
||
+for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
|
||
+next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
|
||
+within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
|
||
+of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
|
||
+attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
|
||
+can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
|
||
+dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
|
||
+familiar.
|
||
+
|
||
+Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
|
||
+
|
||
+Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
|
||
+immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
|
||
+must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
|
||
+without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
|
||
+as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
|
||
+most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
|
||
+example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
|
||
+wild bird that got inside your house. Action.
|
||
+
|
||
+Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
|
||
+move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
|
||
+When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
|
||
+object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
|
||
+until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
|
||
+
|
||
+Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
|
||
+of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
|
||
+ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
|
||
+vanishes. Action.
|
||
+
|
||
+Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
|
||
+such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
|
||
+within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
|
||
+In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
|
||
+increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
|
||
+Action.
|
||
+
|
||
+Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
|
||
+of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
|
||
+can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
|
||
+perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
|
||
+another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
|
||
+
|
||
+Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
|
||
+AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
|
||
+out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
|
||
+Action.
|
||
+
|
||
+Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
|
||
+through a Network Dead Zone spell.
|
||
+
|
||
+Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
|
||
+of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
|
||
+target by 1. Action.
|
||
+
|
||
+Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
|
||
+slap a creature. The target must be actively using a device making use of this connection, such as being on the other
|
||
+end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
|
||
+closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
|
||
+creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
|
||
+Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
|
||
+
|
||
+Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
|
||
+the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
|
||
+courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
|
||
+target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
|
||
+memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
|
||
+
|
||
+Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
|
||
+interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
|
||
+for you like the best combination of a pet and a close friend.
|
||
+
|
||
+The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
|
||
+rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
|
||
+skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
|
||
+them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
|
||
+(avian, swimmer, and so on).
|
||
+
|
||
+You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
|
||
+this range, you can only sense each other's general level of well-being.
|
||
+
|
||
+Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
|
||
+activate or maintain.
|
||
+
|
||
+If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
|
||
+your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
|
||
+within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
|
||
+you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
|
||
+
|
||
+Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
|
||
+touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
|
||
+attacks and defenses against you are eased.
|
||
+
|
||
+If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
|
||
+instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
|
||
+damage track. If you die, your familiar instantly dies.
|
||
+
|
||
+You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
|
||
+1d6 days.
|
||
+
|
||
+Enabler.
|
||
+
|
||
+Soul familiar: level 2, Speed defense as level 4 due to size
|
||
+
|
||
+A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
|
||
+anything other than what they appear to be.
|
||
+
|
||
+Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
|
||
+period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
|
||
+don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
|
||
+forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
|
||
+the stasis effect immediately ends. Action.
|
||
+
|
||
## Creatures
|
||
|
||
This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System
|
||
@@ -31011,6 +44812,153 @@
|
||
|
||
GM intrusion: The abomination isn't dead; it stands up on the following round at full health.
|
||
|
||
+### AI ZOMBIE 3 (9)
|
||
+
|
||
+An artificial intelligence that permanently installs itself onto the wetware (in this case, the brain) of a human or
|
||
+other sapient creature creates an AI zombie. The AI replaces the person's personality and motivations, turning them into
|
||
+a shambling creature who only does the AI's bidding, even as their body decays and falls apart (though most keep
|
||
+shambling because of an injection of nano repair bots).
|
||
+
|
||
+AI zombies are driven by a single, simple motive implanted by the original artificial intelligence—usually related to
|
||
+destroying resources before competing AI instances can use them. They aren't intelligent enough to direct themselves or
|
||
+problem solve outside of this goal, unless the AI takes direct control, using a particular AI zombie as a remote
|
||
+"terminal" from which to act and observe the world.
|
||
+
|
||
+Motive: Follow dictates of AI that created or that controls them
|
||
+
|
||
+Environment: Almost anywhere, in groups of five to seven, or in hordes of tens to hundreds
|
||
+
|
||
+Health: 12
|
||
+
|
||
+Damage Inflicted: 3 points
|
||
+
|
||
+Movement: Immediate
|
||
+
|
||
+Modifications: Speed defense as level 2; perception tasks as level 7
|
||
+
|
||
+Combat: AI zombies fight on, no matter the odds, usually attacking by biting.
|
||
+
|
||
+When AI zombies attack in groups of five to seven individuals, they can make a single attack roll against one target as
|
||
+one level 5 creature, inflicting 5 points of damage.
|
||
+
|
||
+AI zombies are hard to finish off because self repairing nanotech stitched into their flesh restores 1 point of health
|
||
+each round. If reduced to 0 health, there is a 50% chance that the nanotech continues to function on the zombie's turn,
|
||
+allowing the creature to shudder back to life, skin crawling with miniscule "healing" robots. (If an AI zombie is cut
|
||
+off from ambient radio signals, they do not regain health each round.)
|
||
+
|
||
+That same nanotech makes AI zombies infectious. Their bites spread a level 6 (or, in some cases, level 8) disease due to
|
||
+miniscule machines that move a target down one step on the damage track each day a Might defense roll is failed. Targets
|
||
+killed by the process later animate as AI zombies, compelled to serve an AI instance.
|
||
+
|
||
+Interaction: AI zombies often serve some distant AI and may sometimes speak with its voice. But if cut off from its
|
||
+intelligence source, the zombie itself becomes a food seeking monster, more likely to eat someone than to represent an
|
||
+artificial mind.
|
||
+
|
||
+Use: The characters are asked to salvage supplies from an abandoned airplane hangar—abandoned, that is, except for
|
||
+lingering AI zombies.
|
||
+
|
||
+### ANGEL OF THE APOCALYPSE 7 (21)
|
||
+
|
||
+If the End Times causes civilization to fall, biblical threats multiply across the land, including one or more angels of
|
||
+the apocalypse. They are every bit as terrifying as the Four Horsemen because they're charged with bringing about the
|
||
+end of the world. They have little room for pity or the plights of individuals; they have nations to topple and the
|
||
+forces of Hell to oppose.
|
||
+
|
||
+Angels of the apocalypse radiate a halo of golden white light. Their 10 foot (3.5 m) tall forms—caparisoned for war—are
|
||
+somewhat humanoid, though each has one or more sets of wings. Apocalypse angels also wield an implement that seems to be
|
||
+equal parts trumpet and sword, which they can sound to bring about terrible events, or swing to slay those who oppose
|
||
+them.
|
||
+
|
||
+Motive: Instigate the biblical apocalypse; fight the forces of Hell
|
||
+
|
||
+Environment: Almost anywhere, usually alone or fighting Hell's armies
|
||
+
|
||
+Health: 27
|
||
+
|
||
+Damage Inflicted: 8 points
|
||
+
|
||
+Armor: 3
|
||
+
|
||
+Movement: Short; long when flying
|
||
+
|
||
+Modifications: Speed defense as level 5 due to size; perception and detecting falsehoods as level 8
|
||
+
|
||
+Combat: The angel of the apocalypse attacks twice each round with their greatsword.
|
||
+
|
||
+An angel's halo momentarily brightens with unbearable psychic energy as combat begins; foes within short range are
|
||
+stunned for one minute if they fail an Intellect defense roll, or until they succeed on an Intellect defense task on
|
||
+their turn to end the effect early. A success means that creature becomes immune to the halo's overwhelming effect.
|
||
+
|
||
+The angel can blow their trumpet as their action, creating a blast of sound and energy that sweeps out in all directions
|
||
+to a long distance, inflicting 8 points of damage to all creatures that hear it who fail a Might defense roll, and 2
|
||
+points even with a successful roll. Structures in the area descend one step on the object damage track. Once they blow
|
||
+their trumpet, they usually can't blow it again for several rounds.
|
||
+
|
||
+Interaction: Wrapped in purpose, an angel of the apocalypse may ignore entreaties or, if one deigns to respond, tell
|
||
+supplicants to ready themselves for judgment. However, if someone manages to convince an angel to take notice due to
|
||
+their persuasion skill and/or the importance of their need, the angel may give that character aid in the form of healing
|
||
+or direct help immediately or at some promised future date.
|
||
+
|
||
+Use: A high, pure trumpet sounds. All around the characters, structures fall, revealing an angel of the apocalypse
|
||
+overhead.
|
||
+
|
||
+### ARTIFICIAL INTELLIGENCE (AI) 6 (18)
|
||
+
|
||
+An artificial intelligence thinks independently, learning and evolving with experience. AIs have their own goals and
|
||
+motivations, and may work with or against humans. Some want to gather data, some want to solve technological problems,
|
||
+and some want to take over the world—at any cost.
|
||
+
|
||
+AIs take many forms. Some are distributed across a vast network. Others are isolated in a single computer. A few are
|
||
+machines with organic parts or can use such machines as servitors.
|
||
+
|
||
+Because AIs are entities of extreme intelligence, they can adapt to new situations. Most AIs act on some kind of plan,
|
||
+whether long acting or concocted to fit the situation at hand.
|
||
+
|
||
+\*When acting from a remote terminal, the AI's effective level is lowered. It can be as low as level 3, but typically is
|
||
+level 5.
|
||
+
|
||
+Motive: Varies
|
||
+
|
||
+Environment: Almost anywhere
|
||
+
|
||
+Health: 23
|
||
+
|
||
+Damage Inflicted: 6 points
|
||
+
|
||
+Armor: 2
|
||
+
|
||
+Movement: None, or instantly to any networked machine able to host them
|
||
+
|
||
+Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
|
||
+creature to see—can affect all targets within short range of the AI (or the AI's local "terminal"), inflicting damage
|
||
+from electricity (or Intellect damage, which ignores Armor).
|
||
+
|
||
+An AI may attempt to install an instance of themself in the wetware (the brain) of humans and any other nearby sapient
|
||
+creatures. Anyone within immediate range of a video screen playing carefully crafted symbols and sounds who fails an
|
||
+Intellect defense roll is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent
|
||
+defense roll, they come under the control of the AI instance for one minute, or until they succeed on an Intellect
|
||
+defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an
|
||
+action to advance the AI's goals.
|
||
+
|
||
+AIs can control other lower level computer systems and sometimes even nanobots.
|
||
+
|
||
+Some targets of AI instance installation never recover, becoming AI zombies. Besides AI zombies, an AI may also rely on
|
||
+guardians (such as mechanical soldiers or CRAZRs made to their own design).
|
||
+
|
||
+Unless the PCs can track a given AI to their original computing core, damage to one may just be damage done to a
|
||
+terminal. Thus, even if an AI is seemingly destroyed, they might exist as another instance somewhere else. However, over
|
||
+time, alternate instances may collect different data and thus develop different memories and motivations.
|
||
+
|
||
+Some AIs continue to improve themselves by modifying their own code. These AIs are level 8 threats with 27 health, and
|
||
+they can create cyphers and artifacts, which they often deploy in combat.
|
||
+
|
||
+Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
|
||
+voice often sounds surprisingly human.
|
||
+
|
||
+Use: The PCs' shelter is overtaken by a storm of grey goo, which answers to an AI operating out of a nearby safehouse.
|
||
+
|
||
+Loot: An AI may have access to 1d6 cyphers and two or three artifacts.
|
||
+
|
||
### ARTIFICIAL INTELLIGENCE (AI) 8 (24)
|
||
|
||
If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
|
||
@@ -31057,6 +45005,55 @@
|
||
GM Intrusion: The AI knows a phrase and series of images to flash at a particular PC to stun them for around as it
|
||
attempts to upload an instance of itself into their mind.
|
||
|
||
+### BARGAINER FIEND 3 (9)
|
||
+
|
||
+Bargainer fiends are natives of "hell dimensions" whose job is to come to the mortal world and convince people to barter
|
||
+or trade their souls. Their natural shape is usually a lanky humanoid with horns, claws, vestigial bat wings, and a
|
||
+forked tail, with a faint smell of brimstone, but they can partially or completely disguise themselves as humans to
|
||
+tempt and advise mortals.
|
||
+
|
||
+Typical devils are warriors and torturers, and demons are mortal souls reforged into entities of pure spite and hate,
|
||
+whereas bargainer fiends see themselves as classier beings with loftier goals. However, bargainers are aware that they
|
||
+are weaker than their counterparts, and they make sure they don't do any front-line fighting if they can help it.
|
||
+
|
||
+Motive: Bargain for souls
|
||
+
|
||
+Environment: Anywhere humans can be found
|
||
+
|
||
+Health: 9
|
||
+
|
||
+Damage Inflicted: 4 points
|
||
+
|
||
+Armor: 2
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Deception as level 5
|
||
+
|
||
+Combat: A bargainer fiend attacks with a punch or a firearm. If they aren't trying to hide their inhuman nature, they
|
||
+throw short-range bolts of painful hellfire, inflicting 4 points of damage and stunning the target for one round.
|
||
+
|
||
+The heart of a bargainer fiend's power is its ability to arrange for rewards for a mortal client in exchange for the
|
||
+client's soul. Typical rewards are training in a skill, learning a new type or focus ability, wealth equivalent to one
|
||
+exorbitant item, an artifact, or anything else that can be acquired by spending 4 XP. The price is always the client's
|
||
+mortal soul, usually after a specific time period. Bigger demands by the client require the fiend to get approval from
|
||
+their superiors, and the price is higher, but usually still manageable.
|
||
+
|
||
+A bargainer fiend can use an action to transform themself into a human or near-human form (such as a human with devil
|
||
+horns) or return to their natural form. They can assume the guise of a specific human (such as a person their client
|
||
+knows) only if that human is dead or has an agreement with a bargainer fiend.
|
||
+
|
||
+Interaction: Bargainer fiends serve at the pleasure of their infernal masters, and they know their lives are forfeit if
|
||
+they ever fail. This colors their interactions with clients; they will say anything to accomplish their mission, and
|
||
+their only true loyalty is to the fiend who created and controls them.
|
||
+
|
||
+Use: A motivational speaker offers to teach clients confidence and charm, with great results. An old sorcerer knows some
|
||
+rare magic for those willing to pay a steep price. A mysterious person has been seen visiting people in the terminal
|
||
+ward of various hospitals.
|
||
+
|
||
+Loot: A bargainer fiend may have a cypher relating to their duties or as a gift or payment for a client, but most of
|
||
+their material riches are hell-crafted and not safe to carry for long.
|
||
+
|
||
### BASILISK 5 (15)
|
||
|
||
A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and
|
||
@@ -31376,6 +45373,65 @@
|
||
|
||
GM intrusion: Thecharacter's cypherexplodes when touchedby cambion demonfire on a failed Speeddefense task.
|
||
|
||
+### CANNIBAL 3 (9)
|
||
+
|
||
+Cannibals come in a variety of different forms, depending on their situation. Some seem like normal and perhaps even
|
||
+charming survivors, except to their targets. These "nice" cannibals may eat human flesh when desperate or to take
|
||
+advantage of meat that would otherwise go to waste. Or maybe they've developed a taste for human flesh.
|
||
+
|
||
+Others look the part, having descended into the kind of bestial, erratic behavior that cannibalism can inflict on long
|
||
+term practitioners.
|
||
+
|
||
+Some are part of a crazed settlement of raiders always looking for more sweet meats, and others hide in plain sight,
|
||
+pretending friendship and offering aid to strangers until their prey lowers their guard. Some cannibals like their prey
|
||
+raw; others delight in elaborate preparations.
|
||
+
|
||
+Whether becoming an eater of human flesh was forced by circumstance or out of some secret, maladaptive urge, cannibals
|
||
+are dangerous.
|
||
+
|
||
+Motive: Hunger for human flesh
|
||
+
|
||
+Environment: In areas where food is scarce; alone, or in groups of four to ten
|
||
+
|
||
+Health: 12
|
||
+
|
||
+Damage Inflicted: 3 points
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Deception, persuasion, intimidation, and friendly interaction as level 6
|
||
+
|
||
+Combat: Cannibals use improvised weapons, like ropes, chair legs, and jagged pieces of broken glass. A few cannibals
|
||
+with more resources rely on long range firearms and rifles until they run out of ammunition.
|
||
+
|
||
+In any group of four or more cannibals, there's probably one (revealed as a GM intrusion) who has filed their teeth and
|
||
+can make a horrific bite attack once every minute or two. This attack inflicts damage and requires the target to succeed
|
||
+on a Might defense roll. On a failure, the cannibal bites off a bit of the target, who is stunned and loses their next
|
||
+turn. See the Cannibal Severing Bite Effects table.
|
||
+
|
||
+Interaction: A friendly and charming cannibal may remain so indefinitely, unless they decide a PC is perfect for dinner.
|
||
+
|
||
+Use: Characters looking for a place to sleep, hide, or stay for the night are invited in by one or more cannibals. A
|
||
+group of raiders the PCs must negotiate with are also revealed to be cannibals.
|
||
+
|
||
+Loot: A cannibal has currency equivalent to an expensive item.
|
||
+
|
||
+Cannibal Severing Bite Effects
|
||
+
|
||
+D6 Effects
|
||
+
|
||
+1 End of nose
|
||
+
|
||
+2 Little finger
|
||
+
|
||
+3 Chunk from forearm
|
||
+
|
||
+4 Chunk from leg
|
||
+
|
||
+5 Ear; target's perception task that rely on hearing are hindered until target adapts
|
||
+
|
||
+6 Throat; target descends on step on damage track each round until ally succeeds on a difficulty 5 healing task
|
||
+
|
||
### Cat Sidhe 4 (12)
|
||
|
||
Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches and now have shifted permanently
|
||
@@ -32093,6 +46149,64 @@
|
||
|
||
GM Intrusion: The devolved detonates upon its death, inflicting 6 points of damage on everything in immediate range.
|
||
|
||
+### DIVINITY OF THE CITY 8 (24)
|
||
+
|
||
+Divinities of the city are a pantheon of modern-era demigods who have a strong connection to some aspect of urban life.
|
||
+They get their powers from their connection to a modern element that's being worshipped. For example, the Divinity of
|
||
+Defacement gains power when someone creates graffiti or stares in wonder at a mural, while the Divinity of Urban
|
||
+Creatures grows stronger each time someone saves a turtle from a highway or shivers at coyotes' calls. Divinities look
|
||
+mostly humanoid, but their appearance has some tie to their connection. The Divinity of Defacement might wear
|
||
+graffiti-themed clothing, the Divinity of Urban Creatures might have a bear's head, and the Divinity of Architecture
|
||
+might have gargoyle wings.
|
||
+
|
||
+Motive: Defense; protection; power
|
||
+
|
||
+Environment: Urban landscapes
|
||
+
|
||
+Health: 75
|
||
+
|
||
+Damage Inflicted: 8 points
|
||
+
|
||
+Armor: 4
|
||
+
|
||
+Movement: Short; long when flying
|
||
+
|
||
+Combat: Divinities attack a foe up to a long distance away with a spell related to their connection (sending a pack of
|
||
+rabid raccoons after a foe, lifting a highway, or having a mural attack). These attacks inflict 8 points of damage on a
|
||
+single target or, if the divinity chooses, the attack hits all targets within short range of the destination for 6
|
||
+points of damage.
|
||
+
|
||
+Most divinities have a close-range attack as well, such as turning into a coyote and attacking their target with tooth
|
||
+and claw or grabbing a painted weapon out of a wall mural.
|
||
+
|
||
+Divinities also have a number of additional spells, including:
|
||
+
|
||
+Animate: Turns any material into an animate level 4 creature. The creature has a mind and will of its own, and acts just
|
||
+as that type of creature would act if it were born instead of created.
|
||
+
|
||
+Forever Space: Creates an endless length of alleys, roads, or bridges between itself and all characters it chooses
|
||
+within long range. Characters must succeed on a level 5 Intellect defense task to find an exit. While moving through the
|
||
+forever space, characters take 2 points of Intellect damage (ignores Armor) each round.
|
||
+
|
||
+Heal: The divinity heals themself, a creature, or an object for 5 points of damage.
|
||
+
|
||
+Illusion: Divinities can cast elaborate and convincing illusions over their domain, making the area seem more appealing,
|
||
+beautiful, or dangerous. Illusions cover up to a ten-block area and last for up to an hour. Seeing through one is a
|
||
+level 8 task.
|
||
+
|
||
+Interaction: Divinities rarely care about humans unless they're connected to their particular part of the urban
|
||
+landscape. Sometimes they can be persuaded or negotiated with, but not if the character has previously damaged or
|
||
+endangered the divinity's connection—for example, a poacher of urban wildlife probably has no chance of interacting
|
||
+positively with a Divinity of Urban Creatures.
|
||
+
|
||
+Use: A divinity is a powerful aggressive or defensive force, putting the PCs in a position where they must fight or
|
||
+negotiate to prevent death and destruction. In addition to situations where a divinity clashes with those who would
|
||
+exploit them, they may have information or unique magic (such as an unlocking spell) that the characters need to reach a
|
||
+goal.
|
||
+
|
||
+Loot: Divinities rarely carry anything of interest to humans, but they might bequeath to allies a powerful artifact
|
||
+related to some aspect of their domain.
|
||
+
|
||
### DJINNI 7 (21)
|
||
|
||
Djinn inhabit unseen dimensions beyond the visible universe. Just like normal creatures, djinn are individuals, and they
|
||
@@ -32409,6 +46523,45 @@
|
||
GM intrusion: A character within range of the earth elemental's earthquake attack must succeed on a Speed defense roll
|
||
or be covered in an avalanche from a collapsing structure or cliff face.
|
||
|
||
+### ELEMENTAL, ELECTRICITY 4 (12)
|
||
+
|
||
+Electricity elementals alternate between a feral-looking humanoid energy form and a near-spherical cloud of intensely
|
||
+glowing sparks. They spontaneously arise when supernatural events take place near high-voltage wires or electrical
|
||
+substations, and their high rate of speed often means they've traveled hundreds of miles before anyone realizes they
|
||
+appeared. Extremely mobile and curious, they inadvertently or deliberately cause harm wherever they go.
|
||
+
|
||
+Motive: Explore and shock
|
||
+
|
||
+Environment: Anywhere electricity can easily reach
|
||
+
|
||
+Health: 24
|
||
+
|
||
+Damage Inflicted: 4 points
|
||
+
|
||
+Movement: Short; very long with electrical conduction
|
||
+
|
||
+Modifications: Attacks and Speed defense as level 5 due to quickness; stealth as level 2 due to buzzing noise
|
||
+
|
||
+Combat: An electricity elemental strikes twice each round with a limb, or fires one bolt of electricity at a target
|
||
+within short range.
|
||
+
|
||
+As its action, an elemental can heal itself for up to 4 points of health by draining power from a touched electrical
|
||
+machine, creature (such as a robot), manifest cypher, or artifact. A drained object moves one step down the object
|
||
+damage track. A drained robot takes 4 points of damage. A drained manifest cypher is fully consumed and useless. A
|
||
+drained artifact immediately checks for depletion (artifacts with a depletion of "—" are either immune to this ability
|
||
+or have a depletion of 1 in 1d10 for this purpose).
|
||
+
|
||
+An electricity elemental can pass through conductive materials at full speed, ignoring obstacles and difficult terrain.
|
||
+An electricity elemental can power any electrical device that runs on household power, but it's uncomfortable for them
|
||
+and they don't like doing it.
|
||
+
|
||
+Interaction: Electricity elementals are somewhat intelligent but perceive and think at much faster rates than humans, so
|
||
+they quickly become frustrated with "slow" communication. They can be summoned and controlled with magic, but there's a
|
||
+10% chance the elemental breaks free of the spell and attacks or flees.
|
||
+
|
||
+Use: Power grid fluctuations throughout the city may be the result of a roving electricity elemental. Something exploded
|
||
+every car battery along a major street. Something noisy has taken over the eccentric inventor's workshop.
|
||
+
|
||
### ELEMENTAL, THORN 6 (18)
|
||
|
||
The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies
|
||
@@ -33183,6 +47336,155 @@
|
||
activate in a
|
||
less-than-ideal fashion.
|
||
|
||
+### FOUR HOURSEMEN OF THE APOCALYPSE
|
||
+
|
||
+### BEAST 6 (18)
|
||
+
|
||
+Beast (also called "Conquest") is present at mass shootings and acts of genocide. He is adroit at spreading
|
||
+misinformation and, prior to the apocalypse, was often seen on various "newstainment" shows and conspiracy theory
|
||
+websites, spreading lies under an alias. Then and now, he appears in a white suit, accessorized with white shades and
|
||
+gloves. His hair is white, too.
|
||
+
|
||
+Motive: Spread lies; incite others to rabid acts of cruelty
|
||
+
|
||
+Environment: Almost anywhere with a dupe he's gaslighted and/or with one or more of the Four
|
||
+
|
||
+Health: 24
|
||
+
|
||
+Damage Inflicted: 6 points
|
||
+
|
||
+Armor: 1
|
||
+
|
||
+Movement: Short; long when mounted or riding
|
||
+
|
||
+Modifications: Deception as level 8
|
||
+
|
||
+Combat: Beast prefers that others fight in his stead. Those convinced of his lies ease their attacks and defenses, and
|
||
+deal 2 additional points of damage with a successful attack. If forced into conflict, Beast produces a handgun, making
|
||
+two long range attacks as his action. The first time any target is hit by Beast in combat, that target takes damage and
|
||
+must succeed on an Intellect defense roll. A failed roll means the target mistakenly believes one of their allies
|
||
+attacked them instead of Beast. The target gets a new Intellect defense roll each round to realize their error.
|
||
+
|
||
+As one of the Four, Beast can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
|
||
+at the next nearest location that previously experienced a mass shooting or genocidal act.
|
||
+
|
||
+Interaction: Beast comes across as a kind truth teller, someone "just asking questions," but it doesn't take long for
|
||
+perceptive people to realize he's a consummate, continual gaslighter, always working to manipulate others.
|
||
+
|
||
+Use: A sniper on the ridge tries to pick the PCs off as they pass across a bridge. Behind the sniper stands a man in
|
||
+white.
|
||
+
|
||
+### SWORD 6 (18)
|
||
+
|
||
+Sword (also called "War") is never far from large‑scale conflicts. She glories in battle and warfare, and before the
|
||
+world ended, she was a provocateur, a mercenary, a soldier, and sometimes a general. However, once a war is good and
|
||
+started, she prefers fighting over watching. Then and now, she dresses in red, preferring red military attire and a
|
||
+massive sword—or assault rifle—the color of blood.
|
||
+
|
||
+Motive: Hunger for combat; incite war
|
||
+
|
||
+Environment: Almost anywhere war is waged and/or with one or more of the Four
|
||
+
|
||
+Health: 24
|
||
+
|
||
+Damage Inflicted: 6 points
|
||
+
|
||
+Armor: 3
|
||
+
|
||
+Movement: Short; usually has a red mount or vehicle nearby
|
||
+
|
||
+Modifications: Attacks as level 8
|
||
+
|
||
+Combat: Sword's blood colored weapon is either a greatsword or an assault rifle, whatever she needs it to be in the
|
||
+moment. She attacks three times with the sword as her action. With the rifle, she can make one very long range attack
|
||
+(with no hindrance despite the range) or two long range attacks.
|
||
+
|
||
+As part of her attack, she can imbue one bullet each round with an explosive charge. If the attack hits, in addition to
|
||
+normal damage, the target and everyone within immediate range of the target must succeed on a Speed defense roll or take
|
||
+6 points of damage from shrapnel, or 2 points even with a successful roll.
|
||
+
|
||
+As one of the Four, Sword can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
|
||
+at the next nearest location that previously experienced war.
|
||
+
|
||
+Interaction: Sword is full of swagger, often causing fights with biting insults. However, if she can't incite a fight,
|
||
+she's just as happy to start one herself, especially as part of a false flag operation.
|
||
+
|
||
+Use: A band of raiders, dozens strong, appears on the horizon. Leading them is a woman on a red horse.
|
||
+
|
||
+### FAMINE 6 (18)
|
||
+
|
||
+Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor
|
||
+groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc
|
||
+shaped ends that can also be used as an improvised scale.
|
||
+
|
||
+Motive: Starve the living; destabilize organized groups
|
||
+
|
||
+Environment: Almost anywhere people are starving and/or with one or more of the Four
|
||
+
|
||
+Health: 24
|
||
+
|
||
+Damage Inflicted: 6 points
|
||
+
|
||
+Armor: 1
|
||
+
|
||
+Movement: Short; usually has a black mount or vehicle nearby
|
||
+
|
||
+Modifications: Intellect defense as level 8
|
||
+
|
||
+Combat: Famine attacks foes with their chain weapon, attacking up to two targets within immediate range at once, or a
|
||
+single target within short range. On a hit, they inflict damage and can choose to entangle one target, who is held
|
||
+helpless on a failed Might defense roll until they escape. Entangled targets automatically take damage each round from
|
||
+the tightening chains. Alternatively, Famine can release a pulse of decay once every few hours that affects all
|
||
+creatures and food stores within short range. Food automatically goes bad, losing all nutritional value. Living targets
|
||
+in the area that fail a Might defense roll feel an overwhelming pang of hunger and descend one step on the damage track.
|
||
+As one of the Four, Famine can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
|
||
+at the next nearest location that previously experienced death through starvation or other privation.
|
||
+
|
||
+Interaction: Famine is keen to talk about delicacies of every kind, becoming more animated and descriptive about
|
||
+mouthwatering foods and drinks the hungrier those nearby are.
|
||
+
|
||
+Use: The characters are trying to help a group of survivors transport much‑needed food stores to their community when
|
||
+someone all in black on a black motorcycle appears on the road ahead.
|
||
+
|
||
+### PLAGUE 6 (18)
|
||
+
|
||
+Plague (often called "Death") is present wherever people die of disease or infirmity brought on by age. She prefers
|
||
+black and pale green evening wear, including long pale green gloves and often a grinning skull mask. When traveling, she
|
||
+drives a pale green hearse or motorcycle, or rides a horse the same sickly green color.
|
||
+
|
||
+Motive: Death
|
||
+
|
||
+Environment: Almost anywhere people are dying (but especially of disease and/or old age) and/or with one or more of the
|
||
+Four
|
||
+
|
||
+Health: 24
|
||
+
|
||
+Damage Inflicted: 6 points
|
||
+
|
||
+Armor: 1
|
||
+
|
||
+Movement: Short; usually has a pale green mount or vehicle nearby
|
||
+
|
||
+Modifications: Might defense as level 8
|
||
+
|
||
+Combat: When she wishes, Plague wields a scythe, as if she had always been holding it. She attacks twice with it as her
|
||
+action. On a hit, the scythe deals damage and the target must succeed on a Might defense roll. On a failed roll, the
|
||
+target contracts a supernatural disease requiring that they succeed on a Might defense roll each minute or descend one
|
||
+step on the damage track. If an affected target succeeds on three Might defense rolls at any point, they recover. If
|
||
+Plague removes a glove as an action, she can use her next action to imbue her scythe with necrotic power, or simply
|
||
+touch a target with her bare hand. On a hit with either her touch or the imbued scythe, she inflicts damage, and the
|
||
+target must succeed on a Might defense roll or die. Plague can use this ability about once a day, or immediately again
|
||
+if her previous target dies because of it. As one of the Four, Plague can see in the dark, regains 1 health each round,
|
||
+and, if killed, reappears within 1d10 days at the next nearest location that previously experienced death by disease or
|
||
+due to old age.
|
||
+
|
||
+Interaction: Of all the Four, Plague is the most changeable in outlook, and sometimes is even somewhat sympathetic to
|
||
+humanity's plight. When she's in such a mood, persuasive characters could convince Plague to pass them over, though she
|
||
+promises that it's only a temporary stay of death.
|
||
+
|
||
+Use: The characters find a before‑times bunker filled with corpses killed by some strange infection, plus a living
|
||
+"human" wearing a black and pale green evening gown.
|
||
+
|
||
### Fundamental Angel 7 (21)
|
||
|
||
Fundamental angels are mysterious holy beings that maintain and guard fundamental concepts of the universe, such as
|
||
@@ -33282,6 +47584,109 @@
|
||
GM intrusion: The hound flares with energy and the character must succeed on a Might defense task or go blind for ten
|
||
minutes.
|
||
|
||
+### GAMMA WORM 6 (18)
|
||
+
|
||
+Gamma worms hide their large forms by burrowing beneath the ground, and when they emerge on the surface, they cloak
|
||
+themselves behind psychic distortion fields. The only clue someone has that they're being stalked is a smell of cloves
|
||
+over the stale whiff of death. Unfortunately, if someone smells a gamma worm's distinctive odor, it's probably already
|
||
+too late.
|
||
+
|
||
+Gamma worms might be the result of military research, radioactive mutation, or aliens or other strange intruders seeking
|
||
+to eradicate human life as part of their terraforming efforts to change Earth to their liking.
|
||
+
|
||
+Motive: Hunger for flesh; eliminate humans
|
||
+
|
||
+Environment: Almost anywhere
|
||
+
|
||
+Health: 18
|
||
+
|
||
+Damage Inflicted: 6 points
|
||
+
|
||
+Armor: 2 (immune to radiation)
|
||
+
|
||
+Movement: Short; short when burrowing
|
||
+
|
||
+Modifications: Stealth as level 8 when psychic field active; Speed defense as level 5 due to size; ability to see
|
||
+through tricks as level 4
|
||
+
|
||
+Combat: Gamma worms attack twice each round with blades they unfold from their wormlike lengths. Alternatively, about
|
||
+once each hour a gamma worm can unleash a hail of gamma spikes against up to three targets within short range. Targets
|
||
+struck by the spikes take damage and must succeed on a Might defense roll or fall unconscious. Unconscious targets wake
|
||
+up a few rounds later feeling dizzy and slightly sick to their stomach—they've developed radiation sickness.
|
||
+
|
||
+Gamma worms can use their action to generate a psychic field that effectively grants them invisibility. The invisibility
|
||
+lasts until they attack or move more than an immediate distance on their turn.
|
||
+
|
||
+Gamma worms are vulnerable to cold; in chilly conditions, their Speed defense is hindered by four steps. In addition,
|
||
+cold attacks ignore their Armor.
|
||
+
|
||
+Interaction: Gamma worms act like prey driven monsters, but they may have a secret language and purpose (if aliens
|
||
+placed them on Earth to hasten the apocalypse or kill survivors in the post apocalyptic world).
|
||
+
|
||
+Use: Irradiated and hungry gamma worms emerge from the ruins to hunt fresh meat in outlying communities.
|
||
+
|
||
+### GARGOYLE 4 (12)
|
||
+
|
||
+Gargoyles are stone beings of many shapes and sizes that often start their lives as inanimate decor. However, few stay
|
||
+that way forever. Most alternate between dormancy and animated life during the course of their long existence.
|
||
+
|
||
+Although their original purpose was to guard places, they are excellent at guarding almost anything, including other
|
||
+living beings. They can become deeply attached to these places and people, and their loyalty also makes them solid
|
||
+friends, companions, and even familiars.
|
||
+
|
||
+Gargoyles may look like frogs, bunnies, demons, dragons, or any other creature real or imagined. They often (but not
|
||
+always) have wings.
|
||
+
|
||
+Motive: Guarding
|
||
+
|
||
+Environment: Cities, especially on older buildings
|
||
+
|
||
+Health: 12
|
||
+
|
||
+Damage Inflicted: 4 points
|
||
+
|
||
+Armor: 3
|
||
+
|
||
+Movement: Short; long while flying
|
||
+
|
||
+Modifications: Seeing through deception, stealth, hiding, and sneaking as level 6
|
||
+
|
||
+Combat: Most gargoyles don't wish to fight and will do so only reluctantly or if something or someone they're guarding
|
||
+is threatened. Their most basic attack is to throw or fly themselves fully at their foe, hitting the target with their
|
||
+entire body for 4 points of ambient damage (ignores Armor), but they may claw twice, inflicting 4 points of damage with
|
||
+each attack.
|
||
+
|
||
+Gargoyles can see in darkness as if it were daylight.
|
||
+
|
||
+Gargoyles have a number of additional combat options and other abilities at their disposal, including the following:
|
||
+
|
||
+Awaken Friend: Awaken another gargoyle out of its inanimate state and ask it to help. This other gargoyle must be within
|
||
+short range, it acts on the same initiative as the asking gargoyle, and it can take actions starting the turn after it
|
||
+is awakened.
|
||
+
|
||
+Bulwark: Grow to twice their size to prevent others from getting through a doorway or other opening. They are able to
|
||
+stretch out their wings, limbs, and even other body parts to fill the entirety of the space.While in this form they
|
||
+cannot move or attack, but they can return to their normal size as part of another action.
|
||
+
|
||
+Take the Attack: Move up to a short distance on someone else's turn to take an attack directed at the person, place, or
|
||
+object they're guarding. Other than the distance traveled, this works like the taking the attack cooperative action.
|
||
+(Typically, the gargoyle relies on its Armor to absorb most of this damage.)
|
||
+
|
||
+Water Spout: Open their mouth and emit a powerful short-distance stream of water that inflicts 4 points of damage to
|
||
+everyone in its path.
|
||
+
|
||
+Interaction: While gargoyles can be conscripted and tricked into guarding, they're much more likely to throw themselves
|
||
+into the job if someone takes the time to earn their loyalty. They are not always the smartest, but they are very
|
||
+"grumpy sunshine" and often quite funny.
|
||
+
|
||
+Use: Gargoyles work best when used to defend something. PCs can end up at odds with a gargoyle who thinks (incorrectly
|
||
+or correctly) that their beloved building is in danger, or have to find a gargoyle that for some reason has gone missing
|
||
+from their customary perch.
|
||
+
|
||
+Gargoyle Names: All gargoyles have a name, even those that may not have left their dormancy for the first time. However,
|
||
+few will tell someone their real name, as they have a healthy fear of that knowledge being used for ill. Instead, they
|
||
+offer up a nickname, usually something similar, at least until they learn to trust someone fully.
|
||
+
|
||
### GHOST 4 (12)
|
||
|
||
Sounds with no apparent origin, such as the tap of footsteps on the stair, knocking behind the walls, crying from empty
|
||
@@ -33559,6 +47964,66 @@
|
||
GM intrusion: The goblin poisoned its knife. If struck, the character must make a Might defense roll or immediately move
|
||
one step down the damage track.
|
||
|
||
+### GLOWING ROACH 2 (6)
|
||
+
|
||
+Radiation born mutant roaches are terrible individually, but absolutely horrible in swarms. Many times the size of
|
||
+roaches in the before times, these firefly like creatures prefer dark areas, such as ruined subways and abandoned
|
||
+basements.
|
||
+
|
||
+Some swarms are rumored to have an insidious group intelligence, one that is utterly inimical to humankind.
|
||
+
|
||
+Motive: Hunger for flesh
|
||
+
|
||
+Environment: Anywhere dark, usually in nests of four to ten (or more)
|
||
+
|
||
+Health: 6
|
||
+
|
||
+Damage Inflicted: 2 points
|
||
+
|
||
+Armor: 2
|
||
+
|
||
+Movement: Short; short when flying
|
||
+
|
||
+Modifications: Speed defense as level 3 due to small size; perception as level 5
|
||
+
|
||
+Combat: A glowing roach attacks with radioactive mandibles. When four glowing roaches act together, they can make a
|
||
+single attack as a level 4 creature inflicting 4 points of damage. Targets damaged by a group of glowing roaches must
|
||
+also succeed on a difficulty 4 Might defense task or face additional consequences from the effects of radiation and
|
||
+slashing mandibles, as determined on the Glowing Roach Effects table. The effects are cumulative and last until a target
|
||
+makes a recovery roll.
|
||
+
|
||
+Sometimes a single glowing roach mutates further, allowing it to grow into a 20 foot (6 m) long monstrosity. Thankfully,
|
||
+these monstrous glowing roaches are rare and seldom come out into the light.
|
||
+
|
||
+Roaches dislike bright illumination: in sunlight or other bright light, glowing roach attacks are hindered.
|
||
+
|
||
+\*Monstrous glowing roach: level 5, Speed defense as level 4; Armor 2; mandible attack inflicts 7 damage and results in
|
||
+a check on the Glowing Roach Effects table
|
||
+
|
||
+Interaction: Glowing roaches almost always react like voracious insects, despite their size. That is, except for swarms
|
||
+of ten or more, which act like sapient creatures. Sapient swarms may try to lure survivors, possibly even spelling out
|
||
+human readable letters in the sand that anonymously ask for help or promise it. But it's a ruse; they despise humans for
|
||
+all the ways people used to exterminate roaches in the before times.
|
||
+
|
||
+Use: A visit to a ruined hospital or airport scares up a few glowing roaches when light is introduced to a dark place.
|
||
+
|
||
+Glowing Roach Effects
|
||
+
|
||
+D6 Effect
|
||
+
|
||
+1 Head wound: Intellect defense tasks hindered
|
||
+
|
||
+2 Wounded leg: Speed defense tasks hindered
|
||
+
|
||
+3 Gut wound: Might defense tasks hindered
|
||
+
|
||
+4 Spit in eye: Perception tasks hindered
|
||
+
|
||
+5 Limb numb: Physical tasks hindered
|
||
+
|
||
+6 Lingering radioactive effect: Refer to Radiation in the Real World and possibly Incredible Mutations if your game has
|
||
+such fantastic elements.
|
||
+
|
||
### GODMIND 10 (30)
|
||
|
||
Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all
|
||
@@ -33855,6 +48320,108 @@
|
||
GM intrusion: A harpy snatches something a character is wearing or carrying on a failed Speed defense roll. The harpy
|
||
throws away or flees with the stolen item
|
||
|
||
+### HAUNTED CAR 5 (15)
|
||
+
|
||
+Whether you call them haunted, possessed, misenchanted, cursed, or just plain evil, some cars develop a hateful will,
|
||
+the ability to drive themselves, and a love for the smell of blood on asphalt.
|
||
+
|
||
+A haunted car makes a bond with a chosen driver—usually someone with a similarly evil nature, or a meek person the car
|
||
+can influence and control. Over time, the driver might physically transform due to the car's influence, becoming more
|
||
+attractive, confident, and cruel. The car is jealous of anyone interested in its chosen driver, either pushing the
|
||
+driver to turn them away or hunting them down on its own.
|
||
+
|
||
+A haunted car has an empathic connection with its chosen driver, conveying simple emotions and desires when within short
|
||
+range. It otherwise is limited to whatever it can play on its radio, using snippets of songs (typically from the era it
|
||
+was made) as threats or taunts toward its next victims.
|
||
+
|
||
+A haunted car lets itself be driven by its chosen driver, but it is capable of driving itself with great skill and can
|
||
+operate any moveable part of itself (doors, locks, trunk, and so on).
|
||
+
|
||
+> Chosen driver: level 2, social interaction as level 1, driving and repairs as level 3
|
||
+>
|
||
+> A chosen driver trained or indoctrinated by a haunted car might develop abilities similar to the Drives Like a Maniac
|
||
+> focus or, if they can use magic, the Is a Car Wizard focus.
|
||
+
|
||
+Motive: Violence and vengeance
|
||
+
|
||
+Environment: Anywhere cars can go
|
||
+
|
||
+Health: 20
|
||
+
|
||
+Damage Inflicted: 6 points
|
||
+
|
||
+Armor: 2 or 3
|
||
+
|
||
+Movement: Long (or faster outside of combat)
|
||
+
|
||
+Modifications: Speed defense as level 4 due to size; stealth as level 3 due to size and engine noise
|
||
+
|
||
+Combat: A haunted car attacks by colliding with or running over a foe, inflicting 6 points of damage. If the car does
|
||
+nothing but move at least a short distance on its turn, its attack in the next round is eased and inflicts an additional
|
||
+5 points of damage. If a foe is within it, the car moves its interior parts (seats, seat belts, and so on) to crush and
|
||
+choke them, tries to force them out with an open door and a hard turn, or (if all else fails) crashes in an attempt to
|
||
+eject the passenger through the windshield.
|
||
+
|
||
+A haunted car can drive itself a long distance each round and still take another action (such as attacking). Most can
|
||
+reach an overland speed of up to 100 miles per hour (160 kph).
|
||
+
|
||
+A haunted car with at least 1 health recovers a few points of health every hour. The chosen driver can double this rate
|
||
+by actively repairing the car.
|
||
+
|
||
+Interaction: A haunted car doesn't converse or bargain. It lurks, using engine noises and evocative songs from its radio
|
||
+to intimidate and threaten anyone it wants to kill.
|
||
+
|
||
+Use: Haunted cars go looking for trouble or to hurt those who harmed them or their driver.
|
||
+
|
||
+Loot: A haunted car created by magic might have a few strange bits that can be used as magical cyphers. Otherwise, it's
|
||
+worth whatever cash a chop shop or junkyard will pay for it—assuming that won't just spread its malice to other vehicles
|
||
+. . .
|
||
+
|
||
+### HELL MARY 5 (15)
|
||
+
|
||
+Say her name thirteen times, but only if you dare. Over the ages, Hell Mary has been rumored to be a ghost, a witch, a
|
||
+demon, and a hoax, and perhaps she has been all of these over time. But now she is none of these and more—over the years
|
||
+of worship and wonder and whispers, she has morphed into something far greater than the sum of her parts.
|
||
+
|
||
+Now she is a demon, built of blood and bone and sustained purely by revenge.
|
||
+
|
||
+Those who wish to call her merely need say her name thirteen times while looking into a mirror (or just three times if
|
||
+the mirror has magic of any kind to it). Those who seek revenge may call upon her for aid, but only if she deems their
|
||
+need worthy. Those who call her on a whim or a dare will shortly find themselves in dire straits.
|
||
+
|
||
+In the mirror, she looks at first like a glare of light, then as a skeleton or dead body, then as a woman with the face
|
||
+of a nightmare—empty eye sockets and a single bloodshot eye in her forehead. Her mouth is full of sharpened teeth, and
|
||
+the claws of her hands are curled and silver‑tipped. Her skin and dress are so coated in blood it's impossible to tell
|
||
+where they end and she begins. As she starts to crawl from the mirror, she moves faster and faster until she pulls
|
||
+herself fully free as a corporeal being. Typically, Hell Mary will not attack creatures that she deems as innocent or
|
||
+unworthy of revenge, unless they provoke her in some way.
|
||
+
|
||
+Motive: Revenge
|
||
+
|
||
+Environment: Anywhere with a mirror
|
||
+
|
||
+Health: 15
|
||
+
|
||
+Damage Inflicted: 5 points
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Intimidation as level 7
|
||
+
|
||
+Combat: Hell Mary merely has to scream at, strangle, or scratch a foe within immediate range to inflict 5 points of
|
||
+Intellect damage (ignores Armor).
|
||
+
|
||
+She can curse a creature within short range to experience intense fear, stunning them for a minute or until they succeed
|
||
+at an Intellect defense roll to break free.
|
||
+
|
||
+She can possess a willing summoner for a few rounds in order to enact revenge on their behalf. During this time her
|
||
+summoner can only watch, feel, and listen as Hell Mary gets them their retribution.
|
||
+
|
||
+Interaction: Hell Mary only cares about one thing— revenge. All other topics are likely to fall upon deaf ears.
|
||
+
|
||
+Use: A character was attacked and calls upon Hell Mary to help them seek revenge. Someone is using Hell Mary to seek
|
||
+revenge (rightfully or wrongfully) upon a character.
|
||
+
|
||
### Hivemind Child 2 (6)
|
||
|
||
A hivemind family is a scouting expedition of part-alien creatures sent to study and infiltrate human society, either
|
||
@@ -33971,6 +48538,53 @@
|
||
GM intrusion: When a hollow knight is destroyed, a gauntlet flies up, grabs a character, and won't let go. A difficulty
|
||
7 Might task is required to pry it loose
|
||
|
||
+### HOOKED BLOSSOM 2 (6)
|
||
+
|
||
+Hooked blossoms germinate almost like regular plants but can root even on constructed surfaces, including cement and
|
||
+sometimes metal. Rooted juveniles display pinkish flowers—which some equate to the color of an open wound—that give off
|
||
+an alluring perfume.
|
||
+
|
||
+If they mature, they uproot themselves, revealing an ambulatory body plated in a dull grey metallic hide and limbs that
|
||
+end in a single hook like digit.
|
||
+
|
||
+Both forms are dangerous. The most common variety of rooted blossoms work in small groups to cook prey with focused
|
||
+beams of microwave energy. Ambulatory versions are about the size of large domestic cats. They use their sharp limbs to
|
||
+hook themselves into a target, then use their flowers to cook their prey or, alternatively, put them to sleep for later
|
||
+consumption.
|
||
+
|
||
+Juvenile, rooted blossom: level 1; Armor 1; a group of five flowers attacks with a level 3 microwave ray inflicting 3
|
||
+ambient damage
|
||
+
|
||
+Motive: Hunger for flesh
|
||
+
|
||
+Environment: In groups of five or more anyplace touched by radiation, mutation, or AI genetic‑nanotech engineering
|
||
+
|
||
+Health: 6
|
||
+
|
||
+Damage Inflicted: 3 points
|
||
+
|
||
+Armor: 2
|
||
+
|
||
+Movement: Short; immediate when climbing
|
||
+
|
||
+Modifications: Speed defense as level 4 due to size; disguise as level 6 when not moving
|
||
+
|
||
+Combat: A mature blossom attacks twice with its hooks, inflicting damage with each strike. If a blossom hitsa target,
|
||
+the target must succeed on a second Speed defense roll, which is hindered. On a failed roll, the blossom hooks itself to
|
||
+the target until the target can detach the blossom with a successful Might roll as their action. Each round a blossom is
|
||
+hooked to a target, the target automatically takes 3 points of ambient damage from microwave energy emitted by the
|
||
+creature's bloom. Some varieties of hooked blossoms produce soporific pollen (treat as poison) instead of microwaves. If
|
||
+a character is hooked by one of these blossoms, they must instead succeed on an Intellect defense roll each round they
|
||
+remain hooked, or fall asleep. A sleeping target must be roused by an ally or suffer physical damage to wake. Each round
|
||
+a target remains asleep, they automatically take 3 points of Intellect damage (ignores Armor). In its juvenile, rooted
|
||
+form, a hooked blossom resembles a flower with a metallic stem, which is dangerous when active. In direct sunlight, a
|
||
+rooted hooked blossom regains 1 point of health each round.
|
||
+
|
||
+Interaction: Hooked blossoms act much like animal predators, though they are not concerned with self‑preservation.
|
||
+
|
||
+Use: The scavenging PCs spy a flower‑clad hill in the distance, shining in the sun. Even from here, they can smell the
|
||
+pleasant perfume drifting on the breeze.
|
||
+
|
||
### HUNGRY HAZE
|
||
|
||
Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
|
||
@@ -34196,6 +48810,67 @@
|
||
passed. They all have strange marks and wounds, but no one remembers why. One character—an NPC or follower—might even be
|
||
missing.
|
||
|
||
+### INTERNET D@EMON 3 (9)
|
||
+
|
||
+Weird apps and viruses are a frequent problem on internet-enabled devices, even more so when magic is brought into the
|
||
+mix. Internet d@emons are semi-sentient bits of code that live in computers and smart devices. Initially created to be
|
||
+harmless or even helpful (fulfilling a simple purpose such as converting files, refining data searches, or anonymizing
|
||
+an IP address), they've become aggressive and malicious, either deliberately created to cause harm or bucking the
|
||
+constraints of their original code to evolve and multiply. Unsuspecting sorcerers might grab a magical app that promises
|
||
+quicker access to difficult spells or insight on the next big crypto drop, accidentally infecting their devices with a
|
||
+dangerous techno-magical creature.
|
||
+
|
||
+Most magicians draw the attention of an internet d@emon by using malware cypher apps like EasyMagic.
|
||
+
|
||
+> Internet d@emons have grown beyond their original programming and function like creatures rather than simple software—
|
||
+> essentially, they're a sort of magical limited artificial intelligence. They're immune to abilities that only affect
|
||
+> non-sentient programs.
|
||
+>
|
||
+> Some magicians have tried partnering with a d@emon, allowing it to feed on their magic in exchange for a daily
|
||
+> magic-enhancing cypher, but the d@emon's hunger usually grows too strong for it to resist taking more magic than the
|
||
+> character planned for.
|
||
+
|
||
+Motive: Hunger for magic
|
||
+
|
||
+Environment: Computers, smart devices, and areas with strong wireless internet access
|
||
+
|
||
+Health: 9
|
||
+
|
||
+Damage Inflicted: 3 points
|
||
+
|
||
+Armor: 1
|
||
+
|
||
+Movement: Short; travels through the internet at nearly instantaneous speed
|
||
+
|
||
+Modifications: Speed defense, perception, and stealth as level 5
|
||
+
|
||
+Combat: A d@emon outside of an internet‑connected device attacks by siphoning magic from a creature within short range,
|
||
+inflicting 3 points of Intellect damage (ignores Armor). However, usually the d@emon prefers to remain hidden within a
|
||
+computer or smart device, slowly and gently draining magic from a nearby creature without being noticed.
|
||
+
|
||
+When a magic-capable creature uses a ten‑minute, one-hour, or ten-hour recovery roll within immediate range of a device
|
||
+with an internet d@emon, subtract 1 from the result of the recovery roll. Over time, the d@emon's siphoning power
|
||
+strengthens, increasing to 2 or even 3 points taken from every recovery roll. An affected creature can attempt a
|
||
+perception task against the d@emon's stealth modifier to realize that something is tapping into their magic.
|
||
+
|
||
+If the character discovers which app or device the d@emon is associated with, deleting the app or destroying the device
|
||
+forces the d@emon to either flee through the internet (requiring its action for one to three rounds, depending on local
|
||
+transmission speeds) or immediately manifest in its visible physical form. If manifested, a d@emon attempts to feed on
|
||
+the weakest foe in the area, and once it is sated it leaves the area (breaking off combat if possible) to find a
|
||
+high-speed wireless internet connection so it can transmit itself far away in search of another victim.
|
||
+
|
||
+> Once per day, an internet d@emon can create a malware magical app cypher (such as EasyMagic.app), placing it in an app
|
||
+> store (physical or online) or sending out a burst of emails with a link to where the app can be downloaded.
|
||
+>
|
||
+> Interaction: D@emons are persistent and reasonably clever. They can be bargained with or bribed, but they tend to be
|
||
+> greedy and would rather hide or pretend to leave than make a deal.
|
||
+>
|
||
+> Use: An internet d@emon usually starts out as an innocuous app subtly draining magic, then switches to an active,
|
||
+> aggressive mode when discovered or if starved.
|
||
+
|
||
+Loot: A destroyed internet d@emon's physical form leaves behind a lace-like fragment of magical energy that functions as
|
||
+a meditation aid cypher.
|
||
+
|
||
### JOTUNN (NORSE GIANT)
|
||
|
||
Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally
|
||
@@ -34716,6 +49391,60 @@
|
||
GM intrusion: The destroyed soldier explodes in a gout of flame, black smoke, and steam, inflicting 6 points of damage
|
||
to all within immediate range.
|
||
|
||
+### MELTED 4 (12)
|
||
+
|
||
+Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather,
|
||
+not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy
|
||
+supercollider. Dozens of different but parallel timelines smashed into each other. The few survivors were fused beings
|
||
+composed of many different alternate versions of the same person, each still "radioactive" with latent transdimensional
|
||
+energy.
|
||
+
|
||
+Motive: Surcease from constant pain; absorb more sapient beings
|
||
+
|
||
+Environment: Groups of three to five roaming the ruins
|
||
+
|
||
+Health: 15
|
||
+
|
||
+Damage Inflicted: 4 points; see Combat
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Initiative and Speed defense as level 5 due to seeing a second into the future
|
||
+
|
||
+Combat: The melted attack with two claws.
|
||
+
|
||
+If a melted defeats a foe, they "consume" it by drawing it fully into their body cavity as their action, healing the
|
||
+melted for 10 health and giving the creature a few hours free of pain, allowing their mind to clear.
|
||
+
|
||
+A given melted may also have a trait associated with the transdimensional energy they burn with.
|
||
+
|
||
+Interaction: A few of the melted gain moments of clarity, but all are burdened with anguish stemming from their fused
|
||
+state. They unleash their full fury on whoever and whatever they catch among the ruins, but they seem particularly bent
|
||
+on finding and absorbing scientists.
|
||
+
|
||
+Use: A group of the melted seek out a surviving scientific installation and attempt to consume everyone nearby.
|
||
+
|
||
+Loot: One out of three melted may carry a manifest cypher (in the form of before times military tech), such as an armor
|
||
+reinforcer or a sonic detonation.
|
||
+
|
||
+Transdimensional Energy Enhancement
|
||
+
|
||
+D6 Effect
|
||
+
|
||
+1 Enhanced strength: Attacks inflict 6 points of damage (instead of 4)
|
||
+
|
||
+2 Healing factor: Regains 2 health each round
|
||
+
|
||
+3 Bite: In addition to their claw attacks, makes a bit attack each round that inflicts 6 points of damage
|
||
+
|
||
+4 Gravitic repulsion: Flies a long distance each round
|
||
+
|
||
+5 Dimensional instability: Teleports up to a long distance before or after each attack
|
||
+
|
||
+6 Transdimensional blast: About once each hour, emits transdimensional energy filling an adjacent short area; all
|
||
+creatures in the area take 6 points of ambient damage on a failed Might defense roll, as parts of them temporarily fuse
|
||
+with other affect creatures, or creatures in alternate dimensions
|
||
+
|
||
### MERFOLK 3 (9)
|
||
|
||
Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish bodies from the waist down.
|
||
@@ -35533,6 +50262,51 @@
|
||
GM Intrusion: The photonomorph uses its ability to create a hard- light object or effect that is perfect for aiding it
|
||
for the situation at hand.
|
||
|
||
+### POLLUTION GOBLIN 2 (6)
|
||
+
|
||
+Pollution goblins are strange child-sized creatures that arise in environments where pollution or toxic waste is common.
|
||
+Their green skin is covered in scabs and pustules, except where it looks melted by acid, and their eyes have a wicked
|
||
+green glow that's faintly visible in the dark. They don't seem to have much of a culture or society, roaming around
|
||
+polluted areas like scavenging insects. They often ignore each other's presence and never attack each other, but they
|
||
+immediately unite against a common foe if any of them are threatened. A pollution goblin's semi-liquefied body can slide
|
||
+up or down any firm surface, allowing them to climb anywhere with ease. Pollution goblins have bones and internal
|
||
+organs, but they're oddly shaped and don't match those of any known creature. Because of this, and how they quickly melt
|
||
+away if killed, they might actually be artificial beings like homunculi, or inanimate matter given life like an
|
||
+elemental. They seem to arise spontaneously in locations where pollution reaches a threshold, and they don't reproduce
|
||
+in the normal biological sense. Pollution goblins are stupid and easily tricked, but it doesn't take long for them to
|
||
+realize they've been deceived, and they always make sure to punish someone who fools them.
|
||
+
|
||
+Motive: Hunger for flesh; spreading filth
|
||
+
|
||
+Environment: Anywhere there is pollution, in groups of three to ten
|
||
+
|
||
+Health: 8
|
||
+
|
||
+Damage Inflicted: 3 points
|
||
+
|
||
+Armor: 1 (5 against poison and radiation)
|
||
+
|
||
+Movement: Short; short when climbing
|
||
+
|
||
+Modifications: Might defense as level 3; perception and stealth as level 5; see through deception as level 1
|
||
+
|
||
+Combat: Pollution goblins use scavenged weapons to attack prey at range, preferring stolen pistols (usually with only
|
||
+one or two bullets left) or hurled containers of toxic goo. When up close, they bite.
|
||
+
|
||
+A pollution goblin's body is infused with dangerous chemicals. Any person spending their turn within immediate range of
|
||
+a pollution goblin must succeed at a Might defense roll or become sick. Within an hour, all their tasks are hindered,
|
||
+and for every 24 hours that pass, they must make another Might defense roll or move one step down the damage track (a
|
||
+success ends the sickness).
|
||
+
|
||
+Pollution goblins regain 2 points of health per round.
|
||
+
|
||
+Interaction: Pollution goblins have a rudimentary understanding of whatever human language is dominant in their area.
|
||
+Most conversations with them are about acquiring food and protecting and expanding their territory (which means
|
||
+spreading contaminants over a wider area).
|
||
+
|
||
+Use: Pollution goblins are an early symptom of a larger and greater problem. By the time a group of them is discovered,
|
||
+the area is already poisoned and will take time and money to contain and clean up.
|
||
+
|
||
### POSTHUMAN 7 (21)
|
||
|
||
Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
|
||
@@ -35788,6 +50562,174 @@
|
||
|
||
Use: The Snow Queen guards the entrance to a place the characters need to enter.
|
||
|
||
+### RADIOACTIVE BEAR 7 (21)
|
||
+
|
||
+Exposure to radiation and other mutagens—or possibly the malign design of some before times military lab or inscrutable
|
||
+AI instance—transformed an already large and aggressive bear into something truly horrific. Standing well over 20 feet
|
||
+(6 m) tall, radioactive bears are drawn to radioactive areas, which empower and sustain them, though not completely.
|
||
+Which is why sometimes they head into uncontaminated areas to hunt large game. They especially prefer people.
|
||
+
|
||
+Motive: Hunger for flesh and radiation
|
||
+
|
||
+Environment: Anywhere radioactive
|
||
+
|
||
+Health: 35
|
||
+
|
||
+Damage Inflicted: 7 points
|
||
+
|
||
+Armor: 1 (immune to radiation)
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Speed defense as level 4 due to size; perception as level 8
|
||
+
|
||
+Combat: Creatures within immediate range of a radioactive bear are irradiated on a failed Might defense task, hindering
|
||
+their tasks on their next turn.
|
||
+
|
||
+The bear attacks twice each round with its claws, or bites once. If its bite attack succeeds against a target suffering
|
||
+from radiation sickness, the bear regains 5 points of health.
|
||
+
|
||
+On a target's failed Might defense roll, the bear holds the target in its jaws, hindering their tasks until they can
|
||
+escape. If the bear begins its turn with a target held in its jaws, the bear automatically deals bite damage as its
|
||
+action.
|
||
+
|
||
+As an action, the bear can cough forth a radioactive cloud once every few hours (and again if the bear is killed),
|
||
+targeting everything within immediate range. Targets that fail a Might defense roll take damage from the radiation.
|
||
+
|
||
+If the radioactive bear is the result of military or AI design rather than a natural mutation, it may also have a
|
||
+mechanism capable of firing a long range laser at distant targets, deployed from a harness fused to the creature's
|
||
+flesh.
|
||
+
|
||
+In areas of dangerous radiation, the radioactive bear regains 2 points of health each round.
|
||
+
|
||
+Interaction: Radioactive bears are clever predators, sly if they need to be. If not too hungry, a radioactive bear might
|
||
+let potential prey pass it by, assuming they don't antagonize the bear.
|
||
+
|
||
+Use: The characters glance behind them as they drive their vehicle across the landscape and see a huge bear, apparently
|
||
+giving chase.
|
||
+
|
||
+### RAIDER
|
||
+
|
||
+Stripped of humanity by brutal living conditions and their determination to survive no matter the cost, raiders still
|
||
+look human. But beneath that veneer, they're feral.
|
||
+
|
||
+Motive: Raid and kill for what they want
|
||
+
|
||
+Environment: Groups of four to six roaming the ruins
|
||
+
|
||
+Interaction: If a raider believes a just met survivor has food, water, or shelter, or might prove to be a threat
|
||
+immediately or at any later date, they laugh off any suggestion of parley and attack.
|
||
+
|
||
+Use: The raider encampment has a new leader, a warlord whose presence doubles raider activity.
|
||
+
|
||
+### FELL RIDER 3 (9)
|
||
+
|
||
+Motorcycle riding raiders keep their "motor wheels" alive through constant tinkering and repair. The two wheeled
|
||
+machines are modified with spears, spikes, lances, and sometimes guns and flamethrowers. Fell riders wear heavy
|
||
+protective garments made from fur, salvaged clothing, and leather from past targets. Goggles protect their eyes, and
|
||
+bones are sewn through their wild, greasy hair as decoration.
|
||
+
|
||
+Health: 12
|
||
+
|
||
+Damage Inflicted: 4 points
|
||
+
|
||
+Armor: 1
|
||
+
|
||
+Movement: Short; long while riding motorcycle
|
||
+
|
||
+Modifications: Motorcycle repair and modification as level 5; stealth tasks as level 0 due to screaming engines
|
||
+
|
||
+Combat: Using pikes, spears, or lances welded to the front of their bike, a fell rider typically makes ride‑by attacks
|
||
+against foes from just outside short range. A fell rider is one with their bike, always moving to engage and disengage.
|
||
+If knocked from their bike (possibly a minor effect), a fell rider's attacks and Speed defenses are hindered until they
|
||
+regain the seat as their action. Some riders use larger four‑wheeled vehicles with open canopies instead of motorcycles.
|
||
+These fell riders have 2 Armor and can attempt a run‑down attack on up to three targets that are next to each other and
|
||
+not in a vehicle, inflicting 8 points of damage. Struck targets that fail a Might defense roll descend one step on the
|
||
+damage track.
|
||
+
|
||
+Loot: A fell rider's motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel.
|
||
+
|
||
+### MARAUDER 3 (9)
|
||
+
|
||
+Marauders are raiders who attack with stealth, wrapping themselves in light smothering clothes and targeting survivors
|
||
+after midnight. By day, they act like regular people, part of a survivor community. That's pretense; when time allows,
|
||
+they torture targets to death and take flesh trophies.
|
||
+
|
||
+Health: 12
|
||
+
|
||
+Damage Inflicted: 4 points; see Combat
|
||
+
|
||
+Movement: Short; short when climbing
|
||
+
|
||
+Modifications: Stealth and deception tasks as level 5
|
||
+
|
||
+Combat: Marauders use stealth and the night to position themselves before attacking, hoping to make their initial attack
|
||
+with surprise using bladed weapons. Whether they have surprise or not, if they attack before their target's first
|
||
+action, their attacks are eased and inflict 6 points of damage.
|
||
+
|
||
+Marauders often dose their bladed weapons with poison, so targets must also make a Might defense roll or take 2 points
|
||
+of Speed damage (ignores Armor) each round for three rounds.
|
||
+
|
||
+### WARLORD 5 (15)
|
||
+
|
||
+A warlord enjoys supreme authority over other raiders. Brutal rulers, warlords are a living symbol of power and strength
|
||
+where survival is valued above all else.
|
||
+
|
||
+Warlords caparison themselves in trophies of vanquished enemies—such as gilded skulls or flayed skins. Some wear garish
|
||
+helms designed to intimidate. An impressive weapon, especially something from the before times, is always close at hand.
|
||
+A warlord is rarely encountered without raiders and other lackeys that fight for and serve them.
|
||
+
|
||
+Motive: Control through fear and brutality
|
||
+
|
||
+Environment: Usually in the company of five to twenty raiders
|
||
+
|
||
+Health: 25
|
||
+
|
||
+Damage Inflicted: 5 points
|
||
+
|
||
+Armor: 3
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Defends as level 6 due to nearby raiders willing to take no actions other than defend the warlord
|
||
+
|
||
+Combat: Warlords attack twice each round with bladed or spiked melee weapons or ranged firearms. When possible, they
|
||
+fight from an open canopy vehicle (driven by another raider).
|
||
+
|
||
+A warlord directly leads the raiders they command, fighting at the forefront but also issuing orders. Underlings deal 1
|
||
+additional point of damage when the warlord can see them and issue commands.
|
||
+
|
||
+Most warlords have a specific additional advantage they can pull out to win a fight. See the table below.
|
||
+
|
||
+Interaction: Warlords have lackeys and lieutenants that interact with outsiders. They prefer to make pronouncements and
|
||
+threats from on high.
|
||
+
|
||
+Use: The museum, lab, or other important structure the characters wanted to visit to carry out their mission has fallen
|
||
+under the control of a warlord and a dozen or more raiders.
|
||
+
|
||
+Loot: A warlord may carry an artifact.
|
||
+
|
||
+Unique Warlord Advantage
|
||
+
|
||
+D6 Advantage
|
||
+
|
||
+1 Rocket launcher (level 7): long‑range weapon inflicts 7 points of damage on targets in an immediate area (depletion:
|
||
+1–2 in 1d6)
|
||
+
|
||
+2 Fire thrower (level 7): immediate‑range weapon inflicts 7 points of damage on all targets within immediate range
|
||
+(depletion: 1 in 1d10)
|
||
+
|
||
+3 Release the beast: Gives the command to "release the beast"; a melted loyal to warlord charges into the fight
|
||
+
|
||
+4 Force shield (level 5): Static field blocks all incoming attacks against the warlord for one round (depletion: 1–2 in
|
||
+1d10)
|
||
+
|
||
+5 Power gauntlet: Warlord's power gauntlet grabs foe and automatically deals damage from crushing until foe escapes
|
||
+
|
||
+6 Skystrike: Calls in a "skystrike" from a battered wristband; a round later, a missile launched from a before‑times
|
||
+satellite strikes nearby, inflicting 10 points of damage on all creatures within a short area who fail a Speed defense
|
||
+roll, and 2 points on those who succeed (depletion: automatic)
|
||
+
|
||
### RAVAGE BEAR 4 (12)
|
||
|
||
A ravage bear is a hideous predator that hunts entirely by sense of smell. It is blind and nearly deaf, but it still
|
||
@@ -36981,6 +51923,60 @@
|
||
|
||
GM Intrusion: The character is blinded for one or two rounds after being struck by the synth's searing plasma ball.
|
||
|
||
+### TELEVISION THOUGHTFORM 3 (9)
|
||
+
|
||
+A television thoughtform is a nexus of images and videos from TV programming, brought to life—usually accidentally—by
|
||
+unconscious or deliberate magic. Typically, the thoughtform looks like a specific television character in the real
|
||
+world, but objects and even locations have been known to manifest as thoughtforms. The thoughtform isn't initially aware
|
||
+that they're a manifestation of a fictional television program, but over time they usually come to realize their
|
||
+artificial origin and that the "world" they lived in and the people they knew there weren't real. Most thoughtforms
|
||
+adapt to their new situation, but some have a traumatic response to their new reality and become dangerous.
|
||
+
|
||
+> A thoughtform is a thought or idea made real, usually through intense belief, concentration, or magic. Buddhist
|
||
+> philosophy has a similar concept called a "tulpa."
|
||
+>
|
||
+> It's possible to create a thoughtform of a real person out of documentary footage, newscasts, interviews, or other
|
||
+> media where the person on the screen is portraying themselves. These thoughtforms tend to have a poor time adjusting
|
||
+> to a reality where they are an artificial copy of a real person, rejected by their friends and loved ones.
|
||
+
|
||
+Motive: Acceptance; adjustment to the real world
|
||
+
|
||
+Environment: Anywhere their fictional self would feel comfortable
|
||
+
|
||
+Health: 9
|
||
+
|
||
+Damage Inflicted: 3 or 6 points (see below)
|
||
+
|
||
+Armor: 1
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Intellect defense as level 4; assuming their fictional role as level 5
|
||
+
|
||
+Combat: Television thoughtforms attack using whatever methods are appropriate for their character. For most people, this
|
||
+means improvised weapons like chairs and baseball bats, inflicting 3 points of damage. Battle-competent characters such
|
||
+as police officers, sci-fi soldiers, and fantasy heroes tend to use lethal weapons like pistols and swords, inflicting 6
|
||
+points of damage.
|
||
+
|
||
+Thoughtforms can incidentally alter their own reality in small ways relevant to their fictional self, such as suddenly
|
||
+changing outfits to match the situation, producing useful equipment (like a weapon or mobile phone) out of nothing, or
|
||
+instantly recovering 3 points of health. The thoughtform usually hand-waves how they were able to do this; pressing them
|
||
+on these abilities eventually leads to them learning that they're a thoughtform. These abilities might happen
|
||
+automatically as part of the thoughtform's action, or they might use an action to duck out of sight and return after the
|
||
+change has happened.
|
||
+
|
||
+Interaction: A thoughtform that's ignorant of their true nature acts exactly as their fictional self would. An aware
|
||
+thoughtform develops their own personality over time, which might be similar to their fictional persona or radically
|
||
+different as a rebellion against how they were "forced" to act.
|
||
+
|
||
+> Use: Thoughtforms create quirky, interesting, and misleading encounters where PCs and NPCs mistake them for
|
||
+> cosplayers, famous actors, people experiencing delusions (about a fictional city or a "hologram program"), or odd
|
||
+> local residents (such as a hard-boiled detective or a high-school sports hero or bully). They sometimes know secret
|
||
+> information about the media they're from.
|
||
+
|
||
+Loot: Although a dead thoughtform and their equipment slowly fades away into nothingness, sometimes they leave behind an
|
||
+interesting cypher.
|
||
+
|
||
### THUNDERING BEHEMOTH 7 (21)
|
||
|
||
When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
|
||
@@ -37157,6 +52153,68 @@
|
||
GM intrusion: The tyrannosaurus's tail swings around and knocks the character tumbling out of short range and possibly
|
||
into dangerous terrain.
|
||
|
||
+### URBAN BROWNIE 3 (9)
|
||
+
|
||
+While most people are familiar with rural brownies with their wizened, ragged appearance and their penchant for helping
|
||
+with farming tasks, the urban brownie is a very different type of entity. Having adapted to live in cities and
|
||
+decent-sized towns, urban brownies tend to care much more about their appearance and prefer less outdoorsy forms of
|
||
+labor.
|
||
+
|
||
+Most are natty dressers, often altering the clothing of large dolls or young children to create well-heeled outfits for
|
||
+themselves. They prefer to have their own private spaces in people's homes or businesses, but will inhabit small
|
||
+shelters or niches if they can't find any other home. Many live in coffee shops, finding the offerings of caffeine and
|
||
+pastries well worth the tasks they perform in thanks (usually cleaning, making elegantly lettered signs, and organizing
|
||
+cupboards). They're most active in the evenings and overnight, but some choose to acclimate to the rhythm of the city
|
||
+they live in and can be seen during the day.
|
||
+
|
||
+A brownie who feels insulted, disrespected, or unappreciated will quickly become malicious and spread word about whoever
|
||
+treated them so poorly.
|
||
+
|
||
+Motive: Comfort and security
|
||
+
|
||
+Environment: Homes and shops where food is present
|
||
+
|
||
+Health: 9
|
||
+
|
||
+Damage Inflicted: 3 points
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level
|
||
+### 4
|
||
+
|
||
+Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category.
|
||
+
|
||
+Mend: Spend two rounds mending something that is broken (up to level 5). The item works for two rounds before it returns
|
||
+to its broken state. (This ability does not work on used cyphers or depleted artifacts.)
|
||
+
|
||
+Needle and Thread: Magically sew a creature's clothing, shoes, accessories, or skin to something else, making it
|
||
+difficult for the creature to move. The creature's actions are hindered until they succeed on a level 3 Might defense
|
||
+roll to break free.
|
||
+
|
||
+No See Me: Take the shape of a small object in the vicinity, such as a cookie jar, shoe, or vase. The brownie is
|
||
+indistinguishable from the object, and the effect lasts for one minute or until they take a combat action.
|
||
+
|
||
+Put That Anywhere: Move an item within short range in such a way that it trips up and injures a foe, such as slamming a
|
||
+door closed, knocking a rake across a pathway, or dropping a chandelier from the ceiling. The foe takes 3 points of
|
||
+damage and, depending on the circumstances, may be knocked prone if they fail a Might defense roll.
|
||
+
|
||
+> Shine-Shine-Shine: Spend two rounds making a (willing) person, place, or thing so pretty that it is wonderful to look
|
||
+> upon. All foes are unable to look away for one round and lose their next action. All allies are bolstered by the
|
||
+> beauty and gain an asset on their next action.
|
||
+>
|
||
+> Interaction: Brownies are typically mischievous and tricky, with a love of puns, riddles, and puzzles. They appreciate
|
||
+> those who appreciate them and are a bit like crows in that they long-remember the faces of those who have helped or
|
||
+> harmed them.
|
||
+
|
||
+Use: Brownies are usually supportive characters in a story, but they may be vexing tricksters—or even outright
|
||
+antagonists if living in a home where the primary foe (or a player character) mistreats them. They're usually overlooked
|
||
+by nonmagical people, so they often witness secret events and have interesting information.
|
||
+
|
||
+> \*Rural brownies have the same stats as urban brownies. The differences between them are mostly in appearance and
|
||
+> personality, as rural brownies tend to dress in rags, prefer to work at night, and are not opposed to doing manual
|
||
+> labor outdoors in all manner of weather—provided they're well-rewarded.
|
||
+
|
||
### VACUUM FUNGUS 5 (15)
|
||
|
||
Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine
|
||
@@ -37384,6 +52442,56 @@
|
||
GM intrusion: The vat reject also has a radioactive sting. On a failed Might defense roll, the character struck by the
|
||
reject descends one step on the damage track.
|
||
|
||
+### VULTURE SPIRIT 3(9)
|
||
+
|
||
+Vulture spirits look like tall humans with bald heads and horrible, hunched posture. They blend in, and they like it
|
||
+that way. Vulture spirits subsist on other people's pain and misery, which has led to a bad reputation that's hard to
|
||
+shake.
|
||
+
|
||
+Despite prevalent misconceptions, vulture spirits generally prefer not to cause pain and misery—they just feed on what's
|
||
+already present, providing relief in the process. They're gentle and reserved, with soft, scratchy voices. The most
|
||
+well-known and well-respected vulture spirits work in medical professions and form symbiotic relationships with their
|
||
+patients.
|
||
+
|
||
+Motive: Consume anguish
|
||
+
|
||
+Environment: Anywhere pain and misery can be found
|
||
+
|
||
+Health: 10
|
||
+
|
||
+Damage Inflicted: 4 points
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Intellect defense, perception, and stealth as level 5
|
||
+
|
||
+Combat: Vulture spirits are rarely violent; they attack when threatened, to defend chosen allies, or out of desperation.
|
||
+A dying vulture spirit may use their last strength to pounce on a creature they judge to be an easy target, subsequently
|
||
+using the pain they inflict to restore their own health.
|
||
+
|
||
+Vulture spirits gain 1 point of health for every minute spent in physical contact with someone (other than a vulture
|
||
+spirit) experiencing pain or suffering, such as a creature below half its normal health or Pool points, a debilitated
|
||
+PC, or someone with a chronic illness. Recovery rolls made while in contact with a vulture spirit are increased by 3
|
||
+points.
|
||
+
|
||
+A vulture spirit can use the following magical abilities.
|
||
+
|
||
+Recalling the Worst: Open their mouth and emit a short-distance blast of energy. If the foe fails an Intellect defense
|
||
+roll, they take 4 points of damage and lose their next action as they relive their worst memory.
|
||
+
|
||
+Remote Draining: If a creature within short range is experiencing pain or suffering, the vulture spirit can use their
|
||
+action to drain it from that creature. The spirit gains 1 point of health and the creature's affliction is alleviated
|
||
+for one round.
|
||
+
|
||
+Interaction: Vulture spirits are clever and shy. They can speak human languages but revert to bird sounds such as
|
||
+screeching, clicking, and trilling when stressed. Though they forage for pain to consume alone, they prefer to live in
|
||
+large groups.
|
||
+
|
||
+Use: Vulture spirits are good for creating eerie encounters about sickness and pain, especially if the player characters
|
||
+mistake the spirit as the cause of the trouble rather than incidental to it.
|
||
+
|
||
+Loot: A vulture spirit's pockets are full of feathers, altogether which function as a curative cypher.
|
||
+
|
||
### WARDROID 6 (18)
|
||
|
||
When star troopers need heavy support, they sometimes bring in wardroids. These fearsome robots, standing about 8 feet
|
||
@@ -37881,6 +52989,65 @@
|
||
|
||
Loot: Whatever shoes she's wearing (which are very likely an artifact).
|
||
|
||
+### WITCHFOX 4 (12)
|
||
+
|
||
+A witchfox is a supernatural creature whose natural form is that of a fox, but they can transform into a human form and
|
||
+walk among regular people. Like humans, some are evil, some are good, and most are in the middle, but many of the
|
||
+stories and legends are about the bad ones. A witchfox's fur is usually red, black, or silver, but some are pure white.
|
||
+Witchfoxes often have multiple tails (up to nine); most human legends say the creature gains more tails as it gets
|
||
+older, wiser, and more powerful.
|
||
+
|
||
+Witchfoxes don't have human morals, but ones friendly to humans try their best to adapt, with mixed results. For
|
||
+example, a witchfox thinks it's fine to steal something from a person they dislike and give that item as a gift to
|
||
+someone they like. Most witchfoxes are afraid of dogs and avoid spending time near them or near people who have them.
|
||
+
|
||
+Witchfoxes are also known as vulps or fox sorcerers.
|
||
+
|
||
+Motive: Preying on or living in human society; knowledge and power
|
||
+
|
||
+Environment: Anywhere humans can live, or houses or dens in the forest
|
||
+
|
||
+Health: 15
|
||
+
|
||
+Damage Inflicted: 4 points
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Disguise and social interaction as level 6
|
||
+
|
||
+Combat: A witchfox in fox form can attack with their bite, and in human form they use human weapons, but in general they
|
||
+prefer magic. Most witchfoxes can use the following abilities.
|
||
+
|
||
+Bewilder: The witchfox enchants a foe within short range who fails an Intellect defense roll. The foe turns on their
|
||
+allies, wanders off, or waits quietly, as directed by the witchfox. This lasts for one minute, or ends early if the
|
||
+character succeeds on an
|
||
+
|
||
+Intellect defense roll as part of their turn.
|
||
+
|
||
+Feed: The witchfox draws on the life force of an adjacent dead or nearly dead person (GM's discretion), or eats the
|
||
+heart of a dead person, restoring 4 points of health and easing all tasks for the next day.
|
||
+
|
||
+Human Guise: The witchfox changes shape into a human form (any gender, any age). They usually have a "tell" indicating
|
||
+their nonhuman nature, such as a fox's tail, a fox-like face, fur on their body, or a fox's shadow. The witchfox can
|
||
+revert to their fox form as part of another action.
|
||
+
|
||
+Illusion: The witchfox creates a nonmoving illusion in a short area, such as making a hovel look like a home or an empty
|
||
+glade seem eerie and oppressive. The illusion lasts as long as the witchfox remains within a long distance.
|
||
+
|
||
+Magical Blast: The witchfox attacks a creature within short range with electricity, fire, or poison, inflicting 4 points
|
||
+of Might or Speed damage (ignores Armor).
|
||
+
|
||
+Interaction: A witchfox in human form tries to keep up the pretense of being human for as long as possible. Once their
|
||
+true nature is revealed, they're likely to bargain for what they want (a home, safety, their magical cravings) or attack
|
||
+or flee if negotiations turn against them.
|
||
+
|
||
+Use: A witchfox is potentially a threat, thief, criminal, rival, informant, or romantic partner, depending on their
|
||
+personal attitude and the reaction of the player characters. They like to trade secrets they know in exchange for safety
|
||
+and companionship.
|
||
+
|
||
+Loot: A witchfox usually has one or two cyphers and some magical ingredients. Most of their other wealth is actually
|
||
+leaves, twigs, stones, and scrap paper, all covered with illusions.
|
||
+
|
||
### Wolf, Big Bad 8 (24)
|
||
|
||
The Big Bad Wolf (just call him the Wolf, for he is truly the only one worthy of that title) is a beast of near
|
||
@@ -38317,6 +53484,105 @@
|
||
been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2
|
||
zombie.
|
||
|
||
+### ZOMBIE HULK 5 (15)
|
||
+
|
||
+Most zombies are mindless, shambling, hungry, and infectious. Some varieties, despite their semblance to corpses, enjoy
|
||
+a regenerative process that keeps them active regardless of grievous wounds, rotting flesh, and sometimes missing limbs
|
||
+or organs. That same process kicks into overdrive in zombie hulks, converting everything they eat into additional mass
|
||
+and muscle. The result is three times as massive as a regular zombie and five times as dangerous.
|
||
+
|
||
+ZOMBIE SPRINTER: Instead of being much larger than normal, a zombie's regenerative system can imbue it with incredible
|
||
+quickness, making it much faster than the shamblers often encountered. The resulting zombie sprinter's speed and
|
||
+ferocity make it hard to escape.
|
||
+
|
||
+Zombie sprinter: level 3, initiative as level 5; moves a long distance each round; three bites per round inflict 3
|
||
+damage each; retains 1 health if attack roll result that would have downed it was an even number
|
||
+
|
||
+Motive: Hunger (for flesh, cerebrospinal fluid, certain human hormones, or whatever it is that nourishes the zombie in
|
||
+the setting)
|
||
+
|
||
+Environment: Almost anywhere, alone or with other zombie varieties
|
||
+
|
||
+Health: 23
|
||
+
|
||
+Damage Inflicted: 8 points
|
||
+
|
||
+Armor: 2
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Speed defense as level 3 due to size; perception as level 7
|
||
+
|
||
+Combat: A zombie hulk bashes with massive, permanently balled fists stained with the gore of past targets.
|
||
+
|
||
+Alternatively, a zombie hulk can bite a target. When this occurs, it's almost impossible to force the hulk's jaws apart
|
||
+again. When a target takes damage from a bite, they must also succeed on a Speed defense roll or one of their limbs is
|
||
+clamped in the hulk's mouth. The target automatically takes damage each round they are caught, and all their tasks are
|
||
+hindered, including attempts to escape. Meanwhile, the hulk is free to bash other foes as its action even as it chews on
|
||
+a previously caught target.
|
||
+
|
||
+If an attack would reduce the zombie hulk's health to 0, it does so only if the number rolled for the attack was an even
|
||
+number; otherwise, the zombie is reduced to 1 point of health instead.
|
||
+
|
||
+Interaction: A zombie hulk may choose to smash a nearby structure instead of going straight toward food, but it is
|
||
+typically a mindless, unreasoning monster.
|
||
+
|
||
+Use: Just when it seems like the characters understand the situation with zombies, a zombie hulk appears, making it
|
||
+clear that bizarre and dangerous zombie permutations are possible. If a regular zombie can become a hulk, what other
|
||
+ways can they mutate and evolve?
|
||
+
|
||
+### ZORP 1 (3)
|
||
+
|
||
+Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show
|
||
+up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble
|
||
+somewhere, more are soon to follow. Zorps combine the most destructive aspects of puppies and young children; they tear
|
||
+up clothing and decorations to craft simple "costumes," scribble on walls and papers, eat ingredients left out on the
|
||
+kitchen counter, make armpit farts during sentimental moments, whisper insults at guests, spill potted plants, and leave
|
||
+little poops in the middle of the floor.
|
||
+
|
||
+Zorps communicate effectively with each other using grunts, nonsense words, gestures, and facial expressions. After
|
||
+hearing any spoken language, they can speak and understand that language for a few minutes, but their grammar and
|
||
+vocabulary are childlike. They can easily mimic a person's voice, but only seem to do so to make fun of them or mislead
|
||
+others.
|
||
+
|
||
+> Zorps using their native "language" sound vaguely French. "Zagree goo!" "Zoot lorz!" "Encroy!" "Stoopy fohn!" "Say tee
|
||
+> nowee!"
|
||
+>
|
||
+> Zorps also tend to "die" if startled or hurt—it's their automatic reaction to a potential threat, much like a possum
|
||
+> "playing possum."
|
||
+
|
||
+Motive: Mischief and curiosity
|
||
+
|
||
+Environment: Anywhere there is potential for trouble
|
||
+
|
||
+Health: 6
|
||
+
|
||
+Damage Inflicted: 2 points
|
||
+
|
||
+Movement: Short; immediate when climbing or jumping
|
||
+
|
||
+Modifications: Attacks as level 2; Speed defense as level 3 due to size and quickness; stealing and stealth as level 4
|
||
+
|
||
+Combat: Zorps only attack when they are threatened, usually by biting or stabbing with an improvised sharp object, but
|
||
+they can just as easily harm foes by dropping heavy things from above, activating dangerous devices in the area, or
|
||
+tripping opponents onto pointy edges and corners. Any of these attacks inflicts 2 points of damage.
|
||
+
|
||
+Zorps are notoriously hard to kill. If an attack would reduce a zorp's health to 0, it does so only if the number rolled
|
||
+in the attack was an even number; otherwise, the zorp takes no damage but appears to "die" in a burst of purple liquid
|
||
+resembling paint, leaving behind no body. (The zorp actually has scuttled to a hiding space within immediate range and
|
||
+will move farther away as soon as they can do so safely, returning later after recovering health or when their curiosity
|
||
+gets the better of them.)
|
||
+
|
||
+Interaction: Zorps seem to have the intelligence of a smart dog or a typical toddler but are easily distracted from
|
||
+attempts to communicate. Bribes of candy, wrapping paper, and loud toys can hold their attention for a minute or so.
|
||
+
|
||
+Use: Zorps are chaotic and mischievous, with no regard for the consequences of their actions or the feelings of others.
|
||
+They're not intentionally malicious, but they can cause trouble and outright harm simply by "playing" too hard with
|
||
+important things.
|
||
+
|
||
+Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest
|
||
+cypher.
|
||
+
|
||
## NPCs
|
||
|
||
The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.
|
||
@@ -38424,6 +53690,76 @@
|
||
|
||
GM intrusions: The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders.
|
||
|
||
+### BARD 3 (9)
|
||
+
|
||
+A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
|
||
+musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
|
||
+creating fascinating tales and dramatic speeches.
|
||
+
|
||
+Motive: Entertainment, interaction, and novel experiences
|
||
+
|
||
+Health: 10
|
||
+
|
||
+Damage Inflicted: 3 points
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
|
||
+
|
||
+Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a
|
||
+bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short
|
||
+range.
|
||
+
|
||
+A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature
|
||
+friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by
|
||
+two steps, turning invisible for a minute, or negating sound for a minute.
|
||
+
|
||
+Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to
|
||
+critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
|
||
+
|
||
+Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch,
|
||
+they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns
|
||
+the will of a crowd against them.
|
||
+
|
||
+Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
|
||
+moderately priced item and one or two cyphers.
|
||
+
|
||
+### BERSERKER 3 (9)
|
||
+
|
||
+A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
|
||
+choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
|
||
+wild beasts.
|
||
+
|
||
+Motive: Glory in battle
|
||
+
|
||
+Health: 12
|
||
+
|
||
+Damage Inflicted: 4 points
|
||
+
|
||
+Armor: 1 (or 3 when berserk)
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Climbing, jumping, running, and Speed defense as level 4
|
||
+
|
||
+Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
|
||
+can't easily get close to their foes.
|
||
+
|
||
+A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
|
||
+fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
|
||
+relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
|
||
+raging berserker fights only with melee weapons and won't retreat from battle.
|
||
+
|
||
+ Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
|
||
+throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
|
||
+or honor.
|
||
+
|
||
+Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town
|
||
+and picks fights with the local toughs.
|
||
+
|
||
+Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
|
||
+group might have a cypher that enhances strength or toughness.
|
||
+
|
||
### Cannibal 3 (9)
|
||
|
||
A cannibal is someone who has decided that eating other people is not only necessary but desirable. Whether this
|
||
@@ -38454,6 +53790,39 @@
|
||
GM intrusion: The cannibal reveals a severed and gnawed- upon body part of a previous victim. The character must succeed
|
||
on an Intellect defense task or be stunned and lose their next turn.
|
||
|
||
+### CHANGELING 3 (9)
|
||
+
|
||
+Fey creatures sometimes kidnap a human child and leave a changeling in its place, tricking the human parents into
|
||
+raising an inhuman creature as their own offspring. The changeling has a foot in two worlds, living as a spy or sleeper
|
||
+agent for the fey, but thoroughly enjoying their life among humans.
|
||
+
|
||
+Motive: Serving the fey; finding their place in the world
|
||
+
|
||
+Health: 9
|
||
+
|
||
+Damage Inflicted: 3 points
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Might defense as level 2; deception, disguise, and stealth as level 4
|
||
+
|
||
+Combat: Changelings use human weapons.
|
||
+
|
||
+A changeling can use an action to alter their appearance for a minute or so to match that of someone they've seen. This
|
||
+is a reasonable likeness, although they may not know their target's mannerisms, accent, and other nonphysical qualities.
|
||
+
|
||
+Some changelings are vulnerable to iron, taking an extra 1 point of damage from any iron or steel weapon.
|
||
+
|
||
+Interaction: Changelings aren't inherently untruthful or untrustworthy, but sometimes they can't help but embellish a
|
||
+fact or take advantage of a situation. They otherwise act like regular people, but spending enough time with them
|
||
+usually reveals an odd quirk or attitude.
|
||
+
|
||
+Use: An acquaintance is having trouble at home (because their family realized they're a changeling). Someone suspects a
|
||
+family member is actually a changeling.
|
||
+
|
||
+Loot: Changelings have the same kinds of personal items that humans do, but they often have a token or other treasured
|
||
+thing that doesn't quite belong (and might secretly be a cypher or artifact).
|
||
+
|
||
### Child 1 (3)
|
||
|
||
Children play the roles of urchins, siblings, daughters, sons, waifs, servants, royal family members, child brides, and
|
||
@@ -38494,6 +53863,50 @@
|
||
|
||
Someone mistakenly thinks a character has stolen the child, and attacks them.
|
||
|
||
+### CORPORATE MAGE 4 (12)
|
||
+
|
||
+A corporate mage is a professional spellcaster working for a company, using their magic to fix problems. They have a
|
||
+similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company's
|
||
+interests are protected. They're paid well, dress to show it, and aren't above unethical (or even illegal) acts to get
|
||
+the job done. They work alone, in pairs, or with a lawyer and a few bodyguards.
|
||
+
|
||
+Lawyer: level 2, law and intimidation as level 4
|
||
+
|
||
+Bodyguard: level 2; Armor 1; short-range pistol inflicts 4 damage
|
||
+
|
||
+Stats for a corporate mage also work well for paranormal law enforcement NPCs, such as the police or FBI.
|
||
+
|
||
+Motive: Accomplish the goals of their employer
|
||
+
|
||
+Health: 12
|
||
+
|
||
+Damage Inflicted: 4 points
|
||
+
|
||
+Armor: 1 (from spell)
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Intellect defense as level 5
|
||
+
|
||
+Combat: Corporate mages are trained to handle normal people and magic threats, and they usually attack with a
|
||
+short-range blast of cold, fire, force, or electricity. Some carry a concealed handgun for situations where magic isn't
|
||
+allowed or effective.
|
||
+
|
||
+A corporate mage knows quite a few spells, including knocking a person unconscious for a few minutes, turning invisible
|
||
+for a few minutes, temporarily befriending a reluctant person, creating an illusory disguise of a nondescript role (such
|
||
+as construction worker or technician), granting themselves +1 Armor, reading minds, and teleporting back to
|
||
+headquarters. Many of them have some training in law, espionage, governmental operations, or a scientific field.
|
||
+
|
||
+Interaction: Corporate mages are hard and intimidating. If they can get what they want without using magic, they'll do
|
||
+so, but they aren't afraid to make a demonstration of supernatural force when necessary.
|
||
+
|
||
+Use: Corporate mages do the dirty work of sketchy businesses. They're not here to make friends, and they know just how
|
||
+far to push someone (especially a powerless person) to get what they want, sometimes by bending (but not quite breaking)
|
||
+the law.
|
||
+
|
||
+Loot: A corporate mage usually has a cypher that's helpful for their current assignment, plus the cash equivalent of one
|
||
+or two expensive items.
|
||
+
|
||
### Crafter 2 (6)
|
||
|
||
Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters
|
||
@@ -38562,6 +53975,45 @@
|
||
|
||
GM intrusion: The crime boss uses a clever trick or cypher to block all incoming attacks in a given round of combat.
|
||
|
||
+### DEMON HUNTER 3 (9)
|
||
+
|
||
+In a world where demons, witches, and other evil magical creatures are free to prey upon humanity, hunters are one of
|
||
+the few things that keep them in check. They usually have to keep their work secret and are slow to trust anyone, but
|
||
+once befriended they have a habit of showing up just when help is needed.
|
||
+
|
||
+Depending on the setting, a demon hunter might hunt demons, vampires, witches, or all supernatural creatures.
|
||
+
|
||
+> Exceptional hunter: level 5; attacks and Intellect defense as level 6; perception, tracking, and creature lore as
|
||
+> level 7; health 20; attacks deal 6 damage
|
||
+
|
||
+Motive: Hunt down and defeat their chosen foes
|
||
+
|
||
+Health: 12
|
||
+
|
||
+Damage Inflicted: 4 points
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Attacks and Intellect defense as level 4; perception, tracking, and creature lore as level 5
|
||
+
|
||
+Combat: A typical hunter is weaker than the average demon or witch, and prefers to outwit their foes rather than engage
|
||
+in a straight-up fight. Knowing this, they pick their battles carefully and use ambush tactics and strength of
|
||
+numbers—either another hunter or several support characters such as priests and soldiers—to help defeat their foes. A
|
||
+hunter usually has a good idea of their opponent's strengths and weaknesses, and they plan and react accordingly.
|
||
+
|
||
+Interaction: Many novice hunters are overconfident and condescending. Others (especially the more experienced ones) are
|
||
+paranoid and hardened by battle and the deaths of too many friends. They react positively if given respect.
|
||
+
|
||
+Use: A couple of rough-looking drifters arrive in a classic car, looking for trouble. Someone who seems to be a meek
|
||
+professor turns out to secretly be a hunter.
|
||
+
|
||
+Loot: Hunters carry equipment needed for their job, cash, and perhaps an old book (cypher) with an ability relevant to
|
||
+their current prey.
|
||
+
|
||
+Priest: level 2, religious lore and all interaction tasks as level 6
|
||
+
|
||
+Soldier: level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 damage
|
||
+
|
||
### DETECTIVE 3 (9)
|
||
|
||
Detectives are usually veterans of their organization (such as the police, city watch, marshals, space command, and so
|
||
@@ -38594,6 +54046,109 @@
|
||
GM intrusion: The detective intuits the character's next attack and moves perfectly so that an ally of the character
|
||
takes the attack instead.
|
||
|
||
+### DRUID 4 (12)
|
||
+
|
||
+A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
|
||
+plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
|
||
+society-hating hermits in others.
|
||
+
|
||
+Motive: Protecting nature
|
||
+
|
||
+Health: 12
|
||
+
|
||
+Damage Inflicted: 4 points
|
||
+
|
||
+Armor: 1
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Nature lore, perception, and stealth as level 5
|
||
+
|
||
+Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual
|
||
+tools such as daggers and sickles.
|
||
+
|
||
+A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for
|
||
+4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming
|
||
+into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a
|
||
+black bear, hawk, viper, or wolf.
|
||
+
|
||
+Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or
|
||
+exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries,
|
||
+sapient trees, satyrs, and so on).
|
||
+
|
||
+Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers
|
||
+and hunters who stray too far from civilization.
|
||
+
|
||
+Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
|
||
+cyphers or perhaps an artifact.
|
||
+
|
||
+### DWARF 4(12)
|
||
+
|
||
+A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
|
||
+to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
|
||
+
|
||
+Motive: Defense, loyalty, honor
|
||
+
|
||
+Health: 15
|
||
+
|
||
+Damage Inflicted: 5 points
|
||
+
|
||
+Armor: 2
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
|
||
+
|
||
+Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They're used to working together to defend
|
||
+their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
|
||
+damage.
|
||
+
|
||
+Dwarf leaders are usually officers or priests.
|
||
+
|
||
+ Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
|
||
+them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
|
||
+sturdy hammer.
|
||
+
|
||
+Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement
|
||
+with a human city leader—or redress for an old insult.
|
||
+
|
||
+Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such
|
||
+as tools or exploration gear) and perhaps a cypher or two.
|
||
+
|
||
+### ELF 4 (12)
|
||
+
|
||
+An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
|
||
+Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
|
||
+the most beautiful sunset, or the perfect love song.
|
||
+
|
||
+Motive: Curiosity
|
||
+
|
||
+Health: 12
|
||
+
|
||
+Damage Inflicted: 5 points
|
||
+
|
||
+Armor: 1
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Perception, Speed defense, and any two noncombat skills as level 5
|
||
+
|
||
+Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and
|
||
+fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
|
||
+
|
||
+A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
|
||
+or repairing clothing.
|
||
+
|
||
+Interaction: Elves appreciate beauty, grace, and skill, and they don't respond well to crudeness or bluster, especially
|
||
+from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
|
||
+humor.
|
||
+
|
||
+Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is
|
||
+said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
|
||
+
|
||
+Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made)
|
||
+curios and mementos, and usually a cypher.
|
||
+
|
||
### GUARD 2 (6)
|
||
|
||
Guards keep the peace but don't usually show much initiative. Ultimately, they do as they're ordered by their superiors,
|
||
@@ -38628,6 +54183,38 @@
|
||
GM intrusion: 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's
|
||
foes.
|
||
|
||
+### HALFLING 3 (9)
|
||
+
|
||
+A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
|
||
+or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
|
||
+folk as scouts, burglars, and loyal companions.
|
||
+
|
||
+Motive: Defense, comfort
|
||
+
|
||
+Health: 9
|
||
+
|
||
+Damage Inflicted: 3 points
|
||
+
|
||
+Armor: 0 or 1
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
|
||
+
|
||
+Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
|
||
+creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
|
||
+ally so they can attack a foe's back and legs.
|
||
+
|
||
+Interaction: Halflings enjoy the company of larger folks as long as they aren't mocked for their size. They're brave and
|
||
+determined when they need to be, though some might complain about wanting to go home.
|
||
+
|
||
+Use: A young halfling wants to have some adventures before settling down. The local thieves' guild is said to employ
|
||
+halflings as lookouts and cutpurses, sometimes disguised as human children.
|
||
+
|
||
+Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
|
||
+or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
|
||
+bag of tools.
|
||
+
|
||
### Huntsman/Woodcutter 2 (6)
|
||
|
||
A huntsman may be in the employ of a powerful magic user, protecting a section of the woods they consider their own, or
|
||
@@ -38742,6 +54329,83 @@
|
||
in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes
|
||
for 3 points of damage.
|
||
|
||
+### PALADIN 4 (12)
|
||
+
|
||
+Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
|
||
+and most of them expect to die in battle against an evil foe.
|
||
+
|
||
+Motive: Protecting the innocent, destroying evil
|
||
+
|
||
+Health: 15
|
||
+
|
||
+Damage Inflicted: 5 points
|
||
+
|
||
+Armor: 2 or 3
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Attacks and Might defense as level 5
|
||
+
|
||
+Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and
|
||
+draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand
|
||
+(defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed
|
||
+defense).
|
||
+
|
||
+Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the
|
||
+presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched
|
||
+creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
|
||
+
|
||
+Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
|
||
+evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a "grey
|
||
+area." However, they are not fools and won't throw away their lives for nothing.
|
||
+
|
||
+Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
|
||
+villain to smite.
|
||
+
|
||
+Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
|
||
+lucky enough to have an artifact (usually a weapon or armor).
|
||
+
|
||
+### PHARMACEUTICAL SORCERER 3 (9)
|
||
+
|
||
+A pharmaceutical sorcerer is an apothecary, doctor, dentist, magical healer, counselor, surgeon, and nutritionist all in
|
||
+one. They have devoted themselves to the art and science of healing, using a combination of methods to achieve
|
||
+remarkable success. Some work in drugstores, some have their own specialized businesses, and some administer aid from
|
||
+their homes or a public clinic. They might wear medical scrubs or a white coat over normal clothing.
|
||
+
|
||
+Assistant: level 2, healing as level 3
|
||
+
|
||
+Motive: Healing and promoting good health
|
||
+
|
||
+Health: 9
|
||
+
|
||
+Damage Inflicted: 3 points
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Medicine, herbs, and healing as level 5
|
||
+
|
||
+Combat: Pharmaceutical sorcerers prefer to avoid combat, but they can attack with short-range nonlethal spells or drugs
|
||
+that inflict 4 points of Might or Intellect damage (ignores Armor).
|
||
+
|
||
+A pharmaceutical sorcerer knows several spells, such as healing a touched creature for 4 health or Pool points,
|
||
+identifying diseases and afflictions, removing or ameliorating afflictions and chronic conditions for a day, or making a
|
||
+patient feel relaxed and safe for a few hours. They're usually licensed and trained to perform minor medical procedures
|
||
+such as administering vaccines, applying topical medicines, and splinting broken bones.
|
||
+
|
||
+A pharmaceutical sorcerer often has one or more assistants, protégés, or students who help with clients or other aspects
|
||
+of running their health practice. They are generally on good terms with doctors, licensed therapists, nurses,
|
||
+magic-using priests, and other professionals in the health field.
|
||
+
|
||
+Interaction: Pharmaceutical sorcerers are compassionate, intelligent, and well-informed. They want to help people, but
|
||
+sometimes are stymied by paperwork, laws, and lack of money.
|
||
+
|
||
+Use: Pharmaceutical sorcerers are usually support characters using their magic to heal others and prevent harm. Their
|
||
+extensive knowledge of helpful magic, medicinal herbs, and health science makes them useful for diagnosing strange
|
||
+symptoms and ruling out minor afflictions to find the real cause of a problem.
|
||
+
|
||
+Loot: In addition to standard medicines, handheld medical tools, and herbs and drugs, the sorcerer might have a healing
|
||
+cypher or some interesting payment from a patient.
|
||
+
|
||
### Robber/Thief 4 (12)
|
||
|
||
Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want what you have, and they're willing to
|
||
@@ -41580,962 +57244,6 @@
|
||
|
||
(You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.)
|
||
|
||
-### EXAMPLE FANTASY ARTIFACTS
|
||
-
|
||
-The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
|
||
-tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
|
||
-major items (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the
|
||
-minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
|
||
-table.
|
||
-
|
||
-### MINOR FANTASY ARTIFACTS TABLE
|
||
-
|
||
-| 01-02 | Adamantine rope |
|
||
-|-------|-------------------------|
|
||
-| 03-06 | Alchemist bag |
|
||
-| 07-09 | Armored cloth |
|
||
-| 10-15 | Belt of strength |
|
||
-| 16-18 | Bounding boots |
|
||
-| 19-21 | Cat's eye spectacles |
|
||
-| 22-24 | Cloak of elfkind |
|
||
-| 25-26 | Coil of endless rope |
|
||
-| 27-28 | Crown of the mind |
|
||
-| 34 | Crystal ball |
|
||
-| 35-37 | Deflecting shield |
|
||
-| 38-40 | Elfblade |
|
||
-| 41-43 | Enchanted armor |
|
||
-| 44-49 | Exploding arrow |
|
||
-| 50-55 | Gloves of agility |
|
||
-| 56-58 | Gruelmake |
|
||
-| 59-60 | Helm of water breathing |
|
||
-| 61-66 | Mastercraft armor |
|
||
-| 67-72 | Mastercraft weapon |
|
||
-| 73-75 | Mindshield helment |
|
||
-| 76-77 | Pack of storage |
|
||
-| 78-79 | Poisoner's touch |
|
||
-| 80-85 | Protection amulet |
|
||
-| 86-87 | Shield of two skies |
|
||
-| 88-92 | Skill ring |
|
||
-| 93 | Soulflaying weapon\* |
|
||
-| 94-96 | Sovereign key |
|
||
-| 97-98 | Tunneling gauntlets |
|
||
-| 99 | Vorpal sword |
|
||
-| 00 | Whisperer in the ether |
|
||
-
|
||
-### MAJOR FANTASY ARTIFACTS TABLE
|
||
-
|
||
-| 01-03 | Angelic ward\* |
|
||
-|-------|-------------------------------------------------|
|
||
-| 04 | Book of all spells |
|
||
-| 05 | Cloak of Balakar |
|
||
-| 06-07 | Crown of eyes |
|
||
-| 08 | Death's scythe |
|
||
-| 09-10 | Demonflesh |
|
||
-| 11 | Demonic rune blade |
|
||
-| 12-15 | Dragontongue weapon |
|
||
-| 16-18 | Dragontooth soldiers |
|
||
-| 19-20 | Explorer's gloves |
|
||
-| 21-23 | Falcon cloak |
|
||
-| 24-25 | Flying carpet |
|
||
-| 26-27 | Ghostly armor |
|
||
-| 28-30 | Guardian idol |
|
||
-| 31-33 | Hand of glory |
|
||
-| 34-36 | Horn of thunder |
|
||
-| 37-39 | Instant ladder |
|
||
-| 40-43 | Lightening hammer |
|
||
-| 44-47 | Necromantic wand |
|
||
-| 48-50 | Ring of dragon's flight\* |
|
||
-| 51-53 | Ring of fall flourishing |
|
||
-| 54-56 | Ring of invisibility |
|
||
-| 57 | Ring of wishes |
|
||
-| 58-60 | Smooth stepping boots |
|
||
-| 61-62 | Soul-stealing knife |
|
||
-| 63-65 | Spellbook of elemental summoning |
|
||
-| 66 | Spellbook of the amber mage\* |
|
||
-| 67-69 | Staff of black iron |
|
||
-| 70-74 | Staff of healing |
|
||
-| 75-77 | Staff of the prophet |
|
||
-| 78-79 | Storm shack |
|
||
-| 80-83 | Trap runestone |
|
||
-| 84-88 | Wand of firebolts\* |
|
||
-| 89-93 | Wand of spider's webbing |
|
||
-| 94-97 | Witch's broom |
|
||
-| 98-00 | Roll twice on the Minor Fantasy Artifacts table |
|
||
-
|
||
-\* Artifact found in the Fantasy Artifacts section of the Cypher System
|
||
-
|
||
-### ADAMANTINE ROPE
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: A 50-foot (15 m) length of black rope
|
||
-
|
||
-Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to
|
||
-damage (including attempts to cut it) from anything less than the artifact's level.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### ALCHEMIST BAG
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Embroidered velvet bag
|
||
-
|
||
-Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion
|
||
-bottle or scroll case. These cyphers do not count against a character's cypher limit.
|
||
-
|
||
-Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
|
||
-
|
||
-### ARMORED CLOTH
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on)
|
||
-
|
||
-Effect: This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point
|
||
-it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way encumbering).
|
||
-This clothing cannot be worn with armor of any kind.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### BELT OF STRENGTH
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Thick leather belt with a metal buckle and rivets
|
||
-
|
||
-Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5
|
||
-(or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above their
|
||
-normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be
|
||
-restored with recovery rolls, healing magic, or similar effects).
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### BOOK OF ALL SPELLS
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Weighty tome filled with pages of spell runes
|
||
-
|
||
-Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
|
||
-of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
|
||
-
|
||
-When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
|
||
-following table, then rolling on the indicated table in the Cypher System Reference Document:
|
||
-
|
||
-| d6 | Cypher Type |
|
||
-|-----|------------------------------------|
|
||
-| 1–2 | Roll on the Manifest Cypher table |
|
||
-| 3-5 | Roll on the Fantastic Cypher table |
|
||
-| 6 | Roll on the Subtle Cypher table |
|
||
-
|
||
-The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't
|
||
-remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
|
||
-
|
||
-As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
|
||
-said that turning to the last page makes the book vanish and appear somewhere else in the world.
|
||
-
|
||
-The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to
|
||
-copy, remove, or destroy a page only makes the book turn to a later page on its own.
|
||
-
|
||
-Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by
|
||
-1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
|
||
-later page, or disappear and reappear somewhere else in the world.)
|
||
-
|
||
-### BOUNDING BOOTS
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Sturdy but flexible boots
|
||
-
|
||
-Effect: The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping
|
||
-and running (easing one of these skills by two steps if the artifact is level 6 or higher).
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### CAT'S EYE SPECTACLES
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Pair of dark crystalline spectacles in a dull wooden frame
|
||
-
|
||
-Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
|
||
-short range (or to long range if the artifact is level 5 or higher).
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### CLOAK OF BALAKAR
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Blue cloak with elaborate designs suggesting blowing wind
|
||
-
|
||
-Effect: The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
|
||
-wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to half the
|
||
-artifact's level.
|
||
-
|
||
-Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
|
||
-
|
||
-### CLOAK OF ELFKIND
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Thin greyish-green cloak with a cowl and clasp
|
||
-
|
||
-Effect: When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of
|
||
-everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
|
||
-sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-### CLOAK OF FINERY
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Multilayered cloak of glittering material
|
||
-
|
||
-Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
|
||
-in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their grammar,
|
||
-granting an asset to all interaction tasks for the next minute.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-### COIL OF ENDLESS ROPE
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Coil of rope
|
||
-
|
||
-Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
|
||
-no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
|
||
-depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or two.
|
||
-
|
||
-Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
|
||
-
|
||
-### CROWN OF EYES
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Metallic circlet set with several crystal spheres
|
||
-
|
||
-Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
|
||
-around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows
|
||
-the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all
|
||
-perception tasks.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-### CROWN OF THE MIND
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Crown, circlet, headband, diadem, or amulet
|
||
-
|
||
-Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5
|
||
-(or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
|
||
-normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
|
||
-be restored with recovery rolls, healing magic, or similar effects).
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### CRYSTAL BALL
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Melon-sized crystalline or glass orb, with or without a support stand
|
||
-
|
||
-Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
|
||
-task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user
|
||
-must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only indistinct or
|
||
-misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be
|
||
-viewed, and how far away they are.
|
||
-
|
||
-| Familiarity | |
|
||
-|----------------------------------|----------|
|
||
-| Only have name or description | Hindered |
|
||
-| Target has been visited | Eased |
|
||
-| Target is well known to the user | Eased |
|
||
-| Availability | |
|
||
-| Target is willing | Eased |
|
||
-| Target is unwilling | Hindered |
|
||
-| Distance | |
|
||
-| More than 1 mile | Hindered |
|
||
-| More than 10 miles | Hindered |
|
||
-| More than 100 miles | Hindered |
|
||
-
|
||
-These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
|
||
-unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
|
||
-
|
||
- The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
|
||
-activated again.
|
||
-
|
||
-In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
|
||
-communication with the viewed area. All creatures in the area can sense the user's presence and hear their voice, and
|
||
-the creatures can speak to and be heard by the user.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
|
||
-against a directly harmful mental spell.
|
||
-
|
||
-### DEATH'S SCYTHE
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Double-handed scythe
|
||
-
|
||
-Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits.
|
||
-In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a
|
||
-higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the
|
||
-scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three
|
||
-levels of Effort.
|
||
-
|
||
-Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
|
||
-
|
||
-Death manifestation: level 7
|
||
-
|
||
-### DEMONFLESH
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Ball of black leather with vein-like red streaks
|
||
-
|
||
-Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
|
||
-leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
|
||
-invisible, they are specialized in stealth and Speed defense tasks. This effect ends if they do something to reveal
|
||
-their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this
|
||
-occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The
|
||
-wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores
|
||
-most Armor, but Armor made to ward against evil or demonic attacks should work against it.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
|
||
-
|
||
-### DEMONIC RUNE BLADE
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Sword inscribed with demonic runes
|
||
-
|
||
-Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
|
||
-sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and
|
||
-dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
|
||
-and it inflicts 4 additional points of damage (for a total of 8 points).
|
||
-
|
||
-If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its energy to
|
||
-the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
|
||
-the wielder to exceed their normal Might Pool and Might Edge stats.
|
||
-
|
||
-If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
|
||
-attack roll of 1).
|
||
-
|
||
-Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
|
||
-abilities can be recharged if it kills an "innocent" creature)
|
||
-
|
||
-### DRAGONTONGUE WEAPON
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
|
||
-
|
||
-Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
|
||
-hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
|
||
-inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
|
||
-activation.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-### DRAGONTOOTH SOLDIERS
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Burlap bag containing a handful of large reptilian teeth
|
||
-
|
||
- Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
|
||
-user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
|
||
-tooth drawn requires a separate depletion roll.
|
||
-
|
||
-Depletion: 1 in 1d10
|
||
-
|
||
-Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
|
||
-spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
|
||
-
|
||
-### ELFBLADE
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Medium sword
|
||
-
|
||
-Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
|
||
-points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
|
||
-sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
|
||
-are within 300 feet (90 m). Depletion: —
|
||
-
|
||
-### ENCHANTED ARMOR L
|
||
-
|
||
-evel: 1d6 + 3
|
||
-
|
||
-Form: Full suit of light, medium, or heavy armor
|
||
-
|
||
-Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
|
||
-It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact
|
||
-is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so
|
||
-enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
|
||
-higher).
|
||
-
|
||
-The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, such as
|
||
-heat or cold damage (but not Intellect damage).
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### EXPLODING ARROW
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Arrow with runes carved on the shaft and head
|
||
-
|
||
-Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
|
||
-d100 to determine the type of damage.
|
||
-
|
||
-| 01-20 | Acid |
|
||
-|-------|--------------------------------|
|
||
-| 21-40 | Electricity |
|
||
-| 41-60 | Cold |
|
||
-| 61-90 | Fire |
|
||
-| 91-00 | Necromantic (harms only flesh) |
|
||
-
|
||
-Depletion: Automatic
|
||
-
|
||
-One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher limit.
|
||
-
|
||
-An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
|
||
-
|
||
-### EXPLORER'S GLOVES
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Thick but flexible-fingered leather gloves
|
||
-
|
||
-Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
|
||
-while the gloves are activated, but taking any other action while climbing requires a new activation.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-### FALCON CLOAK
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Cloak made of feathers
|
||
-
|
||
-Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
|
||
-distance each round, or up to 60 miles (97 km) per hour when traveling overland.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-Most magic items that turn a character into a different creature make it difficult to use any of the character's special
|
||
-abilities (other than skills) in that form.
|
||
-
|
||
-### FLYING CARPET
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
|
||
-
|
||
-Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
|
||
-activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-### GHOSTLY ARMOR
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Full suit of light, medium, or heavy armor
|
||
-
|
||
-Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
|
||
-It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would
|
||
-normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
|
||
-
|
||
-When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
|
||
-artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
|
||
-character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
|
||
-defense.
|
||
-
|
||
-Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
|
||
-provides its full Armor value)
|
||
-
|
||
-To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
|
||
-
|
||
-### GLOVES OF AGILITY
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Supple leather or cloth gloves
|
||
-
|
||
-Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5
|
||
-(or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
|
||
-normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
|
||
-restored with recovery rolls, healing magic, or similar effects).
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### GRUELMAKER
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Clay bowl stamped with symbols of fish and birds
|
||
-
|
||
-Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
|
||
-person for one day (or two people if the artifact is level 5 or higher).
|
||
-
|
||
-Depletion: 1 in 1d10
|
||
-
|
||
-### GUARDIAN IDOL
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
|
||
-
|
||
-Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
|
||
-activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
|
||
-shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within long range, it
|
||
-spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
|
||
-to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
|
||
-twenty-four hours or until it has made one hundred attacks, whichever comes first.
|
||
-Depletion: Automatic
|
||
-
|
||
-### HAND OF GLORY
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Dried humanoid hand with candle-tip fingers
|
||
-
|
||
-Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the
|
||
-hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
|
||
-unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
|
||
-snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
|
||
-invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or barred door or a
|
||
-container whose level is less than or equal to the hand's level becomes unlocked when touched by the hand.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-### HELM OF WATER BREATHING
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Green metal helm with a scaly or fishy motif Effect: The wearer's head is enveloped in a tight bubble of air that
|
||
-constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
|
||
-
|
||
-Depletion: 1–2 in 1d100 (check each day)
|
||
-
|
||
-### HORN OF THUNDER
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Large signal horn banded with metal and carved with runes
|
||
-
|
||
-Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
|
||
-m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one
|
||
-round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m).
|
||
-Larger objects might also be toppled.
|
||
-
|
||
-Depletion: 1 in 1d10
|
||
-
|
||
-### INSTANT LADDER
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Small lightweight metal rod with gem buttons
|
||
-
|
||
-Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long.
|
||
-The ladder can be transformed back into its rod form from either end.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
|
||
-sequence to expand or collapse it.
|
||
-
|
||
-### LIGHTNING HAMMER
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Massive silver hammer that crackles with electricity
|
||
-
|
||
-Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
|
||
-weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10
|
||
-points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity
|
||
-outward that deal 5 points of damage to everyone within short range.
|
||
-
|
||
-Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
|
||
-
|
||
-### MASTERCRAFT ARMOR
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Armor of exceptional quality
|
||
-
|
||
-Effect: This armor grants its wearer an asset for Speed defense rolls.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### MASTERCRAFT WEAPON
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Weapon of exceptional quality
|
||
-
|
||
-Effect: This weapon grants its wielder an asset for attack rolls made with it.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality,
|
||
-or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
|
||
-Equipment, page 34.
|
||
-
|
||
-### MINDSHIELD HELMET
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Lightweight cloth, leather, or metal helmet
|
||
-
|
||
-Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer's
|
||
-mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### NECROMANTIC WAND
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Bone wand carved with runes
|
||
-
|
||
-Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
|
||
-materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely
|
||
-destroyed.
|
||
-
|
||
-This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
|
||
-but each "round of ammo" used or each additional target selected requires an additional depletion roll.
|
||
-
|
||
-Depletion: 1 in 1d10
|
||
-
|
||
-### PACK OF STORAGE
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Leather backpack or haversack with multiple pockets
|
||
-
|
||
-Effect: This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
|
||
-on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
|
||
-as much as it is holding.
|
||
-
|
||
-Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
|
||
-pack)
|
||
-
|
||
-### POISONER'S TOUCH
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Very thin transparent glove with faint markings
|
||
-
|
||
-Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
|
||
-on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed
|
||
-damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the
|
||
-damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
|
||
-
|
||
-Depletion: 1 in 1d10
|
||
-
|
||
-### PROTECTION AMULET
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Stylized amulet worn on a chain
|
||
-
|
||
-Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
|
||
-of damage the amulet protects against.
|
||
-
|
||
-| 1-4 | Acid |
|
||
-|-------|-------------|
|
||
-| 5-8 | Cold |
|
||
-| 9-12 | Electricity |
|
||
-| 13-16 | Fire |
|
||
-| 17-20 | Poison |
|
||
-
|
||
-Depletion: 1 in 1d6 (check each time the amulet reduces damage)
|
||
-
|
||
-### RING OF FALL FLOURISHING
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Gold band inscribed with feather wreath
|
||
-
|
||
-Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-### RING OF INVISIBILITY
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Gold band inscribed with characters that are revealed only if ring is heated
|
||
-
|
||
-Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
|
||
-and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-### RING OF WISHES
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Plain gold band
|
||
-
|
||
-Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
|
||
-level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more
|
||
-likely the GM will limit its effect.)
|
||
-
|
||
-Depletion: 1–3 in 1d6
|
||
-
|
||
-### SHIELD OF TWO SKIES
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Small hexagonal amulet
|
||
-
|
||
-Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
|
||
-cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-### SKILL RING
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Ring carved with sigils appropriate to its granted skill
|
||
-
|
||
-Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion.
|
||
-This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### SMOOTH-STEPPING BOOTS
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Pair of boots
|
||
-
|
||
-Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
|
||
-speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard
|
||
-surfaces (even vertically or upside down) as if under normal gravity.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-### SOUL-STEALING KNIFE
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Night-black blade in which distant stars are sometimes visible
|
||
-
|
||
-Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
|
||
-inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a target to
|
||
-0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three days, after which
|
||
-time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
|
||
-
|
||
-As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
|
||
-yet consumed. After answering the third question, the soul is consumed.
|
||
-
|
||
-Depletion: 1 in 1d20 (check each activation)
|
||
-
|
||
-### SOVEREIGN KEY
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Slender golden key
|
||
-
|
||
-Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
|
||
-glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less
|
||
-than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
|
||
-
|
||
-Depletion: 1 in 1d10
|
||
-
|
||
-### SPELLBOOK OF ELEMENTAL SUMMONING
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Weighty tome filled with pages of spell runes
|
||
-
|
||
-Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
|
||
-of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
|
||
-summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book.
|
||
-
|
||
-Depletion: 1–3 in 1d20
|
||
-
|
||
-### STAFF OF BLACK IRON
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Staff of black iron set with an eye-shaped crystal headpiece
|
||
-
|
||
-Effect: The wielder can use an action to gain one of the following effects.
|
||
-
|
||
-Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
|
||
-target follows any suggestion during its next turn that doesn't cause direct harm to itself or its allies.
|
||
-
|
||
-Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
|
||
-inflicting damage equal to the artifact level.
|
||
-
|
||
-Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
|
||
-rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the staff is sufficient.
|
||
-
|
||
-The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
|
||
-lightning), but each requires a separate activation and depletion roll.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-### STAFF OF HEALING
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Wooden staff capped with a golden icon
|
||
-
|
||
-Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
|
||
-the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a
|
||
-free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
|
||
-
|
||
-Depletion: 1 in 1d10
|
||
-
|
||
-### STAFF OF THE PROPHET
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Short wooden staff
|
||
-
|
||
-Effect: The staff has three abilities, each of which requires an action to activate.
|
||
-
|
||
-Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000
|
||
-feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder
|
||
-can collapse it as an action.
|
||
-
|
||
-Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
|
||
-attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
|
||
-failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't do anything a regular snake
|
||
-couldn't do.
|
||
-Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
|
||
-natural spring in the ground.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-### STORM SHACK
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Miniature model of a simple wooden shack
|
||
-
|
||
-Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
|
||
-feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
|
||
-inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
|
||
-duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
|
||
-artifact's level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
|
||
-model, which can be taken and reused.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-### TRAP RUNESTONE
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Pouch with chalk, sealing wax, and an engraved runestone
|
||
-
|
||
-Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap.
|
||
-First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task
|
||
-to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct
|
||
-position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an
|
||
-explosive spell scroll, a poisonous potion, and so on.
|
||
-
|
||
-The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
|
||
-runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
|
||
-artifact's trigger might be based on a creature's size or weight, a level 5 artifact can trigger based on a specific
|
||
-type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
|
||
-
|
||
-Depletion: Automatic
|
||
-
|
||
-### TUNNELING GAUNTLETS
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Oversized pair of metallic gauntlets with broad nails
|
||
-
|
||
-Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
|
||
-can burrow through most soils and even some stone, but only through material whose level is lower than the artifact
|
||
-level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After
|
||
-that, the tunnel is subject to collapse.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-### VORPAL SWORD
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Long sword that sometimes whispers and snickers aloud
|
||
-
|
||
-Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
|
||
-Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is
|
||
-decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a
|
||
-different effect).
|
||
-
|
||
-Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
|
||
-
|
||
-### WAND OF SPIDER'S WEBBING
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: White oak wand
|
||
-
|
||
-Effect: This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to
|
||
-nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is higher than
|
||
-the wand's level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
|
||
-it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
|
||
-was caught within it.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-### WHISPERER IN THE ETHER
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Small crystal
|
||
-
|
||
-Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
|
||
-(probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
|
||
-basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day.
|
||
-Sometimes, this translates into an asset on one of the user's actions. For example, the intelligence can suggest the
|
||
-right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
|
||
-door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
|
||
-the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
|
||
-guarding.
|
||
-
|
||
-The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
|
||
-Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
|
||
-reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It cannot see the future, but
|
||
-it can often predict outcomes based on logic.
|
||
-
|
||
-Depletion: 1 in 1d20 (check each day)
|
||
-
|
||
-### WITCH'S BROOM
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: A 6-foot (2 m) long wooden broom
|
||
-
|
||
-Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
|
||
-(160 km) per hour.
|
||
-
|
||
-The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
|
||
-time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
|
||
-minutes.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
Skills and Other Abilities
|
||
|
||
Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It's
|
||
@@ -42648,15357 +57356,6 @@
|
||
likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number
|
||
of other encounters and are worn down.
|
||
|
||
-### ADDITIONAL RULES AND SUPPLEMENTARY CONTENT FROM: THE STARS ARE FIRE, GODFORSAKEN, WE ARE ALL MAD HERE, CLAIM THE SKY,
|
||
-### STAY ALIVE, RUST AND REDEMPTION, IT'S ONLY MAGIC, AND CYPHER SHORTS
|
||
-
|
||
-### OPTIONAL RULES
|
||
-
|
||
-### OPTIONAL MODERN FANTASY RULES
|
||
-
|
||
-### CANTRIPS
|
||
-
|
||
-Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as
|
||
-ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a
|
||
-smartphone, use a light cantrip. Instead of running a dishwasher or vacuum cleaner, use a cleaning cantrip. Instead of
|
||
-using a megaphone, use a voice‑amplifying cantrip.
|
||
-
|
||
-Cantrips are generally not powerful enough to directly affect an unwilling creature or damage an unattended object. In
|
||
-the rare case that using a cantrip might cause actual harm, change, or damage, the attack roll for the cantrip is
|
||
-hindered by two steps (unless otherwise noted).
|
||
-
|
||
-Any PC can learn two cantrips by spending 2 XP. How they learn them depends on the setting—they might need to study with
|
||
-a mentor, take a specific college class, pay for an informative ritual, study a magical book, invent it on their own,
|
||
-unlock some previously unrealized potential within themselves, and so on. Learning cantrips does not count toward
|
||
-character advancement. There is no limit to how many cantrips a PC can learn. In all other respects, cantrips work just
|
||
-like other character abilities.
|
||
-
|
||
-Unless the theme of the setting is that everyone is quite proficient in magic, it's probably best to limit an individual
|
||
-NPC to knowing just a couple of cantrips, with many people not knowing any at all. A reasonable guideline is that an NPC
|
||
-can know a number of cantrips equal to their level.
|
||
-
|
||
-The following are examples of typical cantrips in a modern fantasy setting:
|
||
-
|
||
-Bee Cantrip (1 Intellect point): You summon a nearby level 0 bee, housefly, gnat, or similar flying pest to a spot
|
||
-within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins flying
|
||
-around, possibly landing on a creature. The cantrip doesn't work if there are no suitable pests within a short distance.
|
||
-Action.
|
||
-
|
||
-A level 0 creature isn't a threat to a character and is instantly killed if hit. However, tiny creatures like the ones
|
||
-described in the Bee and Bug cantrips usually have a level 2 modifier for Speed defense because of their size.
|
||
-
|
||
-1. Bug Cantrip (1 Intellect point): You summon a nearby level 0 spider, cockroach, silverfish, or similar crawling pest
|
||
- to a spot within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins
|
||
- moving around, possibly crawling on a creature. The cantrip doesn't work if there are no suitable pests within a
|
||
- short distance. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Candles Cantrip (1 Intellect point): You create up to four candle-like lights that move to your mental commands (but
|
||
- no farther away than how far you can reach), lasting about ten minutes. Each light can be a different color. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Chill Cantrip (1 Intellect point): You lower the temperature of a target within short range. If the target is a
|
||
- creature, for the next couple of rounds they feel like they're standing under an air conditioning vent. If the
|
||
- target is an object no larger than a 1-foot (30 cm) cube, you cool it down as if you'd dunked it into a bucket of
|
||
- ice. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Clean Cantrip (1 Intellect point): You remove dirt, mud, and similar substances from one set of clothing (such as
|
||
- the clothes you're wearing), about 1 cubic foot of loose material (clothes, curtains, a box of toys, and so on), or
|
||
- an immediate area on a surface (such as a wall or floor). When used on clothing, this also does a decent job of
|
||
- removing wrinkles. Action.
|
||
-
|
||
-Color Cantrip (1 Intellect point): You change the color of an object, or you brighten or dull its color. The object can
|
||
-be up to about 1 cubic foot in size and up to a short distance away. If used to change a creature's hair color, it lasts
|
||
-a few days. Action.
|
||
-
|
||
-1. Convenient Rideshare Cantrip (1 Intellect point): When using a rideshare or taxi app, you are connected with a
|
||
- driver who can pick you up within a couple of minutes. If you use this cantrip in a remote area where drivers are
|
||
- scarce, results can get strange; for example, the car and driver might be ghosts, you might have to share your ride
|
||
- with a dangerous supernatural creature, or you might arrive at your destination minutes before or hours after you
|
||
- were picked up. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Cooking Cantrip (1 Intellect point): You accelerate the preparation and cooking of one dish, reducing the time until
|
||
- it's ready by about ten minutes. (Time-consuming cooking, such as a large turkey, requires multiple castings.) Under
|
||
- normal circumstances, this doesn't burn, overcook, or otherwise ruin the dish. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Cut Cantrip (1 Intellect point): You cut an object up to level 2 as if using a sharp knife or a pair of scissors, up
|
||
- to an immediate distance away. For example, this works on rope, candles, food, cloth, paper, or even a thin wire or
|
||
- thin chain necklace. The object usually gives off harmless blue sparks when it's cut. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Darkness Cantrip (1 Intellect point): You suppress light in a cubic or spherical area about 1 foot (30 cm) across
|
||
- within an immediate distance. Outdoors or in bright light, this area becomes very dim; otherwise, it becomes
|
||
- darkness. When you create this area, decide if it remains at a specific location (such as on a desk) or if it is
|
||
- attached to some part of you (such as your head or left hand) and moves with you. The cantrip ends after about a
|
||
- minute. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Erase Cantrip (1 Intellect point): You erase up to a page of text from a typical surface (such as paper, parchment,
|
||
- wood, or plastic) within immediate range. The writing slowly disappears over a few seconds. Affecting magical
|
||
- writing requires an Intellect-based attack roll. Action.
|
||
-
|
||
-> Erase Cantrip doesn't remove fingerprints, impressions in the paper, or other evidence that writing used to be there.
|
||
-
|
||
-1. Exterminate Cantrip (1 Intellect point): You create a bolt of energy that kills one common vermin creature (level 0)
|
||
- within a short distance, such as a fly, worm, cockroach, or mouse. One casting can affect multiple smaller creatures
|
||
- (such as ants or fleas) within 1 cubic foot. The spell is accompanied by a quick bolt of black and yellow energy.
|
||
- Action.
|
||
-
|
||
-> Exterminate Cantrip is an exception to the rule that trying to cause direct harm with a cantrip is hindered by two
|
||
-> steps. A swarm whose level is 1 or higher is unaffected by this cantrip, even though the individual creatures in the
|
||
-> swarm might be.
|
||
-
|
||
-1. Extra Chair Cantrip (1 Intellect point): A table you touch somehow has room (and a chair) for one more person to
|
||
- comfortably sit there without affecting anyone else at the table. This lasts anywhere from ten minutes to an hour,
|
||
- or less if the person in the extra chair leaves for more than a few minutes. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Extra Fries Cantrip (1 Intellect point): You update a recent fast food or delivery order so that when it arrives, it
|
||
- includes an additional order of French fries or other side available from the restaurant (tater tots, coleslaw,
|
||
- mashed potatoes, and so on). Sometimes this happens for free, and sometimes you have to pay an additional charge.
|
||
- Remember to tip your server. Action.
|
||
-
|
||
-Fire Crown Cantrip (1 Intellect point): You create a crown-like manifestation of fire on your head that lasts for ten
|
||
-minutes. The fire doesn't burn you. If anyone touches it or makes a melee attack aimed at your head, you can make a free
|
||
-Intellect-based attack roll against them to inflict 1 point of damage. Action.
|
||
-
|
||
-Variants of Fire Crown Cantrip create a crown of lightning, smoke, ice, water, or thorns.
|
||
-
|
||
-Firework Cantrip (1 Intellect point): You create an illusory firework within short range, which bursts with sparkling
|
||
-lights and a loud pop. The effect is obviously an illusion but might distract or startle people who aren't expecting it.
|
||
-Action.
|
||
-
|
||
-Flavor Cantrip (1 Intellect point): You touch one plate or bowl of food or one large glass or mug of liquid, improving
|
||
-its flavor. This doesn't affect the nutritional value or texture, nor does it fix spoiled food; it just makes it taste
|
||
-more to your preference (so you could eat spoiled meat or moldy vegetables and they'd taste fine). You decide the sort
|
||
-of flavor change—more or less spicy, salty, savory, sweet, and so on, in any combination appropriate for food or drink.
|
||
-Action.
|
||
-
|
||
-1. Forbidden Topic Cantrip (1 Intellect point): Wards an immediate area (enough to cover a large table at a holiday
|
||
- family gathering) against conversation about a topic of your choice, such as "the election," "Mommy's trial," or
|
||
- "that Cordell kid." Anytime someone in the area attempts to talk about this topic, make an Intellect-based roll
|
||
- against them; success means they either talk about something else or remain silent. The cantrip lasts for ten
|
||
- minutes or until you fail an Intellect-based roll to stop someone from talking about that topic. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Gather Cantrip (1 Intellect point): You gather a scattered bunch of items into a small space, as if you had spent a
|
||
- minute sweeping them together with your hands or a broom. This affects about 1 square yard (1 sq m), up to an
|
||
- immediate distance away. The cantrip is mainly useful for collecting things that have been spilled, or for making it
|
||
- easier to clean up a room. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Ghostly Wings Cantrip (1 Intellect point): You sprout a pair of ghostly wings that immediately unfurl, then vanish a
|
||
- few seconds later. If you cast this cantrip while falling, you reduce the damage from the fall by 1 point. Enabler.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Green Light Cantrip (1 Intellect point): You tweak the traffic lights at an intersection within long range so that
|
||
- one of them turns green within a few seconds. The other lights in that system automatically adjust to compensate
|
||
- (turning yellow and then red for cross traffic). Depending on that traffic system, the light remains green anywhere
|
||
- from about ten seconds to a minute. Enabler.
|
||
-
|
||
-Hand Cantrip (1 Intellect point): You levitate or manipulate an object of 10 pounds (4.5 kg) or less at up to a short
|
||
-distance. The effect is not particularly strong—about the same strength as trying to push, pull, or twist something just
|
||
-using the strength of your hand (without your arm). Action.
|
||
-
|
||
-1. Hide Cantrip (1 Intellect point): You conceal one target within immediate range for about a minute. The target can
|
||
- be no larger than a typical rabbit, or several objects no larger than dice. The target is basically invisible to
|
||
- anyone in front of you, but the illusion doesn't work on anyone to your side or behind you. (If someone is intent on
|
||
- seeing the invisible target, make an Intellect-based attack roll against them to hide it from their view.) Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Light Switch Cantrip (1 Intellect point): You toggle up to four light controls (such as a wall switch or a lamp's
|
||
- button, knob, or pull cord) within short range. You must be able to see these light controls or have a clear idea of
|
||
- where they are (such as turning on your front porch light and living room floor lamp from outside your home). You
|
||
- can toggle these switches on or off in any combination. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Loudness Cantrip (1 Intellect point): You amplify your voice, allowing you to speak at up to three times your normal
|
||
- volume. This isn't enough to harm anyone, but you can speak comfortably to a large crowd or across a very long
|
||
- distance without effort. Action.
|
||
-
|
||
-Mask Cantrip (1 Intellect point): You create a costume mask on the face of a creature you touch. The mask can be simple
|
||
-(like a domino mask), fancy (like a masquerade ball mask), or deceptive (like a Halloween costume mask of a monster or
|
||
-specific person). The mask is obviously just a mask, not a disguise, but a deceptive mask viewed from at least a short
|
||
-distance away might fool someone into thinking it's a real face, providing an asset to disguise tasks at this range. The
|
||
-mask lasts for about a minute. If removed, the mask immediately disappears. Action.
|
||
-
|
||
-Mending Cantrip (1 Intellect point): You touch a broken object of up to level 3 and attempt to magically repair a single
|
||
-break or tear in it, such as a cracked stone wall, a shattered hand mirror, or a torn piece of clothing. The damage can
|
||
-be no larger than about what you can cover with both of your open hands. If you succeed at an Intellect-based roll
|
||
-against the object's level, you repair it (although it still shows signs of being previously broken, and may be fragile
|
||
-there). You can use this ability multiple times on the same object to repair larger breaks. Action.
|
||
-
|
||
-1. Message Cantrip (1 Intellect point): You whisper a short message (about five to ten seconds) to a creature you can
|
||
- see within a long distance. The target hears it as if you had whispered it in their ear. Action.
|
||
-
|
||
-Mystic Eyes Cantrip (1 Intellect point): You change the appearance of your eyes. If you just change their color to a
|
||
-different hue (such as to blue, green, or brown), the change lasts for an hour. If you change them to something unusual,
|
||
-such as red, yellow, solid black, or glowing, it only lasts for a minute. Action.
|
||
-
|
||
-Obedient Flames Cantrip (1 Intellect point): You affect flames within a short distance, making them appear brighter or
|
||
-dimmer, flicker strangely, or change color. This lasts for one minute. You can affect up to several dozen candles, a few
|
||
-torches, or one typical campfire with each casting of the cantrip. Action.
|
||
-
|
||
-1. Open and Close Cantrip (1 Intellect point): You open or close a small object within short range, such as a bag, box,
|
||
- bottle, footlocker, window, or lightweight door. This cantrip cannot lock or unlock locks. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Pen Cantrip (1 Intellect point): You write with your finger on a surface for up to ten minutes as if using a common
|
||
- ballpoint pen. The "ink" immediately dries once you write, but it can be smeared or cleaned up like a normal pen.
|
||
- The ink is blue, black, or dark brown, decided when you cast this cantrip. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Present Cantrip (1 Intellect point): You teleport an object within an immediate distance into your upturned hand.
|
||
- The item has to be something you're carrying (such as a gem in your pouch or a dagger in your boot), something you
|
||
- can see (such as a coffee cup or mobile phone on the other side of the table), or something you know is within range
|
||
- (such as a note you saw someone put in their pocket). The cantrip affects one small object (for example, a cup or
|
||
- mobile phone) or up to a dozen smaller items from the same location (perhaps coins or dice). Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Quiet Cantrip (1 Intellect point): You muffle the noise from one target within a short distance for a few seconds.
|
||
- Breaking a window or knocking a glass off the table would be no louder than someone tapping their finger on the
|
||
- glass. An obnoxious security alarm would only be as loud as a computer speaker. A ringing phone would be barely
|
||
- audible. If you cast this on a willing creature, they gain an asset on stealth tasks for one round if they move no
|
||
- more than an immediate distance on their turn. Action.
|
||
-
|
||
-> Affecting an unwilling creature (or something they're carrying) with an ability requires an attack roll to succeed. If
|
||
-> you're using a cantrip, by default that attack roll is hindered by two steps
|
||
-
|
||
-Rainbow Cantrip (1 Intellect point): You create a softly glowing band of colors resembling a rainbow, extending from
|
||
-your hand to an object or willing creature within short range. The far end doesn't move (a creature could move away from
|
||
-it by going around a corner or out of range). You can anchor your end in place or allow it to move when your hand moves.
|
||
-The rainbow gives off light like a candle and lasts about a minute. Action.
|
||
-
|
||
-1. Reshape Cantrip (1 Intellect point): You change the shape of a metal, glass, or stone object you touch into a
|
||
- different shape. For example, you could turn a coin into a ring, a cup into a plate, or a piece of glass into
|
||
- something resembling a gemstone. This normally lasts about a minute, but the object tends to revert early if anyone
|
||
- else touches or examines it too closely. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Smoke Cantrip (1 Intellect point): You create a harmless puff of smoke within an immediate distance. The smoke fills
|
||
- about a 1-foot (30 cm) cube and dissipates over the next few rounds. You decide if the smoke is white, grey, blue,
|
||
- brown, green, red, or yellow. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Sprout Cantrip (1 Intellect point): You make seeds sprout at an accelerated rate, causing a week's worth of growth
|
||
- to happen in just a few moments. The seeds must be within a 1-foot (30 cm) cube and no more than an immediate
|
||
- distance from you. If the seeds are in viable soil, they take root as if planted there. If cast on immature or
|
||
- closed flowers, they bloom. If cast on a piece of unripe fruit, it immediately ripens. Action.
|
||
-
|
||
-Stitch Cantrip (1 Intellect point): You sew two touched pieces of cloth or thin leather together, up to about 2 square
|
||
-yards (1.5 sq m). The stitches are of the same quality of hand stitching by a tailor or leatherworker of reasonable
|
||
-skill. You choose the path of the stitches, so you could create a piece of clothing by casting this cantrip several
|
||
-times. Instead of sewing together two items, you can unravel the stitches of a touched object, affecting up to 2 square
|
||
-yards (1.5 sq m). Action.
|
||
-
|
||
-Tattoo Cantrip (1 Intellect point): You create an image on your skin, as if tattooed there by a reasonably talented
|
||
-artist. The image can be no larger than your hand, and consists of just one color. You can cast this cantrip multiple
|
||
-times to create a larger tattoo, use more colors, or both. The image lasts about an hour. Action.
|
||
-
|
||
-1. Throwing Stone Cantrip (1 Intellect point): You summon a nearby object of stone, brick, concrete, cement, asphalt,
|
||
- or a similar hard and common mineral to your hand. The cantrip doesn't work if there are no suitable loose materials
|
||
- within a short distance. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Tie Cantrip (1 Intellect point): You control a piece of string, rope, or twine within short range, causing it to tie
|
||
- itself to another object within 1 foot (30 cm) of it, using any sort of simple, common knot (such as a square knot).
|
||
- Instead of tying a knot, you can cast this cantrip on a simple knot within short range, untying it. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Tiny Illusion Cantrip (1 Intellect point): You create a single image of a creature or object within immediate range.
|
||
- The image must fit within a 1-foot (30 cm) cube. The image can move (for example, you could make the illusion of a
|
||
- mouse jump or crawl around), but it can't leave the area defined by the cube. The illusion includes sound (up to the
|
||
- volume of a person's normal speaking voice) but not smell. It lasts for one minute, but if you want to change the
|
||
- original illusion significantly—such as making a creature appear to be wounded— you must concentrate on it again
|
||
- (though doing so doesn't cost additional Intellect points). If you move beyond immediate range of the cube, the
|
||
- illusion vanishes. Action to create; action to modify.
|
||
-
|
||
-Tremor Cantrip (1 Intellect point): You make the ground or floor vibrate within a short area, feeling similar to a mild
|
||
-earthquake. Other objects on the floor might vibrate or slide (no more than a hand's span) because of this vibration.
|
||
-Action.
|
||
-
|
||
-Warm Cantrip (1 Intellect point): You raise the temperature in a very small area (about 1 cubic foot) within short
|
||
-range, enough to make someone's face feel flushed or warm a drink to about the temperature of freshly served coffee.
|
||
-Action.
|
||
-
|
||
-1. Wash Car Cantrip (1 Intellect point): You clean the outside of a typical passenger automobile within immediate range
|
||
- as if it had gone through an automatic car wash. Very large or very dirty cars may require multiple castings. The
|
||
- cantrip works on motorcycles, bicycles, and other small vehicles as well. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Wet or Dry Cantrip (1 Intellect point): You alter the moisture level of an object or area within immediate range,
|
||
- affecting about a 1-foot (30 cm) cube or one set of clothing. If you want the target to be wetter, it is dampened as
|
||
- if you poured a cup of water on it. If you want it drier, it is dried as if you hung it out in the sun on a warm
|
||
- day. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Wireless Network Cantrip (1 Intellect point): You improve wireless network reception in an immediate area for ten
|
||
- minutes. This improves poor or average reception to full strength and zero bars to at least one bar. When you cast
|
||
- this cantrip, you decide if this improved reception affects everyone in the area or just you. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Wrap Cantrip (1 Intellect point): You use available materials to wrap up an object within an immediate distance. The
|
||
- wrapped object must fit within a 1-foot (30 cm) cube. For example, you could wrap a gift box with decorative paper,
|
||
- wrap a piece of paper around a letter to create an envelope, or wrap a pile of potatoes with burlap to create an
|
||
- easily carried bundle. Action.
|
||
-
|
||
-<!-- -->
|
||
-
|
||
-1. Youth Cantrip (1 Intellect point): You change the appearance of your face so you look about ten years younger than
|
||
- your normal appearance, lasting about an hour. Action.
|
||
-
|
||
-Optional Rules: Learning Cantrips
|
||
-
|
||
-In some fantasy settings, cantrips are commonly available, but not everyone knows how to cast them (in the same way that
|
||
-phone and computer apps are common, but not everyone knows how to code an app). When someone tries to learn a cantrip,
|
||
-have them attempt a level 3 Intellect-based task (skills such as magical lore affect this). If they succeed, they learn
|
||
-the cantrip. If they fail, they don't. A PC only spends the 2 XP to learn cantrips when they succeed at this roll. This
|
||
-way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to
|
||
-"cram" for this test, including expending Effort, getting help, or using an appropriate asset.
|
||
-
|
||
-### COVENS
|
||
-
|
||
-Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians
|
||
-with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a
|
||
-coven grants characters additional abilities, which you gain separately from the standard advancement track. When you
|
||
-join a coven, you start at rank 1 within that coven, and over time can advance to rank 6. Rank is a measurement of your
|
||
-connection to the coven, and doesn't necessarily correspond to your character tier—for example, a high-tier character
|
||
-might have a low rank in their coven. However, your coven rank cannot exceed your character tier. The primary magical
|
||
-benefit of joining a coven is gaining access to its spells: a set of character abilities that all members (of the
|
||
-required rank) can use. These spells are usually tailored to the coven's interests and purpose, and are sorted by rank
|
||
-from 1 to 6. Because a character's rank within a coven starts at 1 when they join, a new member of a coven has access to
|
||
-the coven's rank 1 spell. When the character advances to rank 2, they immediately gain access to the coven's rank 2
|
||
-spell, and so on. You can think of covens as similar to flavors, in that they allow the GM and players to modify
|
||
-characters with abilities. Unlike choosing an ability from a flavor, a character doesn't have to trade away or swap
|
||
-anything to choose or use a coven spell—they have access to these spells automatically according to their rank in the
|
||
-coven. For example, if the rank 1 spell for the Benevolent Bakers uses the Resist the Elements ability (handy for
|
||
-working over a hot stove all day), any character who joins the Benevolent Bakers automatically gains Resist the
|
||
-Elements, without having to spend extra XP to learn it or trade away a type ability for it. It's possible for a
|
||
-character to belong to multiple covens, as long as the covens don't have opposed goals. Characters advance their rank in
|
||
-each coven separately, so a particular character might be rank 1 in the Chronographers and rank 3 in the Foretellers. If
|
||
-a character leaves or is removed from their coven, they immediately lose access to all of that coven's spells.
|
||
-
|
||
-For magician NPCs in a coven, the GM can assume that their rank is equal to their NPC level (with a maximum of 6).
|
||
-
|
||
-> Spending XP to advance a character's rank in a coven does not count as one of the four character advancements needed
|
||
-> to reach a higher tier
|
||
-
|
||
-Joining A Coven
|
||
-
|
||
-Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven's goals
|
||
-and living in accordance with its values. The ritual is a demonstration of dedication to the coven's purpose, and varies
|
||
-in difficulty accordingly. Characters receive their talisman once the ritual is complete.
|
||
-
|
||
-Coven Talismans
|
||
-
|
||
-A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven.
|
||
-Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers'
|
||
-talismans might include a necklace, a pin, and a keychain, all with the same whisk design.
|
||
-
|
||
-Coven talismans are a type of artifact, with a level equal to the character's rank within the coven and a depletion of
|
||
-"—." The talisman is what allows the character to use their coven abilities; if the talisman isn't on the character's
|
||
-person or within short range, all of the character's coven magic is hindered by two steps. When a person advances within
|
||
-the coven, the talisman's appearance may change to reflect this. While these talismans don't require a depletion roll
|
||
-with each use, a character's coven talisman automatically depletes if they break from the coven.
|
||
-
|
||
-Advancing Within A Coven
|
||
-
|
||
-Advancing within a coven is a separate matter from advancing a character. In fact, coven advancement is more similar to
|
||
-a long-term benefit of spending XP. Coven advancement should occur after a character has learned, discovered, or
|
||
-achieved something that aligns with the coven's mission and values.
|
||
-
|
||
-To advance within the coven, the player spends 3 XP. Characters may mark the occasion with a celebration or let it pass
|
||
-quietly
|
||
-
|
||
-Breaking From A Coven
|
||
-
|
||
-If a character wishes to leave a coven, they relinquish their coven talisman and lose access to their coven abilities.
|
||
-But a character can also break from their coven by behaving in opposition to its values—such as if a Benevolent Baker
|
||
-were to knowingly poison someone. This causes their coven talisman to become depleted, meaning that they can no longer
|
||
-use their coven abilities.
|
||
-
|
||
-To restore their place in the coven, a disgraced character must begin by making amends with the other members. They then
|
||
-take their coven talisman to an epicenter and perform a ritual with a difficulty equal to their former coven rank. Upon
|
||
-completing the ritual, they regain that rank within the coven and can access spells accordingly.
|
||
-
|
||
-Forming A New Coven
|
||
-
|
||
-Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following:
|
||
-
|
||
-- What's the coven called?
|
||
-
|
||
-- What are one or two goals for the coven's magic? What do they want to learn how to do? What skill do the players want
|
||
- the coven to be known for?
|
||
-
|
||
-- What are a few succinct values? What do the players agree are the most important things a magician can be? Competent?
|
||
- Fair? Determined? Kind? Loyal? Wealthy?
|
||
-
|
||
-- What does the coven talisman look like?
|
||
-
|
||
-- What does the initiation ritual (which exemplifies the coven's goals and values) consist of?
|
||
-
|
||
-Selecting Coven Abilities
|
||
-
|
||
-Coven abilities are chosen by the GM and players. To start, they need to decide the rank 1 ability. They can determine
|
||
-the rank 2 ability when at least one character is ready to advance within the coven. In a longer campaign, selecting
|
||
-abilities on an ongoing basis—rather than choosing them all at once—means that the players can choose their next coven
|
||
-ability based on what obstacles they expect their characters to face.
|
||
-
|
||
-The Cypher System Rulebook divides abilities by both category and power level, which is helpful in narrowing down your
|
||
-options. Choose a low-tier ability for ranks 1 and 2, a mid-tier ability for ranks 3 and 4, and a high-tier ability for
|
||
-ranks 5 and 6.
|
||
-
|
||
-Because covens form around unifying goals and principles, coven abilities should stack upon each other wherever
|
||
-possible. A coven of entomologists learning to summon and control leaf bugs might progress from Influence Swarm at rank
|
||
-1 to Control Swarm at rank 2, Call Swarm at rank 3, and so on, eventually reaching Insect Eruption at rank 6. Don't be
|
||
-afraid to be specific! Joining a coven gives characters the opportunity to become experts in a narrow field.
|
||
-
|
||
-If a pre-existing ability doesn't capture what the players and GM are looking for, the GM is always free to create new
|
||
-ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
|
||
-to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
|
||
-
|
||
-Magical Crafting Skills
|
||
-
|
||
-Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general
|
||
-"crafting magic items" skill, or need to have a specific skill for each kind of item they might craft, such as "brewing
|
||
-potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers
|
||
-all sorts of crafted magic items.
|
||
-
|
||
-### EXCEEDING CYPHER LIMITS
|
||
-
|
||
-Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
|
||
-game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
|
||
-effect stops or reverts if the cypher is activated or leaves the area. If a PC is exceeding their cypher limit, roll
|
||
-1d00 and consult this table to see what happens (roll anywhere from once per hour to once per day, as fits the story).
|
||
-The table is set up so the first entries are weird but generally harmless, the middle ones are annoying, and the last
|
||
-ones are harmful or dangerous. Optionally, you can increase the threat by adding +20 to the d00 roll for every
|
||
-additional cypher the character is over their limit (+20 for two over, +40 for three over, and so on).
|
||
-
|
||
-Side Effects of Exceeding Cypher Limits
|
||
-
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 42%" />
|
||
-<col style="width: 57%" />
|
||
-</colgroup>
|
||
-<thead>
|
||
-<tr class="header">
|
||
-<th>D00</th>
|
||
-<th>Effect</th>
|
||
-</tr>
|
||
-</thead>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>01-02</td>
|
||
-<td>Hair of everyone in immediate range stands straight out</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>03-04</td>
|
||
-<td>Ugly faces manifest on surfaces in the area</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>05-06</td>
|
||
-<td>Character's skin color changes to something unusual (blue, orange purple)</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>07-08</td>
|
||
-<td>Character's footprints are glowing red arrows</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>09-10</td>
|
||
-<td>Flowers in short range wilt and dissolve into stinky goo</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>11-12</td>
|
||
-<td>Character's skin grows fishlike eyes, which dry and fall off like scabs</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>13-14</td>
|
||
-<td>Internet speeds within short range slow to a crawl</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>15-16</td>
|
||
-<td>Character develops prominent skin rash resembling corporate logos</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>17-18</td>
|
||
-<td>Character says the word "sexy" in place of any adjective</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>19-20</td>
|
||
-<td>Dogs bark angrily at the character</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>21-22</td>
|
||
-<td>Character sheds fingernails, quickly replaced by circuit boards</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>23-24</td>
|
||
-<td>Character keeps seeing UFOs</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>25-26</td>
|
||
-<td>Cypher randomizes names and icons of nearby apps</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>27-28</td>
|
||
-<td>Character takes on the outward appearance of a different intelligent species (chimera, nix, and so on) each
|
||
-hour</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>29-30</td>
|
||
-<td><p>Cypher becomes overcharged (acts</p>
|
||
-<p>as +1 level) and erratic (tasks to use</p>
|
||
-<p>it are hindered)</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>31-32</td>
|
||
-<td><p>Character's hand sometimes turns</p>
|
||
-<p>into a battered plastic duplicate and</p>
|
||
-<p>falls off, with a new hand growing to</p>
|
||
-<p>replace it within seconds</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>33-34</td>
|
||
-<td><p>Character compelled to dig through</p>
|
||
-<p>nearby trash cans in search of</p>
|
||
-<p>discarded batteries</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>35-36</td>
|
||
-<td><p>Character's head surrounded by</p>
|
||
-<p>floating illusions of rude gestures</p>
|
||
-<p>and inappropriate words</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>37-38</td>
|
||
-<td><p>Character's vision distorted so all</p>
|
||
-<p>writing appears undecipherably</p>
|
||
-<p>blurred</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>39-40</td>
|
||
-<td><p>Birds creepily follow the character</p>
|
||
-<p>and sometimes call their name</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>41-42</td>
|
||
-<td><p>Character frequently drops business</p>
|
||
-<p>cards with publicly viewable links to</p>
|
||
-<p>their browser history</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>43-44</td>
|
||
-<td><p>Cypher reads aloud all text visible</p>
|
||
-<p>within short range</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>45-46</td>
|
||
-<td><p>Cypher makes frequent beeping</p>
|
||
-<p>noise like a large truck backing up</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>47-48</td>
|
||
-<td><p>Cypher grows hard legs and noisily</p>
|
||
-<p>follows the character, hindering</p>
|
||
-<p>interaction and stealth tasks</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>49-50</td>
|
||
-<td><p>Cypher coats itself in a sticky</p>
|
||
-<p>honey-like substance</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>51-52</td>
|
||
-<td><p>Character's thoughts broadcasted to</p>
|
||
-<p>everyone within long range</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>53-54</td>
|
||
-<td><p>Character followed by a cloud of</p>
|
||
-<p>clothing-eating moths</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>55-56</td>
|
||
-<td><p>Random cypher vanishes, leaving</p>
|
||
-<p>behind a handful of wet soil</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>57-58</td>
|
||
-<td><p>Character's voice is digitally</p>
|
||
-<p>distorted and difficult to understand,</p>
|
||
-<p>hindering interaction tasks</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>59-60</td>
|
||
-<td><p>Character quotes commercial jingles</p>
|
||
-<p>and catchphrases every few minutes</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>61-62</td>
|
||
-<td><p>Character or cypher emits a strong</p>
|
||
-<p>smell of asphalt or gasoline</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>63-64</td>
|
||
-<td><p>Bugs frequently fly into character's</p>
|
||
-<p>mouth when they speak</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>65-66</td>
|
||
-<td><p>Open flames in short range give off</p>
|
||
-<p>noisy sparks like small fireworks</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>67-68</td>
|
||
-<td><p>Character feels intoxicated by a mild</p>
|
||
-<p>hallucinogen, hindering all tasks</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>69-70</td>
|
||
-<td>Character sets off nearby car alarms</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>71-72</td>
|
||
-<td><p>Character's eyes shine like powerful</p>
|
||
-<p>flashlights, hindering their visual</p>
|
||
-<p>perception tasks</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>73-74</td>
|
||
-<td><p>Any coffee within immediate range</p>
|
||
-<p>tastes like nickels</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>75-76</td>
|
||
-<td><p>Causes short circuits in nearby wired</p>
|
||
-<p>electronics</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>77-78</td>
|
||
-<td><p>Character receives frequent spam</p>
|
||
-<p>phone calls about nonexistent</p>
|
||
-<p>services (engine moisturizing,</p>
|
||
-<p>aspirin condensation, aligning</p>
|
||
-<p>apartment chakras)</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>79-80</td>
|
||
-<td><p>Character followed by flying camera</p>
|
||
-<p>drones</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>81-82</td>
|
||
-<td><p>Magical interference suppresses</p>
|
||
-<p>the cypher's function unless the</p>
|
||
-<p>character spends 4 Intellect points</p>
|
||
-<p>to cleanse its aura</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>83-84</td>
|
||
-<td><p>Magical interference decreases</p>
|
||
-<p>character's Intellect Edge by 2</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>85-86</td>
|
||
-<td>Attracts an internet d@emon</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>87-88</td>
|
||
-<td>Attracts a zorp</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>89-90</td>
|
||
-<td><p>Character gets jittery (hindered</p>
|
||
-<p>Speed-based tasks) unless they</p>
|
||
-<p>chain-smoke cigarettes</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>91</td>
|
||
-<td><p>Character's bones become brittle,</p>
|
||
-<p>hindering Might tasks</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>92</td>
|
||
-<td><p>Cypher is painfully cold to the touch,</p>
|
||
-<p>inflicting 1 point of damage each</p>
|
||
-<p>round it touches bare skin</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>93</td>
|
||
-<td><p>Character occasionally is hurled</p>
|
||
-<p>horizontally an immediate distance</p>
|
||
-<p>with great force (typically 4 points of</p>
|
||
-<p>ambient damage)</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>94</td>
|
||
-<td><p>Character develops severe allergy to</p>
|
||
-<p>a common food ingredient (wheat,</p>
|
||
-<p>eggs, citrus)</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>95</td>
|
||
-<td><p>Vehicle brake lines within short</p>
|
||
-<p>range dramatically rupture</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>96</td>
|
||
-<td><p>Electronic devices within short range</p>
|
||
-<p>tend to lose power, overheat, or</p>
|
||
-<p>catch fire</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>97</td>
|
||
-<td><p>Character frequently steps on nails,</p>
|
||
-<p>broken glass, or other sharp things</p>
|
||
-<p>(1 or 2 points of damage, ignores</p>
|
||
-<p>Armor)</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>98</td>
|
||
-<td><p>Character always bites their own</p>
|
||
-<p>tongue (1 point of damage, ignores</p>
|
||
-<p>Armor) whenever they cast a spell</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>99</td>
|
||
-<td><p>Two cyphers begin fighting each</p>
|
||
-<p>other with switchblades and energy</p>
|
||
-<p>blasts, must be restrained or</p>
|
||
-<p>separated</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>00+</td>
|
||
-<td><p>Cypher functions normally, but</p>
|
||
-<p>explodes like a grenade shortly after</p>
|
||
-<p>it is activated or the magic ends</p></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table>
|
||
-
|
||
-### FAMILIARS
|
||
-
|
||
-In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person
|
||
-as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities
|
||
-vary greatly from setting to setting. A familiar might be just a pet or comfort animal, with no special abilities. They
|
||
-might have an empathic or telepathic connection with their person. They might be an extension of the person's soul, with
|
||
-harm to the familiar causing harm to the person. They might be a fully supernatural creature, able to assist with
|
||
-magical tasks or provide advice. A magical world might only have one of these kinds of familiars, or any of them.
|
||
-
|
||
-CONTENT WARNING: This section talks about the death of pets.
|
||
-
|
||
-Standard Pet
|
||
-
|
||
-The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially
|
||
-the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the character's
|
||
-magical abilities in any way, and is not meant to help in combat. Their death doesn't cause the character physical harm
|
||
-(although it probably causes emotional harm, just like the loss of any pet), and the character can gain a new familiar
|
||
-after a certain amount of time. For this type of familiar, a character should choose the Critter Companion ability,
|
||
-which gives them a level 1 creature.
|
||
-
|
||
-If the character wants a bigger or tougher creature that is otherwise still a normal animal, they should choose Beast
|
||
-Companion, which gives them a level 2 creature, but otherwise works the same as Critter Companion.
|
||
-
|
||
-As a slightly more magical variant, choose either of these abilities, but instead of finding a replacement for the
|
||
-creature if it dies, the character can perform a magical ritual (taking 1d6 days) to return them to life.
|
||
-
|
||
-Unusual Familiar
|
||
-
|
||
-There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a
|
||
-world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards,
|
||
-capybara-bats, and raven‑snakes), those kinds of creatures are valid choices for a familiar.
|
||
-
|
||
-If a familiar is a creature whose body is created by the bond with a magician (instead of an existing beast that the
|
||
-character finds and binds with magic), the GM could allow a familiar to look like an extinct animal, such as a dodo bird
|
||
-or Compsognathus dinosaur, or even a permanently miniature version of a large creature such as an elephant or
|
||
-rhinoceros.
|
||
-
|
||
-History and fantasy literature has suggested other forms for familiars, such as fiendish-looking imps, tiny dragons,
|
||
-alchemy-crafted homunculi, fairies, intelligent floating skulls, and spirits resembling human children. Exactly what
|
||
-sorts of unusual familiars are available in the setting is up to the GM, but their appearance generally doesn't affect
|
||
-their game statistics. For example, a flying skull familiar and a bat familiar probably have the same level, movement,
|
||
-and modifiers.
|
||
-
|
||
-Magical Familiar
|
||
-
|
||
-This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the
|
||
-familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet
|
||
-familiar) the fact that it can't truly die. The disadvantages of this kind of familiar are that they cannot travel too
|
||
-far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this
|
||
-type of familiar, a character should choose the Bound Magic Familiar ability.
|
||
-
|
||
-Soulbound Familiar
|
||
-
|
||
-This is the most powerful and versatile kind of familiar. They have significant magical abilities, but this requires a
|
||
-bond between the character and familiar that makes them both vulnerable in certain ways.
|
||
-
|
||
-For this type of familiar, a character should choose the Soul Familiar ability.
|
||
-
|
||
-Modifying A Familiar
|
||
-
|
||
-The following character abilities can be used to improve your familiar or the connection you have with it. (Although
|
||
-most of the ability descriptions refer to the Beast Companion ability, they have the same effect on a familiar as on a
|
||
-beast companion.)
|
||
-
|
||
-Tier 3: Stronger Together
|
||
-
|
||
-Tier 4: Beast Eyes
|
||
-
|
||
-Tier 5: Improved Companion
|
||
-
|
||
-Tier 6: As If One Creature
|
||
-
|
||
-### REVIVING ARTIFACTS
|
||
-
|
||
-While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing
|
||
-this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character
|
||
-might take an artifact to a well-known repair person who charges a pretty penny for their services, they could make a
|
||
-bargain with a powerful entity who has special magic to bring items back to life, or they might sneak into a corporation
|
||
-to steal a prototype power source to get their artifact back in working condition.
|
||
-
|
||
-Typically, a revived artifact has the same depletion rate as it did when it was new. However, some repairs or fixes may
|
||
-be less substantial than others. In this case, move the depletion rate down to the next smaller die type. So an artifact
|
||
-that started at 1 in 1d00 would now be 1 in 1d20 (and if repaired again, might be 1 in 1d10). If the artifact's
|
||
-depletion is already using a d6, double the depletion number (for example, from 1–2 in 1d6 to 1–4 in 1d6). If the
|
||
-depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the
|
||
-artifact's depletion to "automatic."
|
||
-
|
||
-### OPTIONAL MODERN MAGIC FLAVOR
|
||
-
|
||
-### MODERN MAGIC FLAVORS
|
||
-
|
||
-Charms and Figments Flavor
|
||
-
|
||
-Creating illusions and affecting minds are sometimes considered "soft" magical disciplines (as opposed to "hard"
|
||
-disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a
|
||
-few spells in the other.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||
-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||
-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||
-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||
-
|
||
-Fast Talk
|
||
-
|
||
-Goad
|
||
-
|
||
-Impart Ideal
|
||
-
|
||
-Mental Link
|
||
-
|
||
-Minor Illusion
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Calm Stranger
|
||
-
|
||
-Cloud Personal Memories
|
||
-
|
||
-Illusory Duplicate
|
||
-
|
||
-Misdirect Blame
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Advanced Command
|
||
-
|
||
-Illusory Disguise
|
||
-
|
||
-Soothe the Savage
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Calm
|
||
-
|
||
-Major Illusion
|
||
-
|
||
-Mind Control
|
||
-
|
||
-Psychic Burst
|
||
-
|
||
-Psychic Suggestion
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Crowd Control
|
||
-
|
||
-Mind Games
|
||
-
|
||
-Projection
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Flee
|
||
-
|
||
-Terrifying Image
|
||
-
|
||
-Cozy Magic Flavor
|
||
-
|
||
-Sometimes a sorcerer isn't interested in combat magic and secret of the universe. Sometimes "cozy magic" is enough:
|
||
-bonding with a group of close friends, having a nice house, and providing support and comfort in times of need.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Advice From A Friend
|
||
-
|
||
-Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
|
||
-where they are. The individual creatures must be willing and able to communicate. You immediately know their current
|
||
-status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
|
||
-a short sentence or a few words.
|
||
-
|
||
-These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
|
||
-they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
|
||
-mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
|
||
-
|
||
-You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
|
||
-people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
|
||
-
|
||
-If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
|
||
-above that, you can check on an additional ten creatures. Action.
|
||
-
|
||
-Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
|
||
-exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
|
||
-know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
|
||
-gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
|
||
-tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
|
||
-situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
|
||
-you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
|
||
-up to one minute to complete.
|
||
-
|
||
-Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
|
||
-within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
|
||
-their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
|
||
-know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
|
||
-minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
|
||
-asset on one task of their choosing within one hour.
|
||
-
|
||
-In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
|
||
-affects one additional creature. Action per target to initiate.
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
|
||
-such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
|
||
-short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
|
||
-and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
|
||
-four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
|
||
-time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
|
||
-animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
|
||
-addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
|
||
-apply to this ability. Action.
|
||
-
|
||
-Adorable Animal: level 1, positive social interactions as level 3
|
||
-
|
||
-Fetch
|
||
-
|
||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||
-
|
||
-Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
|
||
-vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
|
||
-automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
|
||
-or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
|
||
-disappearing. Action.
|
||
-
|
||
-Telepathic
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Informer
|
||
-
|
||
-Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
|
||
-typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
|
||
-does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
|
||
-range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
|
||
-drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
|
||
-temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
|
||
-each level of Effort affects two additional batches. Action to initiate; one minute to complete.
|
||
-
|
||
-Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
|
||
-apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
|
||
-mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
|
||
-to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
|
||
-Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Able Assistance
|
||
-
|
||
-Pay it Forward
|
||
-
|
||
-Thinking Ahead
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Group Friendship
|
||
-
|
||
-Undo
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Drawing on Life's Experiences
|
||
-
|
||
-Stimulate
|
||
-
|
||
-Telepathic Network
|
||
-
|
||
-Divination Flavor
|
||
-
|
||
-Knowledge is power! Characters with the divination flavor are familiar with using magic to learn information, see into
|
||
-hidden places, and discover secrets.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Babel
|
||
-
|
||
-Scan
|
||
-
|
||
-Third Eye
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||
-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||
-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||
-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||
-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||
-alien, high-technology, or other mysterious devices. Action.
|
||
-
|
||
-Mind Reading
|
||
-
|
||
-Open Mind
|
||
-
|
||
-Premonition
|
||
-
|
||
-See History
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Creature Insight
|
||
-
|
||
-Device Insight
|
||
-
|
||
-Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
|
||
-two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
|
||
-phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
|
||
-still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
|
||
-an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
|
||
-your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
|
||
-learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
|
||
-of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
|
||
-ability, you can reach an additional week further into the past. Action.
|
||
-
|
||
-Retrieve Memories
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Reading the Room
|
||
-
|
||
-Remote Viewing
|
||
-
|
||
-Sensor
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Knowing the Unknown
|
||
-
|
||
-Read the Signs
|
||
-
|
||
-True Sense
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-See Through Time
|
||
-
|
||
-Modern Magic Flavor
|
||
-
|
||
-Characters who live in a modern world with magic and technology often know a bit about mixing the two of them together.
|
||
-These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger's pistol)
|
||
-from various sources, much like how people tend to learn skills unrelated to their day job (like cooking, dancing, and
|
||
-playing guitar).
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Cantrips (choose any four)
|
||
-
|
||
-Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
|
||
-within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
|
||
-if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
|
||
-or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
|
||
-television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
|
||
-higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
|
||
-
|
||
-Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
|
||
-lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
|
||
-works as if you were carrying your device with you and using it directly (meaning the network notes your current
|
||
-location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
|
||
-ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
|
||
-to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
|
||
-to initiate.
|
||
-
|
||
-In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
|
||
-probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
|
||
-
|
||
-Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
|
||
-tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
|
||
-level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
|
||
-task. Once this free level of Effort is used, the magic ends. Action.
|
||
-
|
||
-Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
|
||
-of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
|
||
-time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
|
||
-morning). Action.
|
||
-
|
||
-Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||
-giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||
-or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||
-someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
|
||
-\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
|
||
-ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
|
||
-
|
||
-Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||
-or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||
-
|
||
-Ward
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Charm Machine
|
||
-
|
||
-Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
|
||
-succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
|
||
-object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
|
||
-apply Effort to increase the level of the effect that can potentially be dispelled. Action.
|
||
-
|
||
-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||
-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||
-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||
-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||
-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||
-more firearms; each level of Effort affects one additional target. Action or enabler.
|
||
-
|
||
-Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
|
||
-such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
|
||
-cost is 2 Intellect points plus 1 point per level of the device. Action.
|
||
-
|
||
-Safe Fall
|
||
-
|
||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||
-
|
||
-Third Eye
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||
-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||
-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||
-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||
-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||
-alien, high-technology, or other mysterious devices. Action.
|
||
-
|
||
-Network Tap
|
||
-
|
||
-Sensor
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
|
||
-restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
|
||
-on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
|
||
-electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
|
||
-alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||
-use Effort to increase the target level that can be affected by 1. Action.
|
||
-
|
||
-Soothe the Savage
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Granite Wall
|
||
-
|
||
-Tower of Will
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Information Gathering
|
||
-
|
||
-Trust to Luck
|
||
-
|
||
-Protection Flavor
|
||
-
|
||
-Characters with the protection flavor use magic to defend against hostile environments, hazardous substances, dangerous
|
||
-creatures, and intrusive mental powers.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Closed Mind
|
||
-
|
||
-Resonance Field
|
||
-
|
||
-Ward
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||
-
|
||
-Trained Without Armor
|
||
-
|
||
-Wind Armor
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Energy Protection
|
||
-
|
||
-Force Field Barrier
|
||
-
|
||
-Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
|
||
-steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
|
||
-normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
|
||
-twenty-four hours. Action.
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Counter Danger
|
||
-
|
||
-Elemental Protection
|
||
-
|
||
-Poison Resistance
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Defensive Field
|
||
-
|
||
-Nothing but Defend
|
||
-
|
||
-Tower of Intellect
|
||
-
|
||
-Toer 6:
|
||
-
|
||
-Reactive Field
|
||
-
|
||
-Untouchable
|
||
-
|
||
-### OPTIONAL RULES FOR THE APOCALYPSE
|
||
-
|
||
-The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after
|
||
-civilization falls. Some represent useful information that rarely comes up in other games but is ever‑present in almost
|
||
-every post‑apocalyptic game, such as scavenging and how to repair before‑times machines, the game effects of exposure
|
||
-and starvation, and so on.
|
||
-
|
||
-Other optional rules support play in the aftermath of a particular type of cataclysm or style of play. If nuclear war
|
||
-destroyed the world, the landscape is likely much different than if a pandemic wiped out most people.
|
||
-
|
||
-And that's to say nothing of more fantastic elements that can pop up in a post‑apocalyptic setting, such as the
|
||
-civilization‑shattering aftereffects of the Christian Judgment Day, kaiju, time storms, and so on.
|
||
-
|
||
-Most of the rules are meant for the GM's eyes only—things that happen behind the scenes or that are secrets the PCs
|
||
-might find out over the course of the game.
|
||
-
|
||
-Realistic Versus Fantastic Optional Rules: Some of the optional rules presented here are for realistic or plausible
|
||
-scenarios like nuclear war or climate change, and some are for fantastic events and settings such as time storms, the
|
||
-return of magic, or incredible mutations. Realistic optional rules usually also apply in games that use one or more
|
||
-fantastic optional rules. Ultimately, it's your choice. Feel free to use some, all, or none of these optional rules when
|
||
-running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
|
||
-to the game.
|
||
-
|
||
-### EXPOSURE, STARVATION, AND DEHYDRATION
|
||
-
|
||
-Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
|
||
-post‑apocalyptic scenario, given that survival is a primary theme of the genre.
|
||
-
|
||
-When to Use: If PCs are exposed to the elements, don't have enough food, and/or don't have enough water, their health
|
||
-and life span are directly affected.
|
||
-
|
||
-Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
|
||
-
|
||
-### EXPOSURE
|
||
-The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
|
||
-degrading.
|
||
-
|
||
-Too Cold
|
||
-
|
||
-Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body's stored energy. The result is
|
||
-hypothermia, when the body loses heat faster than it can produce it. A body temperature that's too low affects the
|
||
-brain, making the target unable to think clearly or move well. Those with adequate clothing and/or shelter appropriate
|
||
-to the environment are protected. Generally, a PC can survive extreme cold for about twenty minutes to about two hours.
|
||
-
|
||
-In game terms, unprotected characters, or even characters who have less than adequate protection, suffer 1 point of
|
||
-ambient damage per hour in temperatures near or below 32° F (0° C), or 1 point of ambient damage per round in subzero
|
||
-(–18° C) conditions. In addition, PCs in subzero temperatures with inadequate protection must succeed on a difficulty 4
|
||
-Might defense roll each hour or descend one step on the damage track.
|
||
-
|
||
-Too Hot
|
||
-
|
||
-Prolonged exposure to a wet‑bulb temperature of 95° F (35° C) is the upper limit of safety, beyond which the human body
|
||
-can't cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, dizziness, headache, and
|
||
-nausea. Heat exhaustion can progress to heatstroke, when the body's temperature regulation system fails. Those with
|
||
-adequate shelter or some sort of cooling system are protected. Generally, a PC can survive extreme heat for about twenty
|
||
-minutes to two or three hours.
|
||
-
|
||
-In game terms, PCs in too‑hot conditions suffer 1 point of ambient damage per ten minutes. In addition, a character
|
||
-exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten
|
||
-minutes. On a failed roll, the character descends one step on the damage track.
|
||
-
|
||
-### RULE OF THREE
|
||
-
|
||
-One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes
|
||
-something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
|
||
-you can survive for three weeks without food. However, the rule depends on a person not being directly exposed to the
|
||
-environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
|
||
-is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries.
|
||
-
|
||
-### STARVATION
|
||
-
|
||
-Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food
|
||
-take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if
|
||
-the character makes a recovery roll to regain lost Pool points). In addition, after seven days without food, a starving
|
||
-character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one
|
||
-step on the damage track.
|
||
-
|
||
-### DEHYDRATION
|
||
-
|
||
-Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or
|
||
-physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any
|
||
-day a PC has taken dehydration damage, their tasks are hindered (even if the character makes a recovery roll to regain
|
||
-lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might
|
||
-defense roll each day. On a failed roll, the character descends one step on the damage track.
|
||
-
|
||
-### RADIATION IN THE REAL WORLD
|
||
-
|
||
-Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations,
|
||
-cancer, and death.
|
||
-
|
||
-When to Use: If nuclear war led to the apocalypse, regions of dangerous radiation linger in the aftermath. Even if you
|
||
-predicate that civilization fell for some other reason, radiation could still be a hazard: a few nuclear bombs may have
|
||
-since been launched by a doom‑driven survivor group that found an old silo, a before‑times nuclear power plant went
|
||
-critical and PCs must access it, alien invaders used weapons that left behind radioactive scars, or just because.
|
||
-
|
||
-Use this optional rule to evoke a more realistic approach to dangerous radiation. You could also use it in a setting
|
||
-with fantastic elements as a baseline effect, even if for some, exposure also leads to the potential for incredible
|
||
-mutations.
|
||
-
|
||
-Effect: Methods to detect and mitigate radiation are useful to avoid stumbling into it in the first place, as described
|
||
-in the next section. Dangerous radiation harms and eventually kills people and other creatures, as described under the
|
||
-sections that follow.
|
||
-
|
||
-Telltale Signs of Dangerous Radiation
|
||
-
|
||
-Confirming the Presence of Radiation: If PCs have a functioning radiation‑detecting device, it confirms whether an area
|
||
-is radioactive. Otherwise, they can attempt a difficulty 4 Intellect roll to correctly correlate the telltale signs of a
|
||
-radiation hazard with its actual presence. Even if PCs fail this roll, they still understand that some kind of dangerous
|
||
-residue is blighting the area, whether it's radiation, poison, evil spirits, nanites, or something else.
|
||
-
|
||
-Radiation Damage
|
||
-
|
||
-Especially intense radiation, such as might be found at the center of an area bearing telltale signs of contamination,
|
||
-harms PCs soon after they are exposed.
|
||
-
|
||
-Immediate Effects of Exposure: When PCs are exposed to dangerous radiation without shielding, they suffer 3 points of
|
||
-ambient damage per minute each time they fail a difficulty 3 Might defense task; on a success they still take 1 point of
|
||
-ambient damage. If they spend more than ten minutes in the area, or fail three Might defense rolls against radiation
|
||
-during any single period of radiation exposure, they are subject to radiation sickness (see the box below).
|
||
-
|
||
-A character who has scavenged, repaired, or cobbled together a hazmat suit is still vulnerable, though less so. The suit
|
||
-eases a wearer's Might defense tasks, though the wearer takes 1 point of ambient damage (because the suit provides +2 to
|
||
-Armor against damage from radiation) every few minutes with each failed defense roll. Unless they tear their suit or are
|
||
-otherwise compromised, they're generally not subject to radiation sickness.
|
||
-
|
||
-\*Dangerous radiation: Level 3
|
||
-
|
||
-\*Taking iodine tablets eases Might defense rolls against radiation sickness by three steps.
|
||
-
|
||
-Disease: Radiation Sickness
|
||
-
|
||
-Level 8 disease: Nausea, vomiting, diarrhea, and fatigue appear within minutes to hours of a PC contracting radiation
|
||
-sickness. Hours later, the PC may suffer skin burns and hair loss. Days later, they experience extreme weakness, weight
|
||
-loss, and potentially death.
|
||
-
|
||
-Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might
|
||
-defense rolls, they gradually improve and throw off the sickness effects within a few weeks.
|
||
-
|
||
-### SCAVENGING, REPAIRING, AND BUILDING
|
||
-
|
||
-Survivors need food and shelter in a world turned upside down.
|
||
-
|
||
-When to Use: PCs in a post‑apocalyptic setting that aren't prepared or that have lost access to their resources and base
|
||
-must usually spend part of each day scavenging for supplies and/or a place of safety. Scavenging is what happens anytime
|
||
-they search for food, water, and shelter.
|
||
-
|
||
-Effect: Basic scavenging optional rules are described in the *Cypher System Rulebook*. However, if you'd like to provide
|
||
-the PCs with many more options, including rules for finding enough to eat and drink, a safe shelter, and more, use the
|
||
-following extended optional rules instead. The base scavenging rules have been incorporated here, so you don't need to
|
||
-cross‑reference them to understand how it all works.
|
||
-
|
||
-Food, Water, and Shelter
|
||
-
|
||
-PCs in a post‑apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of
|
||
-reasons, including because that's the situation you start them in, they're exploring a new area, their settlement was
|
||
-overrun by raiders and they barely escaped with their lives, or something else.
|
||
-
|
||
-Generally, characters must spend ten minutes to an hour searching through the rubble and ruins in a particular area
|
||
-before they have a chance of finding food or a refuge.
|
||
-
|
||
-Characters who succeed in finding food and water or refuge also get to roll up to once each day on the Useful Stuff
|
||
-table and three times on the Junk table. (Some characters won't care about rolling on the Junk table; no need to have
|
||
-them make rolls if that's the case.) If a "food" or "water" result is obtained on the Useful Stuff table, PCs discover
|
||
-double the amount of resources and have enough for two days for six people.
|
||
-
|
||
-Consider using a GM intrusion to add additional color by way of an unexpected threat or hazard as they search,
|
||
-especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for
|
||
-resources.
|
||
-
|
||
-Food and Water
|
||
-
|
||
-Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
|
||
-but sometimes it includes fresh fruits and vegetables growing wild or cultivated by other survivors.
|
||
-
|
||
-Found water might be canned seltzer water, water in casks, water in tanks, and other leftovers from the before‑times,
|
||
-but it could just as easily be collected rainwater, from a river, from a lake, or water secured by previous survivors.
|
||
-
|
||
-Scavenging and Related Tasks
|
||
-
|
||
-| Level | Task |
|
||
-|-------|-------------------------------------------------------------------------------------------------------------------------------------|
|
||
-| 5 | Find enough food and clean water for a group of five characters to eat and drink for one dya |
|
||
-| 5 | Find a place of relative safety to regroup, shelter from the elements, and hide from other dangerous groups or creatures |
|
||
-| \- | The task is hindered by one step from every two more people (above 5) a scavenger tries to find resources or a refuge for |
|
||
-| \+ | The task is eased by one step for every two fewer people (from a baseline of 5) a scavenger tries to find resources or a refuge for |
|
||
-
|
||
-Changing Conditions Affect Scavenger Success
|
||
-
|
||
-The difficulty of finding food, water, and a safe place varies by location and by how many days the characters have
|
||
-already spent there.
|
||
-
|
||
-Right After the Apocalypse: Things may be somewhat picked over, but PCs probably have their choice of food, water,
|
||
-shelter, and useful things, assuming the apocalypse isn't one that also devastates large swaths of the immediate
|
||
-environment.
|
||
-
|
||
-Months and Years After the Apocalypse: Other survivors who've already scavenged the area and exposure to the elements
|
||
-make scavenging more difficult as time marches on. Each week the PCs spend in the same area (that's not an allied
|
||
-settlement) hinders subsequent scavenging tasks by one additional step. The result of failing to find food and water is
|
||
-obvious; if you're using it, refer to the exposure, starvation, and dehydration optional rule.
|
||
-
|
||
-Staying in One Place Too Long: In an unsafe area, PCs who've found shelter must succeed on a new difficulty 5 Intellect
|
||
-task each week to determine if their refuge is still safe. If they fail to find—or keep—a refuge, the place becomes
|
||
-compromised in some way. For instance, perhaps their presence is noticed by a hostile force in the area (raiders, a
|
||
-dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
|
||
-evident.
|
||
-
|
||
-### USEFUL STUFF
|
||
-
|
||
-Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful
|
||
-stuff is often found along with these basic requirements.
|
||
-
|
||
-When to Consult the Table: When a group of characters successfully finds food and water or a safe place, they also find
|
||
-something else that's potentially useful. Consult the Useful Stuff table up to once per day, or two or three times if
|
||
-PCs roll a special minor or major effect, respectively. If it's the first day they have scavenged in a particular area,
|
||
-each character might find something useful on the table, but on subsequent days, a group normally gets only a single
|
||
-roll.
|
||
-
|
||
-Subtables: Roll on a specific subtable only if you wish to provide additional flavor to what PCs find.
|
||
-
|
||
-Useful? The implication is that if PCs find something on the Useful Stuff table, it's in working condition, having
|
||
-beaten the odds of degradation and destabilization facing all common things from the before‑times. A GM intrusion, of
|
||
-course, could complicate that for any given item.
|
||
-
|
||
-Artifact? As described under Pre‑Apocalyptic Artifacts, almost every nonfood item on the Useful Stuff table could be
|
||
-considered an artifact, given that it is increasingly difficult to produce or preserve. Adding a depletion roll (usually
|
||
-1 in 1d20) represents the likelihood that the item will fall apart, break down, or run out.
|
||
-
|
||
-Useful Stuff Table
|
||
-
|
||
-Most of the time, it's not important to know the level of a useful item PCs find. If it becomes important, level 3 is a
|
||
-good baseline. If the item is particularly fragile (such as a wheel of cheese preserved in wax), drop the level by 1 or
|
||
-2. If the item is particularly hardy (like a fire engine), increase the level by 1 or 2.
|
||
-
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 48%" />
|
||
-<col style="width: 51%" />
|
||
-</colgroup>
|
||
-<thead>
|
||
-<tr class="header">
|
||
-<th>D100</th>
|
||
-<th>Item Found</th>
|
||
-</tr>
|
||
-</thead>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>01</td>
|
||
-<td>Water filter straw or bottle</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>02</td>
|
||
-<td>Windproof matches, box</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>03</td>
|
||
-<td>Gas mask</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>04</td>
|
||
-<td>Soap, shampoo, or other hygiene product</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>05</td>
|
||
-<td><p>Tool, hand (the right tool for the job provides an asset on repair and crafting tasks)</p>
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 10%" />
|
||
-<col style="width: 89%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d10</td>
|
||
-<td>Specific Tool Found</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Manual drill</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Hammer</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Tape measure</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Lever hoist/ratchet/come‑along</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Screwdriver, multibit</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td>Saw</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>7</td>
|
||
-<td>Pliers</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>8</td>
|
||
-<td>Wrench</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>9</td>
|
||
-<td>Level</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>10</td>
|
||
-<td>Clamps</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>06</td>
|
||
-<td>Carabiner</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>07-08</td>
|
||
-<td>Bungee cords</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>09-10</td>
|
||
-<td><p>Tool, corded or battery‑powered (the right tool for the job provides an asset on repair and crafting tasks)</p>
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 8%" />
|
||
-<col style="width: 90%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d10</td>
|
||
-<td>Specific Tool Found</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Drill, corded or battery</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Miter saw, corded</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Circular saw, corded</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Table saw, benchtop</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Welding kit</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td>Impact driver, corded or battery</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>7</td>
|
||
-<td>Chainsaw, gas, corded, or electric</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>8</td>
|
||
-<td>Nail gun, corded, battery, or air‑driven</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>9</td>
|
||
-<td>Air compressor</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>10</td>
|
||
-<td>Heat gun, corded or battery</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>11</td>
|
||
-<td><p>Construction/repair supply (the right material provides an asset to a task that would benefit from its use;
|
||
-counts as one load of construction junk)</p>
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 9%" />
|
||
-<col style="width: 90%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>D6</td>
|
||
-<td>Component or Substance</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Glue, wood, ceramic, or super</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Epoxy, metal welding</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Nails, screws, fasteners</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Electrician's Tape</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5-6</td>
|
||
-<td>Duct Tape</td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>12</td>
|
||
-<td>Nightvision goggles</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>13</td>
|
||
-<td>First aid kit (provides an asset to 1d20 healing-related tasks before exhaustion)</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>14</td>
|
||
-<td>Ammunition handloading tool set (provides an asset to crafting ammunition)</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>15-16</td>
|
||
-<td><p>Over the counter (OTC) medicine (provides an asset to one qualifying healing‑related task)</p>
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 7%" />
|
||
-<col style="width: 92%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d10</td>
|
||
-<td>Specific Medicine Found</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Pain reliever (aspirin, ibuprofen, acetaminophen, or naproxen) pill</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Antihistamines, pills or salve</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Antacids, pills or chews</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Sunscreen, oil or spray</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Cold/flu treatment, pills or liquid</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td>Antibiotic, spray or gel</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>7</td>
|
||
-<td>Liquid bandage, spray or liquid</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>8-9</td>
|
||
-<td>Pain and discomfort relief for PMS (blended ingredients)</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>10</td>
|
||
-<td>Anti-nausea, pills or liquid</td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>17</td>
|
||
-<td>Pads and tampons</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>18</td>
|
||
-<td>Condoms</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>19</td>
|
||
-<td><p>Prescription medicine (vanquishes or treats symptoms of an eligible disease or illness, if enough medicine is
|
||
-found)</p>
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 9%" />
|
||
-<col style="width: 89%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d20</td>
|
||
-<td>Condition Treated by Meds</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Blood clots</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Hypothyroidism</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Diabetes</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>High blood pressure</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Depression and anxiety</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td>Heart and artery conditions</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>7</td>
|
||
-<td>High cholesterol</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>8</td>
|
||
-<td>Bacterial infection</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>9</td>
|
||
-<td>Lung issues</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>10</td>
|
||
-<td>Seizures and epilepsy</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>11</td>
|
||
-<td>Asthma</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>12</td>
|
||
-<td>Arthritis</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>13</td>
|
||
-<td>Degenerative nerve conditions</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>14</td>
|
||
-<td>Cancer</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>15</td>
|
||
-<td>Pregnancy prevention and ending</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>16</td>
|
||
-<td>Gender dysmorphia</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>17</td>
|
||
-<td>Enlarged prostate</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>18</td>
|
||
-<td>Ulcers</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>19</td>
|
||
-<td>Acid reflux</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>20</td>
|
||
-<td>Radiation sickness</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>20</td>
|
||
-<td>Binoculars</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>21</td>
|
||
-<td>Horse, trained for riding (typically found with a few days of feed)</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>22</td>
|
||
-<td>Magnifying glass</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>23</td>
|
||
-<td>Glasses, readers</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>24</td>
|
||
-<td>Box of black permanent markers</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>25</td>
|
||
-<td>Scissors</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>26-35</td>
|
||
-<td><p>Food and water (enough for five people for one day)</p>
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 18%" />
|
||
-<col style="width: 80%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d100</td>
|
||
-<td>Specific Food/Water Found</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>01–02</td>
|
||
-<td>Baby food, jarred</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>03–06</td>
|
||
-<td>Beans, dried</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>07–08</td>
|
||
-<td>Beans, canned</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>09–12</td>
|
||
-<td>Bouillon cubes</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>13–14</td>
|
||
-<td>Canned pasta</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>15–16</td>
|
||
-<td>Cereal, breakfast</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>17–18</td>
|
||
-<td>Cheese in wax</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>19–20</td>
|
||
-<td>Chocolate, dark</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>21–22</td>
|
||
-<td>Coffee, instant</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>23</td>
|
||
-<td>Eggs, fresh</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>24</td>
|
||
-<td>Eggs, powdered</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>25–26</td>
|
||
-<td>Energy bar</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>27–28</td>
|
||
-<td>Fruit, canned</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>29–30</td>
|
||
-<td>Fruit, dried</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>31–32</td>
|
||
-<td>Fruit, fresh</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>33–34</td>
|
||
-<td>Flour, white</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>35–36</td>
|
||
-<td>Flour, other</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>37–38</td>
|
||
-<td>Honey</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>39–40</td>
|
||
-<td>Liquor</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>41–42</td>
|
||
-<td>Mayonnaise</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>43–44</td>
|
||
-<td>Meat, canned</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>45</td>
|
||
-<td>Milk, fresh</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>46</td>
|
||
-<td>Milk, powdered</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>47–48</td>
|
||
-<td>Mustard</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>49–50</td>
|
||
-<td>Nuts</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>51–52</td>
|
||
-<td>Oatmeal</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>53–54</td>
|
||
-<td>Oil, sealed in can</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>55–56</td>
|
||
-<td>Pasta, dried</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>57–58</td>
|
||
-<td>Pet food, canned</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>59–60</td>
|
||
-<td>Rice, dried</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>61–62</td>
|
||
-<td>Salt</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>63</td>
|
||
-<td>Snack bag, dried chips, etc.</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>64</td>
|
||
-<td>Snack, candy or baked snack</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>65–66</td>
|
||
-<td>Soda, can</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>67–68</td>
|
||
-<td>Spices</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>69–70</td>
|
||
-<td>Sugar</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>71–73</td>
|
||
-<td>Tea, in a tin</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>74–75</td>
|
||
-<td>Yeast, dry</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>76–77</td>
|
||
-<td>Vegetables, canned</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>78–79</td>
|
||
-<td>Vegetables, fresh</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>80–87</td>
|
||
-<td>Water, bottled</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>88–96</td>
|
||
-<td>Water, canned</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>97–98</td>
|
||
-<td>Wine, common</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>99–00</td>
|
||
-<td>Wine, fine</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>36</td>
|
||
-<td>Food cache (enough for five people for 1d20 weeks)</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>37</td>
|
||
-<td>Water cache (enough for six people for 1d20 weeks)</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>38</td>
|
||
-<td>Plastic bag (won't last long)</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>39-45</td>
|
||
-<td><p>Textbook or "how‑to" manual (asset to related knowledge task if studied for about an hour)</p>
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 12%" />
|
||
-<col style="width: 86%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d10</td>
|
||
-<td>Topics Covered</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Plumbing</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Electronics</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Gardening</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Farming</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Civil engineering</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td>Robotics</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>7</td>
|
||
-<td>Health</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>8</td>
|
||
-<td>Renewables (solar, wind)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>9</td>
|
||
-<td>Smithcraft</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>10</td>
|
||
-<td>Chemistry</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>46</td>
|
||
-<td>Supply stash (roll on this table 1d6 +2 times)</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>47</td>
|
||
-<td>Books (1d10 books of fiction)</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>48</td>
|
||
-<td>Toy wagon</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>49</td>
|
||
-<td>Shopping cart or baby carriage</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>50</td>
|
||
-<td>Wheelbarrow</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>51</td>
|
||
-<td>Skateboard, roller skates/blades, or similar</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>52</td>
|
||
-<td>Can opener or can punch</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>53</td>
|
||
-<td>Gloves</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>54</td>
|
||
-<td>Sunglasses or safety goggles</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>55</td>
|
||
-<td>Ear plugs</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>56</td>
|
||
-<td>Extension cord or power tree</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>57</td>
|
||
-<td>Lighter, butane</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>58</td>
|
||
-<td>Lighter, plasma</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>59</td>
|
||
-<td>Flashlight, battery and/or crank-powered</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>60-63</td>
|
||
-<td><p>Weapon, melee</p>
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 11%" />
|
||
-<col style="width: 88%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d10</td>
|
||
-<td>Weapon</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Sap/blackjack (light)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Hand axe (light)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Hunting/combat knife (light)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Brass knuckles (light)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Axe (medium)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td>Baseball bat (medium)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>7</td>
|
||
-<td>Baton (medium)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>8</td>
|
||
-<td>Saber/machete (medium)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>9</td>
|
||
-<td>Bow (medium)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>10</td>
|
||
-<td>Pickaxe (heavy)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>64</td>
|
||
-<td>Broom or mop</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>65</td>
|
||
-<td>Padlock with keys</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>66</td>
|
||
-<td><p>Armor</p>
|
||
-<table style="width:100%;">
|
||
-<colgroup>
|
||
-<col style="width: 5%" />
|
||
-<col style="width: 94%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d6</td>
|
||
-<td>Specific Armor</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Leather jacket (light armor)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Kevlar vest (medium armor)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Lightweight body (medium armor, encumbers as light armor)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Riot gear (medium armor)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Military body (heavy armor)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td>Crafted from trash cans (variable)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>67</td>
|
||
-<td>Bivouac sack</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>68</td>
|
||
-<td>SCUBA gear</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>69</td>
|
||
-<td>Straitjacket</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>70</td>
|
||
-<td>Game, physical (puzzle, board game, RPG)</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>71</td>
|
||
-<td>Canteen</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>72</td>
|
||
-<td>Hazmat suit (light armor, +2 Armor against chemical and radiation damage)</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>73-74</td>
|
||
-<td><p>Vehicle</p>
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 10%" />
|
||
-<col style="width: 88%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d20</td>
|
||
-<td>Specific Vehicle</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Airplane, prop</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Ambulance</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Balloon</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Boat</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Bus</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td>Car, consumer (gas or EV)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>7</td>
|
||
-<td>Truck, consumer (gas or EV)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>8</td>
|
||
-<td>Fire engine</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>9</td>
|
||
-<td>Forklift</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>10</td>
|
||
-<td>Garbage truck</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>11</td>
|
||
-<td>Helicopter</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>12</td>
|
||
-<td>Jet</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>13</td>
|
||
-<td>Lawnmower, riding (gas or EV)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>14</td>
|
||
-<td>Motorcycle (gas or EV)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>15</td>
|
||
-<td>Bicycle (pedal or EV‑pedal)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>16</td>
|
||
-<td>Police car</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>17</td>
|
||
-<td>Scooter</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>18</td>
|
||
-<td>Tractor (gas or EV)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>19</td>
|
||
-<td>Train engine</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>20</td>
|
||
-<td>Van</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>75-78</td>
|
||
-<td><p>Firearm (usually found with about 10 bullets or shells)</p>
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 8%" />
|
||
-<col style="width: 91%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d10</td>
|
||
-<td>Specific Firearm</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1–2</td>
|
||
-<td>Handgun (light, short range)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>3–4</td>
|
||
-<td>Handgun (medium, long range)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Rifle (medium, long range)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td>Shotgun (heavy, immediate range)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>7</td>
|
||
-<td>Handgun, big (heavy, long range)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>8</td>
|
||
-<td>Assault rifle (heavy, rapid‑fire, long range)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>9</td>
|
||
-<td>Heavy rifle (heavy, very long range)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>10</td>
|
||
-<td>Submachine gun (medium, rapid‑fire, short range)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>79</td>
|
||
-<td>Hand grenade (4 points of damage in immediate range)</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>80</td>
|
||
-<td>Ammunition cache (100 shells or bullets for 1d6 different weapons)</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>81</td>
|
||
-<td>Bolt cutters</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>82</td>
|
||
-<td>Climbing gear</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>83</td>
|
||
-<td>Crowbar</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>84</td>
|
||
-<td>Handcuffs</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>85</td>
|
||
-<td>Firearm cache (1d6+ 4 firearms; a mix of light, medium, and heavy weapons, each usually found with about 10 bullets
|
||
-or shells)</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>86-87</td>
|
||
-<td>Boots</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>88</td>
|
||
-<td><p>Power</p>
|
||
-<table style="width:100%;">
|
||
-<colgroup>
|
||
-<col style="width: 8%" />
|
||
-<col style="width: 91%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d10</td>
|
||
-<td>Specific Kind of Power</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Generator (gas)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2–3</td>
|
||
-<td>Batteries, 4‑pack, household</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>4</td>
|
||
-<td>Batteries, 4‑pack, household (rechargeable)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>5</td>
|
||
-<td>Consumer battery recharger</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>6</td>
|
||
-<td>Battery, car (12 v)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>7</td>
|
||
-<td>Battery, portable power station (rechargeable)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>8</td>
|
||
-<td>Gasoline (2d6 × 10 gallons)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>9</td>
|
||
-<td>Solar panels, portable</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>10</td>
|
||
-<td>Home battery (often connected to solar)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>89</td>
|
||
-<td>Lantern, kerosene or battery</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>90</td>
|
||
-<td><p>Electronics, consumer, general (functional, but without power or network connection, normally considered
|
||
-junk)</p>
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 10%" />
|
||
-<col style="width: 89%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d10</td>
|
||
-<td>Specific Device</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Smartphone</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Laptop</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>TV</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Headphones, wireless or wired</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Fitness tracker</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td>Smart speaker</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>7</td>
|
||
-<td>Game console</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>8</td>
|
||
-<td>Digital camera</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>9</td>
|
||
-<td>Tablet</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>10</td>
|
||
-<td>Smartwatch</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>91</td>
|
||
-<td>Art supplies</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>92</td>
|
||
-<td>Mask, dust and particulates</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>93</td>
|
||
-<td>Rope, nylon</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>94</td>
|
||
-<td>Sleeping bag</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>95</td>
|
||
-<td>Tent</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>96</td>
|
||
-<td>Tires, stored</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>97</td>
|
||
-<td>Toilet paper, stored</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>98</td>
|
||
-<td>Turntable and/or CD player (usually found with supply of old records and/or CDs of music)</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>99</td>
|
||
-<td><p>Loot (stuff people thought was valuable in the before‑times)</p>
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 10%" />
|
||
-<col style="width: 88%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d6</td>
|
||
-<td>Specific Valuable</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Silver dollar coin</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Gold eagle coin</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Book of rare stamps</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Framed art</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Designer wristwatch</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td>Jewelry</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>00</td>
|
||
-<td><p>Radiation control item</p>
|
||
-<table style="width:100%;">
|
||
-<colgroup>
|
||
-<col style="width: 6%" />
|
||
-<col style="width: 93%" />
|
||
-<col style="width: 0%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>d6</td>
|
||
-<td>Specific Item</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>1</td>
|
||
-<td>Radiation tent (prevents radiation damage for three days)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Radiation pill (pack of five; eases defense rolls against radiation effects for 12 hours)</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Handheld radiation detector</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Radiation badge</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5–6</td>
|
||
-<td>Manual describing radiation remediation best practices</td>
|
||
-<td></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table>
|
||
-
|
||
-### JUNK
|
||
-
|
||
-Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to
|
||
-function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But
|
||
-some PCs might have a use for it. That includes PCs with the Scavenges focus, as well as any character that decides to
|
||
-take advantage of the Repairing and Building section described in this optional rule.
|
||
-
|
||
-When to Consult the Table: All characters gain up to three results from the Junk table each time they successfully
|
||
-scavenge for food and water, or a safe place to stay. Junk can sometimes be repaired. It can also be disassembled,
|
||
-warped, melted, or otherwise used to craft or repair something else.
|
||
-
|
||
-How Much Junk PCs Get: Each time PCs roll on the Junk table or otherwise obtain a specific kind of junk, the amount they
|
||
-get is called a "load." Load is an intentionally vague amount, because it represents a variable amount of junk of a
|
||
-particular kind. A PC that finds some electronic junk could grab a single broken electric fan or leave a ruined house
|
||
-with a shopping cart full of stereo parts. Either way, it's considered one load of electronic junk.
|
||
-
|
||
-Tracking Loads: It's only important to track the number and kinds of loads a PC acquires if they're going to use the
|
||
-Repairing and Building optional rules presented later in this section. A PC can carry one load of junk along with their
|
||
-equipment. To carry more than that, they need a plan, such as using a toy wagon, shopping cart, sled, vehicle, or mount;
|
||
-asking an ally for help; or something else.
|
||
-
|
||
-Junk
|
||
-
|
||
-| | |
|
||
-|-----|-------------------------------------------------------------------------------------------------|
|
||
-| D10 | Variety of Junk |
|
||
-| 1 | Electronic (stereo, DVD/Blu‑ray player, smartphone, electric fan, printer, router, etc.) |
|
||
-| 2 | Plastic (lawn furniture, baby seat, simple toys, inflatable pool, etc.) |
|
||
-| 3 | Chemical (cleaning solution, fuel, paint, rat poison, solvents, industrial chemicals, etc.) |
|
||
-| 4 | Metal (old playsets, grills, empty barrels, frying pan, metal siding, etc.) |
|
||
-| 5 | Glass (vases, windows, bowls, decorative pieces, etc.) |
|
||
-| 6 | Textile (coats, pants, shirts, bathing suits, blankets, rugs, paper currency, etc.) |
|
||
-| 7 | Vehicle (car/airplane/watercraft bodies, scavenged electronics, tires, seats, etc.) |
|
||
-| 8 | Construction (cinder blocks, lumber, siding, wiring, pipes, bricks, insulation, shingles, etc.) |
|
||
-| 9 | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.) |
|
||
-| 10 | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft) |
|
||
-
|
||
-### REPAIRING AND BUILDING
|
||
-
|
||
-Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair,
|
||
-craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more rough‑and‑ready look
|
||
-to them. A new or repaired home could be covered in scavenged street signs. Clothing is probably a mishmash of textiles,
|
||
-salvaged bits from costume stores, and plastic bags. A suit of armor might be made of trash can lids. And so on. Second,
|
||
-even if something looks rough‑and‑ready, such as armor made of trash can lids, if PCs succeed on the task to create
|
||
-medium armor (or heavy armor, if they're feeling ambitious), the resulting armor is functionally equivalent to armor of
|
||
-the same grade made before the apocalypse. It just looks less polished.
|
||
-
|
||
-Improving the Odds: If PCs scavenge exactly the right tools for the job (such as a hammer instead of a rock) and/or the
|
||
-perfect construction and repair supplies (such as steel screws instead of pegs carved from wood), they may gain an asset
|
||
-to their task.
|
||
-
|
||
-Junk Required for Building vs. Repairing: The "Loads of Junk Required" column in the Repairing and Crafting Difficulty
|
||
-and Time table is calibrated for repair. If a PC builds something from scratch (as opposed to repairing something
|
||
-previously built), the junk requirements are twice to ten times the indicated number of loads. Something small to
|
||
-moderate (like an article of clothing or a wheelbarrow) requires double the loads, while something large, like a
|
||
-structure or large motorized vehicle, could require up to ten times the indicated junk loads. You, the GM, decide what's
|
||
-reasonable.
|
||
-
|
||
-Other Projects: If the character wants to try to repair or build something from the ground up that isn't on the table,
|
||
-use your best judgment, comparing to what is on the table as a baseline. Some things just can't be built with the tools,
|
||
-materials, and knowledge the PCs have available. For instance, they probably can't build a spacecraft. On the other
|
||
-hand, perhaps they can repair one if they find an old government base containing a secret orbital craft that was never
|
||
-used, as long as they find specialized tools and instructions to go with it.
|
||
-
|
||
-Repair and Build Time: PCs who reduce the difficulty of a project cannot, generally speaking, reduce the repair or build
|
||
-time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted
|
||
-in the Cypher System Rulebook.
|
||
-
|
||
-### EQUIPMENT MAINTENANCE
|
||
-
|
||
-When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
|
||
-a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
|
||
-the larger optional rule for scavenging, repairing, and building, because if something breaks due to lack of
|
||
-maintenance, PCs should have a chance to fix it.
|
||
-
|
||
-Effect: Sometimes, a piece of equipment a PC relies on breaks. Use a GM intrusion to let the character know. PCs who
|
||
-know—or who learn—that equipment wear and breakage is a possibility can be proactive. They can spend about an hour on
|
||
-equipment maintenance each week. Maintenance requires the PC to expend 1 load of metal or construction junk each week,
|
||
-or to break down a few related items of scavenged useful stuff to get what they need. If PCs put in the time to keep
|
||
-their gear in good condition, they should face fewer, if any, GM intrusions related to their equipment failing them. No
|
||
-roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time
|
||
-thereafter, unless a special circumstance occurs.
|
||
-
|
||
-Repairing and Crafting Difficulty and Time
|
||
-
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 20%" />
|
||
-<col style="width: 20%" />
|
||
-<col style="width: 20%" />
|
||
-<col style="width: 20%" />
|
||
-<col style="width: 20%" />
|
||
-</colgroup>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>Difficulty</td>
|
||
-<td>Project</td>
|
||
-<td>Repair Time</td>
|
||
-<td>Build Time</td>
|
||
-<td>Loads of Junk Required* (for repair)</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>0</td>
|
||
-<td>Tying a rope, finding a rock, etc.</td>
|
||
-<td>—</td>
|
||
-<td>Minutes</td>
|
||
-<td>—</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>1</td>
|
||
-<td>Torch</td>
|
||
-<td>1 minute</td>
|
||
-<td>5 minutes</td>
|
||
-<td>1 construction</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>2</td>
|
||
-<td>Spear, piece of simple furniture</td>
|
||
-<td>10 minutes</td>
|
||
-<td>1 hour</td>
|
||
-<td>1 construction</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>2</td>
|
||
-<td>Lean‑to shelter</td>
|
||
-<td>10 minutes</td>
|
||
-<td>1 hour</td>
|
||
-<td>Deadfall or 1 construction</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Bow, door, steps, simple bridge</td>
|
||
-<td>1 hour</td>
|
||
-<td>1 day</td>
|
||
-<td>1 construction</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>3</td>
|
||
-<td>Simple article of clothing</td>
|
||
-<td>10 minutes</td>
|
||
-<td>3 hours</td>
|
||
-<td>1 textile</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3</td>
|
||
-<td>Light armor</td>
|
||
-<td>1 hour</td>
|
||
-<td>10 hours</td>
|
||
-<td>1 textile</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>3</td>
|
||
-<td>Wheelbarrow</td>
|
||
-<td>10 minutes</td>
|
||
-<td>1 hour</td>
|
||
-<td>1 vehicle</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>4</td>
|
||
-<td>Desk with drawers, other complex furniture</td>
|
||
-<td>1 hour</td>
|
||
-<td>1 day</td>
|
||
-<td>1 construction, 1 plastic, 1 textile</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Single plumbing project</td>
|
||
-<td>3 hours</td>
|
||
-<td>1 day</td>
|
||
-<td>1 construction, 1 plastic</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>4</td>
|
||
-<td>Wiring small structure for electricity</td>
|
||
-<td>3 hours</td>
|
||
-<td>2 days</td>
|
||
-<td>1 construction, 1 electronic</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>4</td>
|
||
-<td>Ammunition, 25 rounds</td>
|
||
-<td>—</td>
|
||
-<td>2 days</td>
|
||
-<td>1 chemical, 1 metal</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>4</td>
|
||
-<td>Medium armor</td>
|
||
-<td>1 hour</td>
|
||
-<td>1 day</td>
|
||
-<td>1 metal, 1 textile</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>5</td>
|
||
-<td>Cabin, small</td>
|
||
-<td>1 day</td>
|
||
-<td>1 week</td>
|
||
-<td>2 construction</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Motorcycle</td>
|
||
-<td>1 day</td>
|
||
-<td>2 months</td>
|
||
-<td>1 metal, 1 vehicle</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>5</td>
|
||
-<td>Car or truck</td>
|
||
-<td>2 days</td>
|
||
-<td>5 months</td>
|
||
-<td>1 electronic, 1 vehicle</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Firearm</td>
|
||
-<td>3 hours</td>
|
||
-<td>1 month</td>
|
||
-<td>1 metal, 1 plastic</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>5</td>
|
||
-<td>Bulb, radio, common electronic items</td>
|
||
-<td>3 hours</td>
|
||
-<td>1 month</td>
|
||
-<td>3 electronic</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td>Heavy armor</td>
|
||
-<td>1 day</td>
|
||
-<td>1 month</td>
|
||
-<td>1 metal, 1 textile, 1 plastic</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td><p>Generator, transmitter, watch, other</p>
|
||
-<p>complex electronic items</p></td>
|
||
-<td>1 day</td>
|
||
-<td>2 months</td>
|
||
-<td>5 electronic, 1 vehicle</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>6</td>
|
||
-<td>Cabin, multiple rooms, with amenities</td>
|
||
-<td>1 week</td>
|
||
-<td>6 months</td>
|
||
-<td>4 construction, 2 electronic, 1 plastic, 1 glass, 1 metal</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td>Medicine</td>
|
||
-<td>1 week</td>
|
||
-<td>1 month</td>
|
||
-<td>1 medical</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>7</td>
|
||
-<td>Computer, smartphone, TV, other intricate electronic items</td>
|
||
-<td>1 week</td>
|
||
-<td>1 year</td>
|
||
-<td>2 electronic, 1 plastic, 1 metal</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>7</td>
|
||
-<td>Medical device</td>
|
||
-<td>1 week</td>
|
||
-<td>1 year</td>
|
||
-<td>2 electronic, 1 plastic, 1 metal, 1 medical</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>7</td>
|
||
-<td>Airplane, military vehicle</td>
|
||
-<td>1 month</td>
|
||
-<td>2 years</td>
|
||
-<td>4 electronic, 4 plastic, 4 chemical, 6 metal, 2 vehicle</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>8</td>
|
||
-<td>Spacecraft, chemical rocket propelled</td>
|
||
-<td>1 month</td>
|
||
-<td>20 years</td>
|
||
-<td>8 electronic, 8 plastic, 12 chemical, 20 metal</td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>9–10</td>
|
||
-<td>Advanced unearthly technology</td>
|
||
-<td>Months</td>
|
||
-<td>Many years</td>
|
||
-<td>5 unearthly</td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table>
|
||
-
|
||
-\*Load requirements for buildings (vs. repairing) are two to ten times the indicated values.
|
||
-
|
||
-Handloading Tool Set
|
||
-
|
||
-A set of handloading tools includes a variety of instruments such as lubricant, powder funnel, and a small press, used
|
||
-to create ammunition for a firearm. To fashion ammunition, the user must spend an uninterrupted hour using the
|
||
-handloading tools, at the end of which time they have created about 25 bullets.
|
||
-
|
||
-If treated as a Pre‑Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set
|
||
-can be recharged with 1 load of metal junk and 1 load of chemical junk).
|
||
-
|
||
-### IRONMAN
|
||
-
|
||
-This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular
|
||
-people.
|
||
-
|
||
-When to Use: To really drive home the brutality of a post‑apocalyptic survival one‑shot game or short scenario, you can
|
||
-subject your players to this hardcore optional rule.
|
||
-
|
||
-Effect: There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as
|
||
-recovery rolls and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character making a
|
||
-recovery roll would get only 3 points (as if they rolled a 1 on a d6, plus 2 for their tier) to add to their Pools. This
|
||
-results in a gritty, dire scenario where the only way PCs can restore their Pools is with recovery rolls and character
|
||
-abilities that heal.
|
||
-
|
||
-Cypher System characters are tough and resilient, even at tier 1, but the ironman rule brings them down to a more
|
||
-realistic power level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge
|
||
-for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
|
||
-allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
|
||
-
|
||
-### FRAGILITY
|
||
-
|
||
-This optional rule prevents power creep in PCs.
|
||
-
|
||
-When to Use: If you want your players to have a gritty game experience after the apocalypse, this optional rule keeps
|
||
-them physically humble.
|
||
-
|
||
-Effect: Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that
|
||
-permanently increases their Pools, they can
|
||
-
|
||
-add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other points left over (if any) must go to
|
||
-their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra points the
|
||
-player can divide among their Pools at character creation. This rule creates a more "realistic" scenario in which the
|
||
-PCs are more like normal people who don't get much more powerful physically over the course of a campaign but still can
|
||
-learn new skills, advance their minds, and so on. This module does not affect abilities like Enlarge (which temporarily
|
||
-adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
|
||
-Front (which permanently increase one or more Pools).
|
||
-
|
||
-### ADVANCED AND ALIEN TECH
|
||
-
|
||
-Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology.
|
||
-
|
||
-When to Use: If the apocalypse that ended your world featured a time rip, alien invaders, a catastrophic alien ship
|
||
-crash, a starting date that is several decades into our own future, or an alternate timeline where things happened
|
||
-differently in the past than in the real world, this rule is applicable. You can also use it if you just want to
|
||
-introduce a bit of mystery to your game that will confound PCs' expectations on how their world really ended.
|
||
-
|
||
-Effect: Fantastic and advanced devices exist in the setting, and PCs can find them. If something is advanced and/or
|
||
-alien enough, PCs may have to develop special skills to use it, as noted hereafter. The existence of this tech in your
|
||
-setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens,
|
||
-but the tech could just as easily stand alone or be part of an End of Days theme.
|
||
-
|
||
-### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
|
||
-
|
||
-In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could
|
||
-discover unusual objects in the form of fantastic cyphers and unusual post‑apocalyptic artifacts.
|
||
-
|
||
-### UNDERSTANDING ADVANCED AND ALIEN TECH
|
||
-
|
||
-Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
|
||
-harder.
|
||
-
|
||
-Identifying and Using Advanced and Alien Tech: When a character finds a manifest cypher or an artifact that falls into
|
||
-this category, they must identify it before they can use it. Identification takes from one to ten minutes and a
|
||
-successful Intellect roll, usually against a difficulty of 5. Identifying an object grants PCs the ability to use the
|
||
-object, whether it's a manifest cypher or an artifact.
|
||
-
|
||
-However, without training or specialization in alien technology, advanced technology, or something similar (which most
|
||
-starting characters don't have), a character has an inability in understanding advanced and alien tech.
|
||
-
|
||
-Failing to Understand: Sometimes a failed roll to understand an object of advanced or alien tech simply means the
|
||
-character can't figure it out, but they can try again (as usual, each task retry requires that the PC expend Effort).
|
||
-Other times, there's a chance of something going wrong, either because you intrude or because the character triggers an
|
||
-intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
|
||
-advanced or alien device in a PC's possession.
|
||
-
|
||
-### ADVANCED AND ALIEN TECH GM INTRUSIONS
|
||
-
|
||
-Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to
|
||
-understand how to use it again after resolving the intrusion.
|
||
-
|
||
-| | |
|
||
-|-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||
-| d10 | Result of Intrusion |
|
||
-| 1 | Ooze sprays the character, then hardens, trapping them until they can escape a level 4 "shell." |
|
||
-| 2 | Device becomes stuck in midair, immovable as if caught in invisible, otherwise intangible cement. |
|
||
-| 3 | Device grows increasingly hot over the course of one minute, then fuses into a nonfunctional lump. |
|
||
-| 4 | Device shoots like a bullet in a random direction for a long distance, lodging itself in a structure or tree. |
|
||
-| 5 | Very bright light flashes from the device, blinding the PC for a few minutes. |
|
||
-| 6 | A blue light on the device begins flashing; if device is not destroyed, an alien enthraller investigates. |
|
||
-| 7 | Device function is triggered, as are any other devices (cyphers and/or artifacts) the PC carries. |
|
||
-| 8 | Mutagenic energy pulse; character develops a distinctive mutation over the course of ten hours. |
|
||
-| 9 | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character. |
|
||
-| 10 | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. |
|
||
-
|
||
-### INCREDIBLE MUTATIONS
|
||
-
|
||
-Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and
|
||
-death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic
|
||
-engineering, or some other mutagen) can instill strange new abilities in previously normal creatures, plants, NPCs, and
|
||
-even PCs, though often with a few drawbacks, too.
|
||
-
|
||
-When to Use: If you'd like your setting to include incredible mutations, this section is for you. Why does your game
|
||
-have such mutations? Maybe because of an X‑factor in some survivors' DNA, inscrutable nanites that have permeated the
|
||
-environment, magical contamination, or multiple different timelines collapsing into one.
|
||
-
|
||
-Effect: This section describes several ways to introduce incredible mutations to your game, including letting the
|
||
-environment evoke the concept, PC opt‑in, transitory mutations PCs have less control over, and transitory mutations
|
||
-based on cyphers. You can pick one or two, or use them all at different times and for different needs in your game.
|
||
-
|
||
-Mutated Creatures, Plants, and NPCs
|
||
-
|
||
-The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance
|
||
-of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have
|
||
-only harmful mutations, but others could have adaptive mutations.
|
||
-
|
||
-Harmful Mutations: Some creatures, plants, trees, fungus, and NPCs could present with disturbing, harmful mutations,
|
||
-such as the following examples. Their tasks are usually hindered.
|
||
-
|
||
-- An animal with one or more additional, vestigial, limp limbs, or an additional vestigial head that appears almost as a
|
||
- tumor‑like growth
|
||
-
|
||
-- Oozing a smelly, rotting fluid that stains and slightly burns exposed skin
|
||
-
|
||
-- Lack of fur combined with albinism, making them sensitive to light and subject to skin cancer
|
||
-
|
||
-- Too many extra fingers or arms, making them slow and heavy
|
||
-
|
||
-- Too many extra branches, or too spindly, making the branches prone to breaking
|
||
-
|
||
-- Feathers growing where they normally wouldn't, in ragged, uncomfortable clumps
|
||
-
|
||
-- Fishlike scales growing where they normally wouldn't, like itchy, reflective sores
|
||
-
|
||
-- Single limb or other body part is radically larger than normal, making the creature clumsy
|
||
-
|
||
-- Big clumps of fungal growth that are obviously intrusive and painful
|
||
-
|
||
-Adaptive Mutations
|
||
-
|
||
-A disturbing mutation might only look strange and not be an impediment to the animal, plant, or NPC. It might even
|
||
-provide some benefit, as follows.
|
||
-
|
||
-- Fur, hair, or leaves growing in strange fractal patterns. Maybe it glows visibly to attract prey, or glows at a
|
||
- frequency normally invisible to the human eye, but which they can see, allowing them to act in the dark.
|
||
-
|
||
-- Tentacle‑like arms that work like the regular limb replaced, or an extra tentacle‑like arm that gives the creature a
|
||
- method to grasp, use tools, or otherwise gain an additional benefit over other creatures or plants of its type.
|
||
-
|
||
-- Feathers growing on an animal or plant they normally wouldn't, thick enough to provide additional warmth, protection,
|
||
- and possibly limited flight options.
|
||
-
|
||
-- Insects, like ants or beetles, that learn how to spin webs, or spiders that begin spinning wildly strong fractal webs
|
||
- that glow and change, maybe serving as a mode of communication.
|
||
-
|
||
-- Fungal growths that seem to connect the minds of creatures that have the same kind of growth.
|
||
-
|
||
-### OPTIONAL RULE: MUTANT DESCRIPTOR
|
||
-
|
||
-If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character
|
||
-with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the
|
||
-resulting PC is one that the player wants to play.
|
||
-
|
||
-### OPTIONAL RULE: TRANSITORY MUTATIONS
|
||
-
|
||
-Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
|
||
-that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
|
||
-triggered, replacing the specific benefit (or drawback) of the volatile mutation previously granted to the PC.
|
||
-
|
||
-You can use this optional rule instead of the mutant descriptor optional rule, or allow both in the same game. If using
|
||
-transitory mutations, not every PC in your game needs to have a volatile mutation.
|
||
-
|
||
-Volatile Mutations
|
||
-
|
||
-A character can begin the game with one volatile mutation that changes during play, one distinctive mutation that
|
||
-usually does not change, and, at their option, one or two cosmetic mutations.
|
||
-
|
||
-Alternatively, the PC could gain a volatile mutation (and one distinctive mutation) after their first encounter with
|
||
-radiation or some other mutagenic agent. Additional encounters with radiation don't give a PC further volatile mutations
|
||
-but could cause the one they have to mutate into something else.
|
||
-
|
||
-Effect: If the PC gains a volatile mutation, roll randomly on the Beneficial Mutations table. That mutation lasts until
|
||
-a triggering event occurs, at which time their volatile mutation is replaced, as indicated. A character normally cannot
|
||
-trigger replacement simply by willing it to occur, but they could choose to fail the Intellect defense roll that some
|
||
-triggers require to maintain their current volatile mutation.
|
||
-
|
||
-Adjusting the Volatility: Choose which triggering events apply to determine how volatile you'd like transitory mutations
|
||
-to be in your setting. For instance, if you prefer that volatile mutations change only when PCs encounter radiation,
|
||
-choose that option and ignore the others. Alternatively, you might prefer more variability and use most or even all the
|
||
-triggering events noted.
|
||
-
|
||
-Triggering Events:
|
||
-
|
||
-- The character finishes a ten‑hour recovery; replace with a randomly rolled beneficial mutation.
|
||
-
|
||
-- A character takes damage for the first time in ten hours and fails a difficulty 3 Intellect defense roll; replace with
|
||
- a randomly rolled beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
|
||
-
|
||
-- The character triggers or receives a GM intrusion; replace with a random roll on the Harmful Mutations table.
|
||
-
|
||
-- The character gains a minor effect on a d20 roll and decides the effect is that their volatile mutation changes;
|
||
- replace with two randomly rolled beneficial mutations. Both are replaced the next time the character gains a new
|
||
- volatile mutation.
|
||
-
|
||
-- The character gains a major effect on a d20 roll and decides the effect is that their volatile mutation changes;
|
||
- replace with a random result from the Powerful Mutations table. It is replaced the next time the character gains a new
|
||
- volatile mutation.
|
||
-
|
||
-- The character takes damage from radiation (or other established mutagen in your setting) for the first time in ten
|
||
- hours and fails an Intellect defense roll against a difficulty equal to the attack; replace with a randomly rolled
|
||
- beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
|
||
-
|
||
-Cyphers as Volatile Mutations
|
||
-
|
||
-If a character has volatile mutations, one way to handle it is to give them an additional subtle cypher slot, and their
|
||
-volatile mutation is whatever subtle cypher is in that slot. A character can begin the game with one cypher volatile
|
||
-mutation that changes during play (or gain it after surviving radiation damage) and one distinctive mutation that
|
||
-usually does not change, plus—at their option—one or two cosmetic mutations.
|
||
-
|
||
-Effect: A cypher volatile mutation operates almost entirely like regular volatile mutations, except as follows.
|
||
-
|
||
-- Any random roll on the Beneficial Mutations table should instead be a random roll on the Subtle Cypher table. That
|
||
- includes the two rolls granted to PCs who use a special minor effect to replace their volatile mutation's effect.
|
||
-
|
||
-- A roll of 1 still replaces the PC's volatile mutation with a randomly rolled harmful mutation.
|
||
-
|
||
-- A roll of 20 still replaces the PC's volatile mutation with a randomly rolled powerful mutation.
|
||
-
|
||
-- A cypher volatile mutation can be used more than once before it is replaced, but each additional attempt to use it
|
||
- requires that the character succeed on an Intellect task. The difficulty of the task begins at the level of the cypher
|
||
- and increases by one step each additional time the character attempts to reuse the mutation. On a failed roll, the
|
||
- mutation is replaced.
|
||
-
|
||
-- When the cypher volatile mutation is replaced, roll the level for the new mutation.
|
||
-
|
||
-Other Consequences of Volatile Mutations
|
||
-
|
||
-If a character gains a mutation that grants them points to a Pool (such as strengthened bones, which gives +5 Might),
|
||
-then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect
|
||
-their current Pool value, depending on whether they were completely healthy or not.
|
||
-
|
||
-### D100 BENEFICIAL MUTATIONS
|
||
-
|
||
-The following mutations do not require any visible changes or distinctions in the character. In other words, people who
|
||
-have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
|
||
-and never requires an action to "activate."
|
||
-
|
||
-01–05 Strengthened bones: You gain +5 to your Might Pool.
|
||
-
|
||
-06–10 Improved circulation: You gain +5 to your Might Pool.
|
||
-
|
||
-11–15 Improved musculature: You gain +5 to your Might Pool.
|
||
-
|
||
-16–20 Improved nervous system: You gain +5 to your Speed Pool.
|
||
-
|
||
-21–25 Improved neural processes: You gain +5 to your Intellect Pool.
|
||
-
|
||
-26–30 Thick hide: You gain +1 to Armor.
|
||
-
|
||
-31–33 Increased lung capacity: You can hold your breath for five minutes.
|
||
-
|
||
-34–36 Adhesion pads: Your hands and feet have naturally adhesive pads and thus are assets in tasks involving climbing,
|
||
-keeping your footing, or retaining your grip.
|
||
-
|
||
-37–39 Slippery skin: You secrete a slippery oil, giving you an asset in any task involving slipping from another's grip,
|
||
-slipping from bonds, squeezing through a small opening, and so on.
|
||
-
|
||
-40–45 Telekinetic shield: You reflexively use telekinesis to ward away attacks, giving you an asset in Speed defense
|
||
-tasks.
|
||
-
|
||
-46–50 Suggestive voice: Your voice is so perfectly modulated that it is an asset in all interaction tasks.
|
||
-
|
||
-51–53 Processor dreams: When you sleep, you process information so that after you wake, you have an asset in any
|
||
-Intellect actions held over from the previous day. For example, if you have to determine whether an unknown plant is
|
||
-poisonous, you could "sleep on it" and make the determination the next day with an asset on the action.
|
||
-
|
||
-54–60 Poison immunity: You are immune to all poisons.
|
||
-
|
||
-61–65 Disease immunity: You are immune to all diseases.
|
||
-
|
||
-66–70 Fire resistance: You have +3 to Armor against damage from fire.
|
||
-
|
||
-71–75 Cold resistance: You have +4 to Armor against damage from cold.
|
||
-
|
||
-76–80 Psychic resistance: You have +3 to Armor against Intellect damage.
|
||
-
|
||
-81–85 Acid resistance: You have +5 to Armor against damage from acid.
|
||
-
|
||
-86–88 Puncture resistance: You have +2 to Armor against damage from puncturing attacks.
|
||
-
|
||
-89–91 Slicing resistance: You have +2 to Armor against damage from slicing attacks.
|
||
-
|
||
-92–94 Bludgeoning resistance: You have +2 to Armor against damage from crushing attacks.
|
||
-
|
||
-95–96 No scent: You cannot be tracked or located by scent, and you never have offensive odors.
|
||
-
|
||
-97–99 Scent: You can sense creatures, objects, and terrain by scent as well as a normal human can by sight. You can
|
||
-detect scents with that degree of accuracy only in short range, but you can sense strong odors from much farther away
|
||
-(far better than a normal human can). Like a hound, you can track creatures by their scent.
|
||
-
|
||
-00 Sense material: You can sense the presence of any single substance within short range, although you don't learn
|
||
-details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
|
||
-granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
|
||
-
|
||
-### D100 HARMFUL MUTATIONS
|
||
-Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
|
||
-
|
||
-01–10 Deformed leg: All movement tasks are hindered.
|
||
-
|
||
-11–20 Deformed face/appearance: All pleasant interaction tasks are hindered.
|
||
-
|
||
-21–30 Deformed arm/hand: All tasks involving the arm or hand are hindered.
|
||
-
|
||
-31–40 Malformed brain: All memory‑ or cognitive‑related tasks are hindered.
|
||
-
|
||
-41–45 Mentally vulnerable: All Intellect defense tasks are hindered.
|
||
-
|
||
-46–50 Slow and lumbering: All Speed defense tasks are hindered.
|
||
-
|
||
-51–60 Sickly: All Might defense tasks are hindered.
|
||
-
|
||
-61–63 Horrible growth: A large goiter, immobile tendril, or useless extra eye hangs from your face, hindering all
|
||
-pleasant interactions (with most creatures, particularly humans).
|
||
-
|
||
-64–66 Useless limb: One of your limbs is unusable or missing.
|
||
-
|
||
-67–71 Useless eye: One of your eyes is unusable or missing. Tasks specifically involving eyesight (spotting, searching,
|
||
-and so on) are hindered.
|
||
-
|
||
-72–76 Useless ear: One of your ears is unusable or missing. Tasks specifically involving hearing are hindered.
|
||
-
|
||
-77–84 Weakness in Might: Any time you spend points from your Might Pool, the cost is increased by 1 point.
|
||
-
|
||
-85–92 Weakness in Speed: Any time you spend points from your Speed Pool, the cost is increased by 1 point.
|
||
-
|
||
-93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point.
|
||
-
|
||
-### CRIPPLING MUTATIONS
|
||
-
|
||
-A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation.
|
||
-Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain,
|
||
-and so on. Such mutations prevent a character from being viable.
|
||
-
|
||
-### D100 POWERFUL MUTATIONS
|
||
-
|
||
-The following mutations do not require any visible changes in the character until used. People who have these mutations
|
||
-are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
|
||
-points. Some are actions.
|
||
-
|
||
-01–05 Darksight: You can see in complete darkness as if it were light. Enabler.
|
||
-
|
||
-06–10 No breath: You do not need to breathe. Enabler.
|
||
-
|
||
-11–15 No water: You do not need to drink water to survive. Enabler.
|
||
-
|
||
-16–20 Chameleon skin: Your skin changes colors as you wish. This is an asset in tasks involving hiding. Enabler.
|
||
-
|
||
-21–24 Savage bite: Your mouth widens surprisingly, and hidden, pointed teeth emerge when you wish it. You can make a
|
||
-bite attack that inflicts 3 points of damage. Enabler.
|
||
-
|
||
-25–26 Gluey globs: You can produce gluey globs at your fingertips. This is an asset in tasks involving climbing or
|
||
-keeping your grip. You can also fling these globs in immediate range, and if they hit, they hinder the target's physical
|
||
-tasks for one round. Enabler to use in a task; action to use as an attack.
|
||
-
|
||
-27–30 Face dancing: You can alter your features enough to give you an asset in all tasks involving disguise. Enabler.
|
||
-
|
||
-31–35 Sense oddity: You can sense the presence of an object or creature possessing fantastic abilities (because of alien
|
||
-technology, transdimensional interference, nanites, or similar) within short range. You do not learn details or the
|
||
-precise location. Action.
|
||
-
|
||
-36–40 Stinger in finger: You can make an attack with your hand that inflicts 1 point of damage. If you make a second
|
||
-successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).
|
||
-Action.
|
||
-
|
||
-41–44 Stinger in elbow: You can make an attack with your elbow that inflicts 2 points of damage. If you make a second
|
||
-successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).
|
||
-Action.
|
||
-
|
||
-45–47 Spit needles: You can make an attack with immediate range. You spit a needle that inflicts 1 point of damage. If
|
||
-you make a second successful attack roll, the needle also injects a poison that inflicts 4 points of Speed damage
|
||
-(ignores Armor). Action.
|
||
-
|
||
-48–50 Spit acid: You can make an attack with immediate range. You spit a glob of acid that inflicts 2 points of damage.
|
||
-Action.
|
||
-
|
||
-51–53 Spit webs: You can make up to 10 feet (3.5 m) of a strong, ropelike material each day at the rate of about 1 foot
|
||
-(30 cm) per minute. The webbing is level 3. You can also spit globs of webbing in immediate range, and if they hit, the
|
||
-target's physical tasks are hindered for one round. Action.
|
||
-
|
||
-54–59 Filtered lungs: You have an asset to Might defense rolls against vapors or noxious gases. You can survive in a
|
||
-hostile breathing environment (such as underwater or in a vacuum) for up to ten minutes. Enabler.
|
||
-
|
||
-60–62 Disruptive field (electronics) (2 Intellect points): When you wish it, you disrupt devices within immediate range
|
||
-(no roll needed). All devices operate as if they were 3 levels lower while in range of your field. Devices reduced to
|
||
-level 0 or below do not function. Action.
|
||
-
|
||
-63–65 Disruptive field (flesh) (2 Intellect points): When you wish it, you disrupt flesh within immediate range. All
|
||
-creatures within range of your field take 1 point of damage. If you apply a level of Effort to increase the damage
|
||
-rather than affect the difficulty, each target takes 2 additional points of damage. If your attack fails, targets in the
|
||
-area still take 1 point of damage. Action.
|
||
-
|
||
-66–68 Disruptive field (thoughts) (1 Intellect point): When you wish it, you disrupt thoughts within immediate range.
|
||
-Intellect actions for all creatures within range are hindered. Action.
|
||
-
|
||
-69–70 Magnetic flesh: You attract or repel metal when you desire. Not only do small metal objects cling to you, but this
|
||
-mutation is an asset in tasks involving climbing on metal or keeping your grip on a metal item. This mutation is an
|
||
-asset to Speed defense tasks when being attacked by a metal foe or a foe with a metal weapon. Enabler.
|
||
-
|
||
-71–73 Gravity negation (2 Intellect points): You float slowly into the air. If you concentrate, you can control your
|
||
-movement at half your normal speed; otherwise, you drift with the wind or with any momentum you have gained. This effect
|
||
-lasts for up to ten minutes. Action to initiate.
|
||
-
|
||
-74–80 Telepathy (2 Intellect points): You can speak telepathically with others who are within short range. Communication
|
||
-is two‑way, but the other party must be willing and able to communicate. You don't have to see the target, but you must
|
||
-know that it's within range. You can have more than one active contact at once, but you must establish contact with each
|
||
-target individually. Each contact lasts up to ten minutes. In addition to the normal options for
|
||
-
|
||
-using Effort, you can use a level of Effort to increase the duration of contact to a full day. Action to establish
|
||
-contact.
|
||
-
|
||
-81–85 Pyrokinesis (1 Intellect point): You can cause a flammable object you can see within immediate range to
|
||
-spontaneously catch fire. If used as an attack, this power inflicts 2 points of damage. Action.
|
||
-
|
||
-86–90 Telekinesis (2 Intellect points): You can exert force on objects within short range. Once activated, your power
|
||
-has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit,
|
||
-capable, adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift
|
||
-and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10
|
||
-feet (3.5 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most
|
||
-situations, it's not a means of attack. You can't use this ability on your own body. The power lasts for one hour or
|
||
-until its Might Pool is depleted, whichever comes first. Action.
|
||
-
|
||
-91–92 Phase shifting (2 Intellect points): You can pass slowly through solid barriers at a rate of 1 inch (3 cm) per
|
||
-round (minimum of one round to pass through the barrier). You can't act (other than moving) or perceive anything until
|
||
-you pass entirely through the barrier. You can't pass through energy barriers. Action.
|
||
-
|
||
-93–94 Power device (1+ Intellect points): You can charge an artifact or other device (except a cypher) so that it can be
|
||
-used once. The cost is 1 Intellect point plus 1 point per level of the device. Action.
|
||
-
|
||
-95–96 Drain power: You can drain the power from an artifact or device, allowing you to regain 1 Intellect point per
|
||
-level of the device. You regain points at the rate of 1 point per round and must give your full concentration to the
|
||
-process each round. The GM determines whether the device is fully drained (likely true of most handheld or smaller
|
||
-devices) or retains some power (likely true of large machines). Action to initiate; action each round to drain.
|
||
-
|
||
-97–99 Regeneration: In addition to regaining points through normal recovery rolls, you regain 1 point to your Might Pool
|
||
-or Speed Pool per hour, regardless of whether you rest, until both Pools are at their maximum. Enabler.
|
||
-
|
||
-00 Feed off pain: Any time a creature within immediate range suffers at least 3 points of damage (after Armor
|
||
-subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
|
||
-creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
|
||
-
|
||
-### D100 DISTINCTIVE MUTATIONS
|
||
-The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations
|
||
-are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
|
||
-
|
||
-01–02 Extra eye: You have an extra eye on your forehead that you normally keep closed, but you can open it in dim light
|
||
-and see as if in bright light, and see in total darkness as if in very dim light. Enabler.
|
||
-
|
||
-03–04 Extra mouth: You have an extra mouth on your hand, face, or stomach. This mouth is filled with razor‑sharp teeth
|
||
-and, if used to attack, inflicts 3 points of damage. You can also speak with two voices at once. Enabler.
|
||
-
|
||
-05–06 Proboscis: You have a long, moth‑like proboscis instead of a mouth. You can speak, but your voice is
|
||
-ever‑so‑slightly muffled. You take all your nutrition as a liquid, but you can gain sustenance from most plants by
|
||
-inserting the sharp tip of your proboscis into it. You can also feed on the blood of living (or recently living)
|
||
-creatures. Also roll on the Beneficial Mutations table. Enabler.
|
||
-
|
||
-07–09 Snakelike arm: One of your arms ends in a fanged mouth. You can use it to attack, inflicting 3 points of damage.
|
||
-If you make a second successful attack with the arm, you also inject a poison that inflicts 4 points of Speed damage
|
||
-(ignores Armor). You can't use the snakelike arm for anything other than biting. Enabler.
|
||
-
|
||
-10–12 Tendrils on forehead: Four to six tendrils, each 1 to 2 feet (30 to 60 cm) long, come out of your forehead. They
|
||
-can grasp and carry anything that your hand could, although a large object would block your field of vision. Also roll
|
||
-on the Beneficial Mutations table. Enabler.
|
||
-
|
||
-13–15 Tendrils instead of fingers: Your fingers are tendrils 1 foot (30 cm) long. They are an asset to any task
|
||
-involving climbing, grasping, or keeping your grip. Further, you can effectively pick up and hold two objects in each
|
||
-hand rather than one. You can't wield more than one weapon per hand. Also roll on the Beneficial Mutations table.
|
||
-Enabler.
|
||
-
|
||
-16–18 Tendrils instead of arms: Your arms are tendrils 6 feet (2 m) long (or only one arm is a tendril, if you prefer).
|
||
-Although you lose the fine manipulative ability of fingers and a thumb, you can still grasp objects, have a much longer
|
||
-reach, and have an asset for all tasks involving grappling or wrestling. Also roll on the Beneficial Mutations table.
|
||
-Enabler.
|
||
-
|
||
-19–21 Tendrils instead of eyes: You are blind, but each eye socket has a retractable tendril that is 10 feet (3.5 m)
|
||
-long. These tendrils can feel around rapidly to give you a physical sense of everything within immediate range. Further,
|
||
-they can be used to manipulate very light objects, activate controls, and so forth. Also roll on the Beneficial
|
||
-Mutations table. Enabler.
|
||
-
|
||
-22–24 Tendrils instead of legs/feet: Your legs or feet are tendrils that are 6 feet (2 m) long (or only one leg or foot
|
||
-is a tendril, if you prefer). You can still walk and move normally, and you have an asset for all tasks involving
|
||
-grappling or wrestling. The tendrils are prehensile enough to grasp large objects. Also roll on the Beneficial Mutations
|
||
-table. Enabler.
|
||
-
|
||
-25–26 Roots instead of feet: If you take a minute to burrow your roots into the ground in conjunction with making a
|
||
-recovery roll, add +2 to the points regained from the roll. You can't move from where you rooted for one minute, even if
|
||
-taking what is normally a one‑action recovery roll. Enabler.
|
||
-
|
||
-27–29 Scaly body: You gain +2 to Armor. Enabler.
|
||
-
|
||
-30–32 Shaggy fur: You gain +1 to Armor (+2 against damage from cold) and have an asset on stealth tasks. Enabler.
|
||
-
|
||
-33–35 Covered in spiny needles/spikes: Any creature striking you with its body automatically suffers 1 point of damage.
|
||
-Enabler.
|
||
-
|
||
-36–38 Quills: You have quills that you can launch from your body to attack a foe within short range. This attack
|
||
-inflicts 4 points of damage, and you never run out of ammo. You can also use this attack in melee. Action.
|
||
-
|
||
-39–41 Carapace: You gain +2 to Armor. Enabler.
|
||
-
|
||
-42–44 Mirrored skin: You gain +2 to Armor against heat, radiation, lasers, and similar attacks. Enabler.
|
||
-
|
||
-45–47 Chlorophyll: You gain nutrients from the sun and don't need to eat or breathe if you have daily exposure to
|
||
-sunlight. Your skin, not surprisingly, is green. Enabler.
|
||
-
|
||
-48–50 Covered in bursting pods: Fruit‑like pods grow here and there across your entire body. You can walk and move
|
||
-normally. As your action, you can rupture one pod, creating a burst of color, sound, and odor that dazes all creatures
|
||
-within immediate range on their next turn, hindering their tasks. Enabler.
|
||
-
|
||
-51–53 Extra joint in arms: Your arms are long and jointed so that you have two elbows in each. You have a long reach and
|
||
-can strike foes from unexpected angles. This mutation is an asset when making melee attacks. However, you can modify
|
||
-your attacks only by using Speed, not Might. Enabler.
|
||
-
|
||
-54–56 Extra joint in legs: Your legs are long and jointed so that you have two knees in each. You have a long stride,
|
||
-and this mutation is an asset for all running, climbing, jumping, and balancing tasks. Also roll on the Beneficial
|
||
-Mutations table. Enabler.
|
||
-
|
||
-57–59 Rubbery body: Your bluish‑grey body is rubbery through and through. You can act normally and can stretch just your
|
||
-arms to reach things within immediate range that would normally require you to move. You can ignore up to 2 points of
|
||
-falling damage. Also roll on the Beneficial Mutations table. Enabler.
|
||
-
|
||
-60–62 Spider legs from torso: In addition to your normal limbs, six or eight spiderlike legs, each 6 feet (2 m) long,
|
||
-extend from your sides. They are an asset in any task involving running, keeping your feet, standing your ground, and
|
||
-climbing. Also roll on the Beneficial Mutations table. Enabler.
|
||
-
|
||
-63–65 Extra arms: You have one or two extra arms. They can hold objects, wield weapons, hold a shield, and so on. This
|
||
-mutation does not increase the number of actions you can take in a round or the number of attacks you can attempt.
|
||
-Enabler.
|
||
-
|
||
-66–68 Extra legs: You have two extra legs. They are an asset in any task involving running, keeping your feet, and
|
||
-standing your ground. Also roll on the Beneficial Mutations table. Enabler.
|
||
-
|
||
-69–71 Spider legs: Instead of normal legs, you have a wide torso with six or eight spiderlike legs. They are an asset in
|
||
-any task involving running, keeping your feet, standing your ground, and climbing. Also roll on the Beneficial Mutations
|
||
-table. Enabler.
|
||
-
|
||
-72–74 Spider eyes: Instead of normal eyes, you have a crown of shiny orb‑like spider eyes. They provide an asset to
|
||
-initiative and perception tasks. Also roll on the Beneficial Mutations table. Enabler.
|
||
-
|
||
-75–77 Snake tail: You have a prehensile tail that is 6 feet (2 m) long. It is an asset for all tasks ninvolving
|
||
-grappling or wrestling. The tail can grasp large objects. Also roll on the Beneficial Mutations table. Enabler.
|
||
-
|
||
-78–80 Snake tail instead of legs: Instead of legs, you have a snaky tail that is 8 feet (2.5 m) long. You move at the
|
||
-same speed and have an asset for all tasks involving grappling or wrestling. The tail is prehensile enough to grasp
|
||
-large objects. Also roll on the Beneficial Mutations table. Enabler.
|
||
-
|
||
-81–83 Stinging tendril: You have a prehensile tendril (or tail) that grows from some part of your body and ends in a
|
||
-poisonous stinger. You can make an attack with your stinger that inflicts 2 points of damage. If you make a second
|
||
-successful attack roll, the stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor). The
|
||
-tendril (or tail) can't be used for anything else. Action.
|
||
-
|
||
-84–86 Eyes on stalks: Your eyes are on stalks and can move in any direction, independently of each other. You can peek
|
||
-around corners without exposing yourself to danger. This is an asset in initiative and all perception tasks. Also roll
|
||
-on the Beneficial Mutations table. Enabler.
|
||
-
|
||
-87–89 Extra eyes on hands/fingers: You can peek around corners without exposing yourself to danger. This is an asset in
|
||
-initiative and all perception tasks. Also roll on the Beneficial Mutations table. Enabler.
|
||
-
|
||
-90–93 Abnormally large head: Your head is significantly larger than normal, with a bulging forehead and elongated skull.
|
||
-You gain two assets to any task involving knowledge, memory, lore, understanding, and figuring out puzzles. Enabler.
|
||
-
|
||
-94–96 Aquatic: Your body is streamlined and finned, your fingers and toes webbed. You gain two assets in swimming, and
|
||
-you can see perfectly underwater (as if above water). Although you have lungs, you also have gills, so you can breathe
|
||
-underwater. Enabler.
|
||
-
|
||
-97–98 Wings: You have feathered or fleshy wings on your back that allow you to glide, carried by the wind. They are not
|
||
-powerful enough to carry you aloft like a bird's wings. Enabler.
|
||
-
|
||
-99–00 Cyborg arm: One of your arms is a bulky organo‑metallic arm‑like living machine. You can project a ray of burning
|
||
-light from the arm at a target within short range as your action, inflicting 4 points of damage. You have no sense of
|
||
-touch with the arm or hand, so you are hindered when attempting physical tasks with that arm/hand and for tasks that
|
||
-require you to use both hands. Enabler.
|
||
-
|
||
-\* Mutants aren't just mutated humans. Animals and creatures of all kinds could have mutations in your game setting, as
|
||
-noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
|
||
-human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
|
||
-
|
||
-### COSMETIC MUTATIONS
|
||
-
|
||
-Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character
|
||
-decidedly more or less attractive. They are simply distinguishing alterations.
|
||
-
|
||
-| | |
|
||
-|-------|-------------------------------------------|
|
||
-| d100 | Mutation |
|
||
-| 01–02 | Purple skin |
|
||
-| 03–04 | Green skin |
|
||
-| 05–06 | Red skin |
|
||
-| 07–08 | Yellow skin |
|
||
-| 09–10 | White skin |
|
||
-| 11–12 | Black skin |
|
||
-| 13–14 | Blue skin |
|
||
-| 15 | Purple hair |
|
||
-| 16 | Green hair |
|
||
-| 17 | Red hair |
|
||
-| 18 | Yellow hair |
|
||
-| 19 | White hair |
|
||
-| 20 | Blue hair |
|
||
-| 21 | Striped hair |
|
||
-| 22 | Horns |
|
||
-| 23 | Antlers |
|
||
-| 24 | Extremely hirsute |
|
||
-| 25 | Entirely hairless |
|
||
-| 26 | Scaly skin |
|
||
-| 27 | Leathery skin |
|
||
-| 28 | Transparent skin |
|
||
-| 29 | Skin turns transparent in sunlight |
|
||
-| 30 | Skin changes color in sunlight |
|
||
-| 31 | Very tall |
|
||
-| 32 | Very large |
|
||
-| 33 | Very short |
|
||
-| 34 | Very thin |
|
||
-| 35 | Very long neck |
|
||
-| 36 | Hunched back |
|
||
-| 37 | Long, thin tail |
|
||
-| 38 | Short, broad tail |
|
||
-| 39 | Long arms |
|
||
-| 40 | Short arms |
|
||
-| 41 | Long legs |
|
||
-| 42 | Short legs |
|
||
-| 43 | Bony ridge on face |
|
||
-| 44 | Bony ridge on back |
|
||
-| 45 | Bony ridge on arms |
|
||
-| 46 | Purple eye(s) |
|
||
-| 47 | Red eye(s) |
|
||
-| 48 | Yellow eye(s) |
|
||
-| 49 | White eye(s) |
|
||
-| 50 | Black eye(s) |
|
||
-| 51 | Large eyes |
|
||
-| 52 | Bulbous eyes |
|
||
-| 53 | Two pupils in one eye |
|
||
-| 54 | Large ears |
|
||
-| 55–56 | Pointed ears |
|
||
-| 57–58 | Webbed fingers |
|
||
-| 59–60 | Webbed toes |
|
||
-| 61–62 | Four fingers on each hand |
|
||
-| 63–64 | Six fingers on each hand |
|
||
-| 65 | Long fingers |
|
||
-| 66 | Purple nails |
|
||
-| 67 | Green nails |
|
||
-| 68 | Yellow nails |
|
||
-| 69 | White nails |
|
||
-| 70 | Black nails |
|
||
-| 71 | Blue nails |
|
||
-| 72 | Odd lumps on flesh |
|
||
-| 73 | Useless antennae (like an insect) |
|
||
-| 74 | Extra useless limb |
|
||
-| 75 | Extra useless eye |
|
||
-| 76 | Fleshy frills or useless flagella (small) |
|
||
-| 77 | Useless tendrils (large) |
|
||
-| 78 | Mandibles |
|
||
-| 79–80 | Pointed teeth |
|
||
-| 81 | Tusks |
|
||
-| 82 | Black teeth |
|
||
-| 83 | Red teeth |
|
||
-| 84 | Purple teeth |
|
||
-| 85 | Green teeth |
|
||
-| 86 | Purple lips |
|
||
-| 87 | Green lips |
|
||
-| 88 | Yellow lips |
|
||
-| 89 | White lips |
|
||
-| 90 | Black lips |
|
||
-| 91 | Blue lips |
|
||
-| 92 | Purple spittle |
|
||
-| 93 | Red spittle |
|
||
-| 94 | Yellow spittle |
|
||
-| 95 | White spittle |
|
||
-| 96 | Black spittle |
|
||
-| 97–98 | Distinctive odor |
|
||
-| 99 | Feathers |
|
||
-| 00 | Head crest |
|
||
-
|
||
-**POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS**
|
||
-
|
||
-Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging,
|
||
-attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table.
|
||
-
|
||
-Realistic Threats and Hazards
|
||
-
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 49%" />
|
||
-<col style="width: 50%" />
|
||
-</colgroup>
|
||
-<thead>
|
||
-<tr class="header">
|
||
-<th>D100</th>
|
||
-<th>Threat or Hazard</th>
|
||
-</tr>
|
||
-</thead>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>01-03</td>
|
||
-<td><p>Blocked road: The road ahead is so filled</p>
|
||
-<p>with abandoned, rusted before‑times vehicles that</p>
|
||
-<p>the PCs must walk if they want to take that route.</p>
|
||
-<p>Walkers are unable to see more than an immediate</p>
|
||
-<p>distance in any direction between the cars. If PCs</p>
|
||
-<p>have a vehicle larger than a bicycle, they'll have to</p>
|
||
-<p>find another way or leave it behind.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>04-06</td>
|
||
-<td><p>Setting‑specific element: Choose a hazard</p>
|
||
-<p>from a set piece or optional rule you're using, or if</p>
|
||
-<p>you want to shake things up, roll on the Fantastic</p>
|
||
-<p>Threats and Hazards table. Or just choose the next</p>
|
||
-<p>result on this table.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>07-10</td>
|
||
-<td><p>Angry ants (level 2): Thousands of biting</p>
|
||
-<p>ants pour from cracks in the pavement, attacking</p>
|
||
-<p>everything in an immediate area, inflicting 2 points</p>
|
||
-<p>of damage if they hit a target and, on a failed Might</p>
|
||
-<p>defense roll, dazing targets with pain for one round.</p>
|
||
-<p>Even if a target succeeds on its initial Speed defense</p>
|
||
-<p>roll, it takes 1 point of damage because the ants are</p>
|
||
-<p>everywhere.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>11-14</td>
|
||
-<td><p>Enraged wasps (level 3): This wasp swarm acts</p>
|
||
-<p>as a single level 3 creature whose stinging attacks</p>
|
||
-<p>ignore Armor. Attacks on the swarm that don't deal</p>
|
||
-<p>area damage inflict only 1 point of damage.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>15-17</td>
|
||
-<td><p>Cannibal convoy: A before‑times RV pulls</p>
|
||
-<p>up. It's the current property of a group of four to</p>
|
||
-<p>ten people who make the biofuel the vehicle runs</p>
|
||
-<p>on. They seem nice, but they're actually cannibals</p>
|
||
-<p>thinking of inviting the PCs for dinner.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>18-20</td>
|
||
-<td><p>Earthquake, minor (level 3): The ground</p>
|
||
-<p>within long range of an epicenter heaves and shakes</p>
|
||
-<p>for one or more minutes. Each round, creatures in</p>
|
||
-<p>the area take either 3 points of damage due to the</p>
|
||
-<p>general shaking on a failed Speed defense roll, or</p>
|
||
-<p>6 points of damage if they are in or adjacent to a</p>
|
||
-<p>structure or terrain feature shedding debris on a</p>
|
||
-<p>failed Speed defense roll.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>21-23</td>
|
||
-<td><p>Radioactive crater (level 3): Inflicts 3 points</p>
|
||
-<p>of ambient damage per round and moves the</p>
|
||
-<p>character one step down the damage track each day</p>
|
||
-<p>they fail a difficulty 5 Might defense task.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>24-26</td>
|
||
-<td><p>Radioactive storm (level 3): Treat as a</p>
|
||
-<p>radioactive crater, but one that moves.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>27-29</td>
|
||
-<td><p>Exposed electrical wiring, minor (level 3):</p>
|
||
-<p>Inflicts 3 points of damage per round of contact,</p>
|
||
-<p>and the character is stunned and unable to take</p>
|
||
-<p>their next action until they succeed on a difficulty 3</p>
|
||
-<p>Might defense task.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>30-33</td>
|
||
-<td><p>Dilapidated infrastructure, minor (level 3):</p>
|
||
-<p>The floor gives way beneath a character who falls</p>
|
||
-<p>30 feet (9 m) on a failed Speed defense roll, taking</p>
|
||
-<p>3 points of ambient damage and moving one step</p>
|
||
-<p>down the damage track.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>34-40</td>
|
||
-<td><p>Poisoned waters, minor (level 3): Whether</p>
|
||
-<p>it's water flooding a structure, a stream, a swamp,</p>
|
||
-<p>or a lake, drinking it inflicts 3 points of damage per</p>
|
||
-<p>round for three rounds on a failed Might defense</p>
|
||
-<p>task, and merely getting wet inflicts 1 point of</p>
|
||
-<p>damage per round for three rounds on a failed</p>
|
||
-<p>Might defense task.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>41-48</td>
|
||
-<td><p>Bridge, dangerous (level 4+): PCs on an</p>
|
||
-<p>overpass, train trestle, or other bridge must make a</p>
|
||
-<p>Speed defense roll as a section gives way beneath</p>
|
||
-<p>their feet, potentially dropping them 40 to 200 feet</p>
|
||
-<p>(12 to 60 m).</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>49-53</td>
|
||
-<td><p>Burning structure (level 4): Everything in or</p>
|
||
-<p>within immediate range of this fire takes 4 points of</p>
|
||
-<p>damage each round on a failed Speed defense roll.</p>
|
||
-<p>If PCs can't get away, choking smoke in the area</p>
|
||
-<p>means they must succeed on Might defense rolls</p>
|
||
-<p>each round or suffer 2 points of ambient damage</p>
|
||
-<p>and lose their next action.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>54-57</td>
|
||
-<td><p>Choking pollution (level 4): Asbestos and</p>
|
||
-<p>other substances once safely bound up in the</p>
|
||
-<p>infrastructure are loose, sometimes as clouds of</p>
|
||
-<p>dangerous particulate matter inflicting 4 points</p>
|
||
-<p>of damage per round for three rounds on a failed</p>
|
||
-<p>Might defense roll.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>58-67</td>
|
||
-<td><p>Raider patrol: Whether on scavenged trucks</p>
|
||
-<p>or motorcycles, or riding mutant pigs bred as war</p>
|
||
-<p>mounts (war pigs), a group of three to six fell riders</p>
|
||
-<p>is bad news.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>68-72</td>
|
||
-<td><p>Avalanche (level 5): A rumble precedes the</p>
|
||
-<p>falling snow as an avalanche of snow threatens to</p>
|
||
-<p>bury the PCs. (The avalanche could be debris or</p>
|
||
-<p>rubble instead of snow.)</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>73-75</td>
|
||
-<td><p>Dilapidated infrastructure, major (level 5):</p>
|
||
-<p>The building, underpass tunnel, or cave collapses,</p>
|
||
-<p>or the bridge over which the vehicle is passing</p>
|
||
-<p>crumbles. Characters suffer 5 points of damage,</p>
|
||
-<p>and on a failed difficulty 5 Speed task are buried</p>
|
||
-<p>under suffocating rubble until they can escape</p>
|
||
-<p>or are rescued. For additional danger, treat as an</p>
|
||
-<p>unstable structure.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>76-78</td>
|
||
-<td><p>Disease (level 5+): Even if the world didn't</p>
|
||
-<p>end because of a pandemic, disease threatens the</p>
|
||
-<p>PCs when they meet a group of especially unlucky</p>
|
||
-<p>(and diseased) survivors.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>79-80</td>
|
||
-<td><p>Flooded region (level 5): A failed Speed</p>
|
||
-<p>defense roll means the rushing waters envelop</p>
|
||
-<p>the character, inflicting 5 points of damage and</p>
|
||
-<p>moving them a short distance in the direction of the</p>
|
||
-<p>water's flow. A serious flood could further endanger</p>
|
||
-<p>the character.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>81</td>
|
||
-<td><p>Firenado (level 5): Fire generates a vortex of</p>
|
||
-<p>flame and smoke, creating a rotating column of</p>
|
||
-<p>air that draws in flames and debris, resulting in a</p>
|
||
-<p>powerful whirlwind of fire. The vortex moves an</p>
|
||
-<p>immediate distance (on a roll of 1–3 on a d6) or a</p>
|
||
-<p>short distance (on a roll of 4–6 on a d6) each round</p>
|
||
-<p>in a random direction, persisting for 1d6 + 2</p>
|
||
-<p>rounds before dispersing. Anyone intersected by</p>
|
||
-<p>the firenado's immediate‑radius area takes 5 points</p>
|
||
-<p>of damage each round on a failed Speed defense</p>
|
||
-<p>roll. The PC must also succeed on a Might defense</p>
|
||
-<p>roll or be pulled up into the firenado, burned</p>
|
||
-<p>for another 5 points of damage, and hurled in a</p>
|
||
-<p>random direction a short distance, which inflicts</p>
|
||
-<p>another 5 points of damage from falling and/or</p>
|
||
-<p>impacting other structures.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>82-84</td>
|
||
-<td><p>Poisoned waters, major (level 5): Drinking</p>
|
||
-<p>this slightly glowing water inflicts 5 points of</p>
|
||
-<p>damage per round for three rounds on a failed</p>
|
||
-<p>Might defense task, and merely getting wet inflicts</p>
|
||
-<p>3 points of damage per round for three rounds on a</p>
|
||
-<p>failed Might defense task.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>85-86</td>
|
||
-<td><p>Just a bear, but a big one: A regular grizzly</p>
|
||
-<p>bear is always frightening, before or after the end.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>87-88</td>
|
||
-<td><p>Nuclear fallout (level 5): Radioactive dust</p>
|
||
-<p>drifts to the ground or precipitates out as rain. PCs</p>
|
||
-<p>in the area suffer 1 point of ambient damage each</p>
|
||
-<p>minute, and if they remain for an hour or longer,</p>
|
||
-<p>they're subject to radiation sickness.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>89-91</td>
|
||
-<td><p>Toxic spill (level 5): Sticky orange goo bursts</p>
|
||
-<p>from rusted ancient barrels. Characters who fail a</p>
|
||
-<p>Speed defense task are caught and held in place</p>
|
||
-<p>until they can escape the morass, taking 5 points of</p>
|
||
-<p>damage each round they remain stuck.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>92-94</td>
|
||
-<td><p>Unexploded ordnance (level 5): A buried</p>
|
||
-<p>land mine inflicts 5 points of damage to everything</p>
|
||
-<p>within short range if trod upon or otherwise set off.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>95-97</td>
|
||
-<td><p>Superstorm (level 6): With the climate</p>
|
||
-<p>destabilized, storms of unprecedented strength</p>
|
||
-<p>sometimes blow, creating winds that inflict 6 points</p>
|
||
-<p>of damage each round targets are exposed.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>98-99</td>
|
||
-<td><p>Radiation, extreme (level 8): This area was</p>
|
||
-<p>recently hit by a nuclear bomb or other extreme</p>
|
||
-<p>radioactive event, and those in the area for more</p>
|
||
-<p>than a minute who fail a Might defense roll suffer</p>
|
||
-<p>from radiation sickness.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>00</td>
|
||
-<td><p>Unexploded nuclear warhead (level 10): If not</p>
|
||
-<p>defused, it could kill everything in a several‑mile</p>
|
||
-<p>radius and is likely radioactive to boot.</p></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table>
|
||
-
|
||
-\* Grizzly bear: level 5; health 20; Armor 1
|
||
-
|
||
-\* War pig: level 3; rider has asset on melee attacks, or pig can make a separate tusk attack when rider attacks
|
||
-
|
||
-Fantastic Threats and Hazards
|
||
-
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 49%" />
|
||
-<col style="width: 50%" />
|
||
-</colgroup>
|
||
-<thead>
|
||
-<tr class="header">
|
||
-<th>D20</th>
|
||
-<th>Threat or Hazard</th>
|
||
-</tr>
|
||
-</thead>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>1</td>
|
||
-<td><p>Hallucinatory flowers (level 3): The</p>
|
||
-<p>ground floor of the ruin hosts a handful</p>
|
||
-<p>of purplish flowers growing up out of the</p>
|
||
-<p>rubble. A character who gets a puff of the</p>
|
||
-<p>pollen hallucinates their allies are actually</p>
|
||
-<p>cannibals trying to eat the affected character</p>
|
||
-<p>each round until the character succeeds on</p>
|
||
-<p>a Might defense roll.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>2</td>
|
||
-<td><p>AI instance, minor (level 3): An artificial</p>
|
||
-<p>intelligence in an old facility attempts to</p>
|
||
-<p>install itself in the wetware (the brain)</p>
|
||
-<p>of humans and any other nearby sapient</p>
|
||
-<p>creatures. Anyone within immediate range</p>
|
||
-<p>of a video screen playing carefully crafted</p>
|
||
-<p>symbols and sounds who fails an Intellect</p>
|
||
-<p>defense roll is stunned, losing their next</p>
|
||
-<p>turn as they stare in rapt attention. If</p>
|
||
-<p>they fail a subsequent defense roll, they</p>
|
||
-<p>come under the control of the AI for one</p>
|
||
-<p>minute, or until they succeed on an Intellect</p>
|
||
-<p>defense roll on their turn. A PC under AI</p>
|
||
-<p>control might stand and do nothing, fall</p>
|
||
-<p>mysteriously unconscious, or take an action</p>
|
||
-<p>to advance the AI's goals.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>3-4</td>
|
||
-<td><p>Voracious cockroach swarm (level 3):</p>
|
||
-<p>This swarm, easily covering an area a</p>
|
||
-<p>short distance in diameter, doesn't shrink</p>
|
||
-<p>from the light or from people. Indeed, it</p>
|
||
-<p>seems eerily intelligent, and if threatened,</p>
|
||
-<p>it attacks, inflicting 3 points of damage</p>
|
||
-<p>each round on everything in its area that</p>
|
||
-<p>fails a Speed defense roll, or 1 point on a</p>
|
||
-<p>successful roll.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>5</td>
|
||
-<td><p>Animate vegetation (level 4): Kudzu got a</p>
|
||
-<p>lot worse in the aftermath. Characters that</p>
|
||
-<p>fail a Speed defense roll take 4 points of</p>
|
||
-<p>damage each round from strangulation and</p>
|
||
-<p>vine constriction until they can escape</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>6</td>
|
||
-<td><p>Ashy tide (level 4): A series of powerful</p>
|
||
-<p>wind gusts in the area kicks up a lot of</p>
|
||
-<p>fine grey ash. Except it's not ash—it's a</p>
|
||
-<p>collection of nanobots, each the size of a</p>
|
||
-<p>grain of sand or smaller, called ashy tide.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>7-8</td>
|
||
-<td><p>Glowing roach infestation: Four to ten</p>
|
||
-<p>glowing roaches the size of dogs have truly</p>
|
||
-<p>come into their own now that they've grown</p>
|
||
-<p>in stature and intelligence. They have little</p>
|
||
-<p>use for survivors, except as food.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>9</td>
|
||
-<td><p>Psychic lichen (level 4): Psychic lichen</p>
|
||
-<p>gently attacks the minds of nearby</p>
|
||
-<p>creatures, causing them to grow tired and</p>
|
||
-<p>nap if they fail an Intellect defense roll. If</p>
|
||
-<p>not awakened, the dozing body serves as</p>
|
||
-<p>food for a new psychic lichen colony.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>10</td>
|
||
-<td><p>Strike from the heavens (level 4): A</p>
|
||
-<p>before‑times war satellite becomes active</p>
|
||
-<p>and fires a focused microwave beam at</p>
|
||
-<p>the PCs in the area, inflicting 4 points of</p>
|
||
-<p>damage each round they remain in the area</p>
|
||
-<p>without solid cover and fail a Might defense</p>
|
||
-<p>roll, or 2 points on a successful roll.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>11</td>
|
||
-<td><p>Abomination lair: The abomination was</p>
|
||
-<p>a person once, or its ancestors were. Not</p>
|
||
-<p>anymore.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>12</td>
|
||
-<td><p>Fiery fissure (level 5): A crack splinters</p>
|
||
-<p>the ground along a newly forming fire‑filled</p>
|
||
-<p>fissure that stretches a long distance,</p>
|
||
-<p>zigging and zagging to catch several more</p>
|
||
-<p>targets than it might otherwise. PCs who fail</p>
|
||
-<p>a Speed defense roll fall in and are burned</p>
|
||
-<p>for 5 points of damage each round until</p>
|
||
-<p>they can climb out or be pulled out with a</p>
|
||
-<p>successful Might task as an action.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>13</td>
|
||
-<td><p>Glowing tide (level 5): Veins of</p>
|
||
-<p>yellow‑gold light branching across surfaces</p>
|
||
-<p>(roads, buildings, and bare earth) indicate</p>
|
||
-<p>that nanites are probably active, creating a</p>
|
||
-<p>dangerous area of glowing tide.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>14</td>
|
||
-<td><p>Time anomaly (level 5): The PCs</p>
|
||
-<p>encounter a wall of golden light whose</p>
|
||
-<p>interior ripples with lightning. It's a</p>
|
||
-<p>time storm, and either it blocks the PCs'</p>
|
||
-<p>path, or worse, it's gradually sweeping</p>
|
||
-<p>toward the characters.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>15</td>
|
||
-<td><p>AI instance, major (level 6): An artificial</p>
|
||
-<p>intelligence in a powered facility attempts</p>
|
||
-<p>to install itself in the wetware (the brain)</p>
|
||
-<p>of humans and any other nearby sapient</p>
|
||
-<p>creatures. Anyone within immediate range</p>
|
||
-<p>of a video screen playing carefully crafted</p>
|
||
-<p>symbols and sounds who fails an Intellect</p>
|
||
-<p>defense roll is stunned, losing their next</p>
|
||
-<p>turn as they stare in rapt attention. If</p>
|
||
-<p>they fail a subsequent defense roll, they</p>
|
||
-<p>come under the control of the AI (because</p>
|
||
-<p>an instance of the AI is running in their</p>
|
||
-<p>head). A target can make a new Intellect</p>
|
||
-<p>defense roll each day to try to reject the</p>
|
||
-<p>control. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to
|
||
-advance the AI's goals.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>16</td>
|
||
-<td><p>Hungry tide (level 6): A greyish‑green</p>
|
||
-<p>mist of nanobots a short distance in</p>
|
||
-<p>diameter drifts in the wind, until the</p>
|
||
-<p>hungry tide senses living organisms</p>
|
||
-<p>and moves a short distance each round</p>
|
||
-<p>toward them.</p></td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>17</td>
|
||
-<td><p>Quantum singularity (level 6): Attempts</p>
|
||
-<p>to change the past to avert the apocalypse</p>
|
||
-<p>have consequences, including these points</p>
|
||
-<p>of unstable space‑time. Characters who fail</p>
|
||
-<p>an Intellect defense task are teleported a</p>
|
||
-<p>short distance in a random direction and</p>
|
||
-<p>possibly several hours forward in time.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>18-19</td>
|
||
-<td>Rampaging wardroid (level 6): Wardroids may be what caused the apocalypse in the first place; whatever the case, one
|
||
-has wandered directly into the PCs' path.</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>20</td>
|
||
-<td><p>Mutant bear: The house‑sized</p>
|
||
-<p>radioactive bear, whose roar can be heard</p>
|
||
-<p>for miles, is something to avoid.</p></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table>
|
||
-
|
||
-### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
|
||
-
|
||
-If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
|
||
-complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
|
||
-settlement or recently secured shelter, or traveling across the wasteland.
|
||
-
|
||
-Select a GM intrusion appropriate to the situation, roll one randomly, or use the list to inspire an intrusion of your
|
||
-own.
|
||
-
|
||
-01–02 (group): Roll on the preceding Realistic Threats and Hazards table, or on the Fantastic Threats and Hazards table
|
||
-if your game includes fantastic elements.
|
||
-
|
||
-03–04: The character is surprised by a diseased feral cat, which bites them and runs off, infecting the PC with a level
|
||
-4 disease that drops them one step on the damage track each day they fail a Might defense roll.
|
||
-
|
||
-05–06 (group or character): The PCs' mode of transport breaks (or someone's boot heel snaps off), requiring about an
|
||
-hour of repair, possibly meaning that they have to duck into nearby ruins to find parts.
|
||
-
|
||
-07–08: A weirdly gnarled hand emerges from the ground or ruin, grabs the character, and pulls them down into an ancient
|
||
-bunker containing a zombie hulk.
|
||
-
|
||
-09–10 (group): The PCs discover their food and water supplies have become contaminated with poisonous mold or dangerous
|
||
-levels of radiation (level 4).
|
||
-
|
||
-11–12 (group): An unseasonal blizzard forces the PCs to seek shelter in an abandoned train yard, which shows signs of
|
||
-being claimed by another group of survivors.
|
||
-
|
||
-13–14: The character treads on a sticky slurry of ooze leaking from a ruined factory that holds them in place unless
|
||
-they give up their footwear and/or succeed on a difficulty 5 Might task to pull free.
|
||
-
|
||
-15–16: A radioactive spider bites the character, inflicting 3 points of Speed damage (ignores Armor), and on a failed
|
||
-difficulty 3 Might defense roll, the character develops one harmful mutation. Each day the PC can attempt another Might
|
||
-defense roll; with a success, the mutation subsides.
|
||
-
|
||
-17–18 (group): A wildfire or structural fire (level 5) moves through the area; PCs must run before it to survive.
|
||
-However, when the fire has burnt out several hours later, the PCs are lost.
|
||
-
|
||
-19–20 (group): A sinkhole opens beneath the PCs' vehicle, which becomes hopelessly stuck in loose earth until they can
|
||
-succeed on a difficulty 7 Might roll to push it out. If PCs don't have a vehicle, the sinkhole sucks down one character
|
||
-and threatens to smother them unless the others succeed on a difficulty 7 Might roll to extract them.
|
||
-
|
||
-21–22: The PC discovers they are infested with mutant green lice (level 5); Might tasks (including defense rolls) are
|
||
-hindered until the PC is treated with appropriate cleansing chemicals.
|
||
-
|
||
-23–24 (group): High winds, acidic precipitation, or a drift of grey goo eats through the PCs' shelter's roof.
|
||
-
|
||
-25–26: The character wakes to discover that some of their equipment has been pilfered, but the PC on watch didn't see
|
||
-anything (and isn't responsible for the theft). Investigation reveals that weirdly smart termites (level 4) working
|
||
-together made off with the item.
|
||
-
|
||
-27–28 (group): Yellow mushrooms with black speckles (level 4) grow profusely in the area and ooze weirdly blood‑like
|
||
-fluid when brushed or trod upon, or simply as PCs pass by. The mushrooms are poisonous, inflicting 4 points of Speed
|
||
-damage (ignores Armor) if ingested, but they also grant PCs a one‑time asset on any knowledge tasks they attempt during
|
||
-the next ten hours.
|
||
-
|
||
-29–30 (group): That buzzing noise that's been getting louder and louder is revealed as a swarm of aggressive, stinging
|
||
-radioactive bees.
|
||
-
|
||
-\* Radioactive bees, swarm: level 5; stings inflict 6 damage and, on failed Might defense roll, an allergic reaction
|
||
-dealing 1 Speed damage (ignores Armor) each minute until target is tended
|
||
-
|
||
-31–32 (group): The PCs enter a region threatened by pockets of explosive gas (level 5), visible before they detonate as
|
||
-low‑lying banks of thin, yellowish mist. If agitated, a gas pocket detonates, inflicting 5 points of damage on
|
||
-everything in the area, or 2 points on PCs who succeed on a Speed defense roll.
|
||
-
|
||
-33–34: The character trips or is thrown from their vehicle or mount by a jolt or similar accidental incident, risking a
|
||
-broken bone on a failed difficulty 4 Speed defense roll.
|
||
-
|
||
-35–36 (group): A before‑times radio transmission is received, asking anyone, anywhere, for aid.
|
||
-
|
||
-37–38 (group): Mosquitos the size of hummingbirds attack.
|
||
-
|
||
-\* Mosquitos, giant, swarm: level 3; bite inflicts damage and, on failed Might defense roll, target contracts Nipah
|
||
-
|
||
-39–40: The character steps in a bear trap left by other survivors. The PC takes 6 points of damage and is caught in a
|
||
-painful clamp until an ally succeeds on a difficulty 6 Might task to remove it.
|
||
-
|
||
-41–42: The character stumbles over a decaying human corpse apparently killed by invasive fungus (level 3) eating through
|
||
-their brain.
|
||
-
|
||
-43–44: The character ate something that didn't agree with them, and becomes so afflicted with nausea that their tasks,
|
||
-attacks, and defense rolls are hindered by two steps for the next few hours.
|
||
-
|
||
-45–46 (group): A mushroom cloud from a nuclear detonation blooms on the horizon. Are the PCs far enough away to survive?
|
||
-Maybe, if they find shelter pronto.
|
||
-
|
||
-47–48: A mutated animal with unhealthy skin lesions and bulbous growths (with giant rat stats) scurries from the
|
||
-character's backpack or other container when they stow or retrieve equipment. The animal runs off unless attacked, in
|
||
-which case it fights to the death.
|
||
-
|
||
-49–50 (group): The PCs encounter a survivor claiming to be looking for a source of water that's not radioactive. Maybe
|
||
-they're telling the truth and could use some help. Or maybe they're a spy from a nearby raider camp.
|
||
-
|
||
-51–52: The thin trickle of water running through the ruins must be intermittently in contact with live electrical wires,
|
||
-as the character discovers when they take 5 points of Speed damage (ignores Armor) and are stunned, losing their next
|
||
-turn.
|
||
-
|
||
-53–54: A lurking rattlesnake bites the PC, then slithers off.
|
||
-
|
||
-55–56 (group): When the PCs return to their camp or place of refuge, they find that someone else has stolen all their
|
||
-carefully hoarded stores and wrecked part of the camp.
|
||
-
|
||
-57–58 (group): A pack of seven rabid dogs appears, growling and snarling.
|
||
-
|
||
-\* Rabid dog: level 3, attacks as level 4; Armor 1
|
||
-
|
||
-59–60: The character falls partly (or completely) through the rotting floor, trapping their foot until they succeed on a
|
||
-difficulty 4 Might roll, or dropping them to a lower floor (and separating them from the others).
|
||
-
|
||
-61–62 (group): It's hot outside today, due to a combination of aberrant weather conditions. PCs without some means of
|
||
-cooling themselves off suffer 1 point of ambient damage each minute in the "heat dome" covering the region.
|
||
-
|
||
-63–64 (group): Eroded earth and dead vegetation in the region create perfect conditions for a sandstorm, which blows
|
||
-through the area for several hours, reducing visibility to an immediate distance.
|
||
-
|
||
-65–66 (group): An electromagnetic storm rips through the area, knocking out any electronic devices the PCs might have,
|
||
-and potentially threatening PCs without shelter with a lightning strike (level 7).
|
||
-
|
||
-67–68: An automatic defense system comes back online as PCs pass, deploying a metal‑clad pop‑up turret (level 5). Each
|
||
-minute, it targets the character with a mini‑missile attack that inflicts 10 points of damage (or 3 points even with a
|
||
-successful Speed defense roll).
|
||
-
|
||
-69–70 (group): A group of three to six zombies (or cannibals, if your game has no zombies) stumbles out of the hospital,
|
||
-bunker, or old military facility.
|
||
-
|
||
-71–72: The character's trusty weapon finally rusts through or otherwise breaks.
|
||
-
|
||
-73–74 (group): Seeping gas (level 4) in the area causes the PCs to begin hallucinating. Each is certain the other is
|
||
-some kind of threat—such as a raider, a zombie, or something else dangerous—until they succeed on a difficulty 3
|
||
-Intellect defense roll on their turn to realize what's going on.
|
||
-
|
||
-75–76 (group): The characters are caught in a stampede of rewilded giraffes, elephants, buffalo, or other large animals.
|
||
-Each PC suffers 3 points of damage, descends one step on the damage track, and on a failed difficulty 3 Speed defense
|
||
-roll, is borne along for a while and separated from their allies.
|
||
-
|
||
-77–78 (group): The heavy rain and lightning storm suddenly births a tornado. PCs must seek shelter or suffer 7 points of
|
||
-damage each round they are exposed. If a PC takes enough damage to descend three steps on the damage track, they are
|
||
-pulled up into the vortex and lost.
|
||
-
|
||
-79–80: The character discovers they've started growing a sixth finger on their left hand. Why? Maybe due to their
|
||
-previous exposures to whatever mutagen exists in the world, or for a reason yet to be learned.
|
||
-
|
||
-81–82 (group): A before‑times jet appears in the sky, engines spewing smoke, before it crashes close enough to deal 4
|
||
-points of damage to PCs that fail a difficulty 4 Speed defense roll.
|
||
-
|
||
-83–84 (group): It begins to hail ice chunks the size of golf balls, inflicting 3 points of damage each round on PCs
|
||
-without shelter. The event also knocks any exposed vehicles or shelter the PCs rely on one step down the object damage
|
||
-track.
|
||
-
|
||
-85–86: The character steps on a plant that releases spores blinding them for about a minute.
|
||
-
|
||
-87–88: The character walks through a hidden trip wire set by other survivors, causing an alarm to blare.
|
||
-
|
||
-89–90 (group): A group of people (level 2) with glazed eyes appear with gifts of food. They want to introduce the PCs to
|
||
-their AI benefactor (or warlord, if your game has no AIs) via an old‑time communications device they have with them.
|
||
-
|
||
-91–92: The character has been pushing too hard and they're exhausted; they move down one step on the damage track until
|
||
-after their next ten‑hour recovery.
|
||
-
|
||
-93–94: Through misadventure, the character falls from the vehicle or mount, and no one else immediately notices.
|
||
-
|
||
-95–96: A mutant skunk with two heads (or regular skunk, if your game doesn't feature mutations) sprays the character.
|
||
-The character's pleasant social interaction tasks are hindered by two steps for two to five days.
|
||
-
|
||
-97–98 (group): NPC survivors demand PCs pay a toll to pass, equal to enough food and water to sustain one person for
|
||
-five days.
|
||
-
|
||
-99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
|
||
-but someplace completely different.
|
||
-
|
||
-### OPTIONAL RULES FOR FAIRYTALE
|
||
-
|
||
-Optional Rule: I Have That!
|
||
-
|
||
-In fairy tales, characters often have exactly the right mundane piece of equipment
|
||
-
|
||
-that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
|
||
-on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
|
||
-to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
|
||
-Item" in
|
||
-
|
||
-that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
|
||
-say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
|
||
-one of their Pocket Items for the appropriate price category.
|
||
-
|
||
-Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
|
||
-less expensive counterparts.
|
||
-
|
||
-The GM has veto power over items that they don't think you could have found or carried.
|
||
-
|
||
-Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
|
||
-who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
|
||
-into a Pocket Item; it remains a thimble.
|
||
-
|
||
-Example Pocket Items
|
||
-
|
||
-Inexpensive
|
||
-
|
||
-• Apple
|
||
-
|
||
-• Ashes (handful)
|
||
-
|
||
-• Breadcrumbs
|
||
-
|
||
-• Butter
|
||
-
|
||
-• Candy
|
||
-
|
||
-• Chalk
|
||
-
|
||
-• Cricket in a cage
|
||
-
|
||
-• Cup
|
||
-
|
||
-• Egg
|
||
-
|
||
-• Fabric
|
||
-
|
||
-• Flyswatter
|
||
-
|
||
-• Glass jar
|
||
-
|
||
-• Glue
|
||
-
|
||
-• Honey
|
||
-
|
||
-• Leather
|
||
-
|
||
-• Magnets
|
||
-
|
||
-• Marbles
|
||
-
|
||
-• Nails
|
||
-
|
||
-• Needle and thread
|
||
-
|
||
-• Paper
|
||
-
|
||
-• Plait of hair
|
||
-
|
||
-• Pot of fat
|
||
-
|
||
-• Pot of grease
|
||
-
|
||
-• Ribbon
|
||
-
|
||
-• Rice (handful)
|
||
-
|
||
-• Straw
|
||
-
|
||
-• Tacks
|
||
-
|
||
-• Wax
|
||
-
|
||
-• Wool
|
||
-
|
||
-Moderate
|
||
-
|
||
-• Bird in a cage
|
||
-
|
||
-• Sewing shears
|
||
-
|
||
-• Thimble
|
||
-
|
||
-### OPTIONAL RULES FOR SCIENCE FICTION
|
||
-
|
||
-### SPACE HAZARDS
|
||
-
|
||
-A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
|
||
-more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
|
||
-
|
||
-### GRAVITY WELL
|
||
-
|
||
-All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
|
||
-hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
|
||
-associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
|
||
-purposes, that's either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
|
||
-
|
||
-Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
|
||
-error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
|
||
-
|
||
-Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
|
||
-trajectory on a failed piloting task, the difficulty determined by the situation.
|
||
-
|
||
-Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
|
||
-the craft to expend additional power to get free (power it may or may not have)
|
||
-
|
||
-### BLACK HOLE
|
||
-
|
||
-Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
|
||
-couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
|
||
-dilation, and being swallowed.
|
||
-
|
||
-Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole's
|
||
-event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
|
||
-thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
|
||
-fantastic tech-rated gravity nullifier isn't in use) suffer 1 point of ambient damage each round.
|
||
-
|
||
-A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
|
||
-Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
|
||
-dilation.
|
||
-
|
||
-Relativistic Time Dialation: From a mechanical perspective, spacecraft that survive close encounters with black holes
|
||
-and return to normal space discover that more time has passed than expected, which could range from fairly
|
||
-inconsequential minutes or hours, to far more serious days, months, years, centuries, or more.
|
||
-
|
||
-Past the Event Horizon: The event horizon is the point of no return, where not even light can escape the clutch of
|
||
-gravity. If a spacecraft falls into a black hole, assuming it is not spaghettified by tidal forces, it is still lost
|
||
-from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
|
||
-post-singularity AI or ancient ultra.
|
||
-
|
||
-### RADIATION BELT/SOLAR FLARE
|
||
-
|
||
-Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
|
||
-causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
|
||
-unexpected exposure.
|
||
-
|
||
-Ship Damage: The ship suffers minor or major damage, requiring repair and perhaps even replacement of parts. This damage
|
||
-is as serious as you require for the purposes of creating an interesting story.
|
||
-
|
||
-Radiation Sickness: When PCs are exposed to intense radiation, they suffer 3 points of ambient radiation damage for each
|
||
-minute the character fails a difficulty 3 Might defense task. If the character fails three such defense rolls during any
|
||
-single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
|
||
-the damage track for each day they fail a Might defense roll until they expire.
|
||
-
|
||
-### ASTEROID/DEBRIS FIELD
|
||
-
|
||
-Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
|
||
-to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
|
||
-fantastic settings, or possibly in solar systems other than Earth's.
|
||
-
|
||
-Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
|
||
-pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
|
||
-collision occurs. Each time a collision occurs, the ship (and possibly its crew) is damaged according to the track laid
|
||
-out below. Collisions are assumed to be major rocks or pieces of debris, or possibly a series of smaller pieces of
|
||
-debris all impacting nearly simultaneously, with one getting through the shielding.
|
||
-
|
||
-Finding Shelter: The best way to find shelter in order to effect repairs, or hide from pursuers, is to try to find an
|
||
-asteroid or piece of debris large enough for the spacecraft to land on or find a crevice to slide into. To land a
|
||
-spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
|
||
-spin, then slide into the cramped space.
|
||
-
|
||
-### CRAFTING MAGIC ITEMS
|
||
-
|
||
-Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
|
||
-
|
||
-### CRAFTING CYPHERS
|
||
-
|
||
-1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
|
||
-what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
|
||
-System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
|
||
-could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
|
||
-particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
|
||
-its level range, and should always be treated as a level 6 cypher when crafted by a PC.
|
||
-
|
||
-2\. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and
|
||
-exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how
|
||
-expensive these materials are, according to the following table.
|
||
-
|
||
-| Cypher Level | Materials Cost |
|
||
-|--------------|--------------------------|
|
||
-| 1 | One inexpensive item |
|
||
-| 2 | Two inexpensive items |
|
||
-| 3 | One moderate item |
|
||
-| 4 | Two moderate items |
|
||
-| 5 | Three moderate items |
|
||
-| 6 | One expensive item |
|
||
-| 7 | Two expensive items |
|
||
-| 8 | Three expensive items |
|
||
-| 9 | One very expensive item |
|
||
-| 10 | Two very expensive items |
|
||
-
|
||
-3\. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The
|
||
-crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized
|
||
-in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a
|
||
-formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an
|
||
-activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this
|
||
-skill) to do this sort of crafting; the character cannot attempt the task at all.
|
||
-
|
||
-4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
|
||
-difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that
|
||
-they have to spend less time on crafting it. See the table below.
|
||
-
|
||
-For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
|
||
-on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
|
||
-potion to cook for a few hours, stirring to make sure the ingredients don't congeal, allowing ink on a scroll to dry,
|
||
-and so on. In other words, the character is able to perform other actions in the vicinity of the crafting (such as
|
||
-studying, resting, eating, and so on), but couldn't craft on the road or in the middle of a dungeon.
|
||
-
|
||
-| Assessed Difficulty | Time to Craft |
|
||
-|---------------------|---------------|
|
||
-| 1 | Ten minutes |
|
||
-| 2 | One hour |
|
||
-| 3 | Four hours |
|
||
-| 4 | Nine hours |
|
||
-| 5 | One day |
|
||
-| 6 | Two days |
|
||
-| 7 | One week |
|
||
-| 8 | Three weeks |
|
||
-| 9 | Two months |
|
||
-| 10 | Six months |
|
||
-
|
||
-5\. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the
|
||
-process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a
|
||
-crafting task assessed as difficulty 5 requires five subtask successes.
|
||
-
|
||
-The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the
|
||
-crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
|
||
-intervals over the course of the full time required to craft the item.
|
||
-
|
||
-> If at any point the crafter fails on a subtask, the item isn't ruined. Instead, the character only wasted the time
|
||
-> spent on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter
|
||
-> fails twice in a row on the same subtask, the character can continue crafting, but in addition to losing another
|
||
-> interval of crafting time, more crafting material (equal to one of the kind of item needed to craft it) is destroyed
|
||
-> in a mishap and must be replaced before crafting can continue.
|
||
->
|
||
-> A player may ask to apply Effort to each subtask. Applying Effort is something they do in the moment, not over the
|
||
-> course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
|
||
-> day
|
||
-
|
||
-### CRAFTING ARTIFACTS
|
||
-
|
||
-Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
|
||
-select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
|
||
-their other character abilities. The main difference is that most artifacts don't cost Pool points to activate, and
|
||
-character abilities don't have a depletion stat that eventually removes the item from play. Crafting artifacts is
|
||
-handled as a long-term benefit of character advancement; the character and GM agree on the artifact to be crafted, and
|
||
-the character spends 3 XP. If the item is fairly simple, the GM can skip the crafting details and just say that after a
|
||
-period of time, the PC creates the artifact. For an item that significantly alters gameplay—granting the character vast
|
||
-telepathic powers or giving them the ability to teleport at will—the GM can give the item an assessed difficulty equal
|
||
-to 3 + the artifact level and require the character to follow the crafting steps for creating a magical cypher. Crafting
|
||
-this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
|
||
-the same assessed difficulty
|
||
-
|
||
-### RITUAL MAGIC
|
||
-
|
||
-### TIME
|
||
-
|
||
-Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
|
||
-it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
|
||
-ritual takes from start to finish, once the preparations (if any) are complete.
|
||
-
|
||
-### DIFFICULTY AND SUBTASKS
|
||
-
|
||
-Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
|
||
-a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
|
||
-from the dead don't have an obvious task level. In these cases, the GM should choose a level for the ritual based on
|
||
-what would make an interesting experience for the players. Instead of having the success or failure of this sort of
|
||
-magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
|
||
-subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
|
||
-a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
|
||
-at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
|
||
-
|
||
-If at any point the PC fails a subtask, the ritual isn't automatically ruined, but it costs time—a failure means the
|
||
-time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
|
||
-subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
|
||
-the ritual (perhaps equal to half the ritual's overall level) means the whole thing needs to be started again. Skills,
|
||
-assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
|
||
-the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
|
||
-
|
||
-### POOL INVESTMENT
|
||
-
|
||
-Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
|
||
-vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
|
||
-could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
|
||
-necessary to prevent a participating PC from dying during the ritual).
|
||
-
|
||
-### ACCELERATED PERFORMANCE
|
||
-
|
||
-The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
|
||
-reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
|
||
-a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
|
||
-time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
|
||
-
|
||
-### EXAMPLE RITUALS
|
||
-
|
||
-The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
|
||
-may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
|
||
-might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
|
||
-ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
|
||
-
|
||
-### UNDERSTANDING THE EXAMPLES
|
||
-
|
||
-Each ritual is described in the following format.
|
||
-
|
||
-Level: The overall level of the ritual, which determines how many subtasks it has.
|
||
-
|
||
-Time: The preparation time (if any) and performance time.
|
||
-
|
||
-Roles: Things other characters can do to participate and help.
|
||
-
|
||
-Side Effects: Negative consequences for failed rolls or GM intrusions.
|
||
-Reagents: Resources that can help success.
|
||
-
|
||
-Pool: What kind of Pool points the ritual costs.
|
||
-
|
||
-Other Assets: Kinds of abilities that can help success.
|
||
-
|
||
-### BESEECH
|
||
-
|
||
-Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
|
||
-that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
|
||
-makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information,
|
||
-for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the
|
||
-ritual merely gains its attention and gives the characters the opportunity to speak their case.
|
||
-
|
||
-Level: The level of the entity
|
||
-
|
||
-Time: Four hours of preparation, one hour of performance
|
||
-
|
||
-Roles: Chanting, lighting candles, holding gifts/reagents
|
||
-
|
||
-Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the
|
||
-entity will consider answering)
|
||
-
|
||
-Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
|
||
-
|
||
-Pool: Might or Intellect
|
||
-
|
||
-Other Assets: Knowledge or control of similar entities
|
||
-
|
||
-Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
|
||
-space to talk in person.
|
||
-
|
||
-### CONJURE THE DEAD
|
||
-
|
||
-Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
|
||
-prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
|
||
-them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
|
||
-the living or unfulfilled tasks completed). If the characters don't comply, they must magically threaten or compel the
|
||
-spirit to obey.
|
||
-
|
||
-Level: The level of the dead spirit
|
||
-
|
||
-Time: Three hours of preparation, one hour of performance
|
||
-
|
||
-Roles: Chanting, holding hands in a circle, manipulating a spirit device
|
||
-
|
||
-Side Effects: Haunting, possession
|
||
-
|
||
-Reagents: Mementos of the spirit's life, the spirit's former physical remains, a person or creature to possess
|
||
-
|
||
-Pool: Might or Intellect
|
||
-
|
||
-Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
|
||
-
|
||
-A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
|
||
-accordingly.
|
||
-
|
||
-### CONJURE DEMON
|
||
-
|
||
-Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
|
||
-perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
|
||
-about a minute, during which time the summoners must bargain with or command it to perform a deed that takes no longer
|
||
-than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property
|
||
-are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get
|
||
-it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge
|
||
-for the unwanted summoning).
|
||
-
|
||
-Level: The level of the demon
|
||
-
|
||
-Time: Three hours of preparation, one hour of performance
|
||
-
|
||
-Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
|
||
-
|
||
-Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
|
||
-
|
||
-Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects
|
||
-representing anger, destruction, or hatred (according to the desired service)
|
||
-
|
||
-Pool: Might or Intellect
|
||
-
|
||
-Other Assets: Knowledge or control of similar entities, secret name of the demon
|
||
-
|
||
-### CONJURE DEVIL
|
||
-
|
||
-Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
|
||
-perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
|
||
-it to perform a deed that takes no longer than an hour and requires the devil to travel no more than about 50 miles (80
|
||
-km)—spying, stealing, guarding, and murdering are common tasks. The devil usually wants something in return (even if
|
||
-just an agreement for a later favor); otherwise, the characters must threaten it or have some way to force it to obey.
|
||
-If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the
|
||
-interruption).
|
||
-
|
||
-Level: The level of the devil
|
||
-
|
||
-Time: Three hours of preparation, one hour of performance
|
||
-
|
||
-Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
|
||
-
|
||
-Side Effects: Bad smell, curse, infernal mark, possession
|
||
-
|
||
-Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing
|
||
-betrayal, deception, or greed (according to the desired service)
|
||
-
|
||
-Pool: Might or Intellect
|
||
-
|
||
-Other Assets: Knowledge or control of similar entities, secret name of the devil
|
||
-
|
||
-### CONJURE ELEMENTAL
|
||
-
|
||
-Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
|
||
-remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
|
||
-elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than
|
||
-about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
|
||
-its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
|
||
-water, and so on. If the summoners can't come to an agreement with the elemental, it might make one attack before it
|
||
-leaves.
|
||
-
|
||
-Level: The level of the elemental
|
||
-
|
||
-Time: Three hours of preparation, one hour of performance
|
||
-
|
||
-Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
|
||
-
|
||
-Side Effects: Damage, weakness toward one kind of attack
|
||
-
|
||
-Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or
|
||
-creatures
|
||
-
|
||
-Pool: Might, Speed, or Intellect, depending on the kind of elemental
|
||
-
|
||
-Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental
|
||
-
|
||
-Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
|
||
-playing up their strengths are the key to bargaining with them.
|
||
-
|
||
-### CONSECRATION
|
||
-
|
||
-Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
|
||
-very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
|
||
-use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
|
||
-enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
|
||
-area are hindered by two steps.
|
||
-
|
||
-Level: The level of the effects to protect against
|
||
-
|
||
-Time: One hour of preparation, two hours of performance
|
||
-
|
||
-Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
|
||
-other suitable markers)
|
||
-
|
||
-Side Effects: Lights, sounds, weak spots or "back doors" in the barrier
|
||
-
|
||
-Reagents: Silver dust, sacred oil, buried blessed gemstones
|
||
-
|
||
-Pool: Intellect
|
||
-
|
||
-Other Assets: Warding magic, religious knowledge
|
||
-
|
||
-### ENCHANT WEAPON
|
||
-
|
||
-Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
|
||
-next day.
|
||
-
|
||
-Level: 3 or 4
|
||
-
|
||
-Time: Thirty minutes of preparation, one hour of performance
|
||
-
|
||
-Roles: —
|
||
-
|
||
-Side Effects: Weapon attack hindered, higher GM intrusion rate
|
||
-
|
||
-Reagents: Rare oils, gem dust
|
||
-
|
||
-Pool: Speed or Intellect
|
||
-
|
||
-Other Assets: Battle tactics, weapon crafting
|
||
-
|
||
-In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
|
||
-rolls, grant extra damage, affect multiple weapons at once, or all of the above.
|
||
-
|
||
-### ENTOMBMENT
|
||
-
|
||
-Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
|
||
-the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
|
||
-forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the
|
||
-vessel.
|
||
-
|
||
-Level: The level of the creature
|
||
-
|
||
-Time: Sixteen hours of preparation, one hour of performance
|
||
-
|
||
-Roles: Chanting, carrying or protecting the vessel
|
||
-
|
||
-Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
|
||
-
|
||
-Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
|
||
-
|
||
-Pool: Intellect
|
||
-
|
||
-Other Assets: Control magic, grappling, imprisoning magic, wards
|
||
-
|
||
-### EXORCISM
|
||
-
|
||
-Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
|
||
-out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
|
||
-comes). Completing the ritual doesn't prevent other spirits from entering or inhabiting the area, but it is likely that
|
||
-they can sense that an exorcism happened there, and most choose to avoid such an area so they don't suffer the same
|
||
-fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning
|
||
-for a year and a day. As with using the ritual to cleanse a location, this doesn't prevent other spirits from afflicting
|
||
-the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
|
||
-
|
||
-Level: The level of the most powerful hostile presence to be exorcised
|
||
-
|
||
-Time: Two hours of preparation, two hours of performance
|
||
-
|
||
-Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with
|
||
-incense
|
||
-
|
||
-Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
|
||
-
|
||
-Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
|
||
-
|
||
-Pool: Intellect
|
||
-
|
||
-Other Assets: Warding magic, religious knowledge
|
||
-
|
||
-Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
|
||
-possessing a creature— throwing objects, causing nightmares, making noises, and so on.
|
||
-
|
||
-### FLESH FOR KNOWLEDGE
|
||
-
|
||
-Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
|
||
-permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
|
||
-they see fit). The character experiences painful hallucinations that give them insight and understanding. They
|
||
-immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
|
||
-advancement).
|
||
-
|
||
-Level: Twice the tier of the ability the character wishes to learn
|
||
-
|
||
-Time: One hour of preparation, one hour of performance
|
||
-
|
||
-Roles: Chanting, restraining the subject of the ritual
|
||
-
|
||
-Side Effects: Lasting damage, permanent damage, scarring
|
||
-
|
||
-Reagents: Silver knife, silver vessel
|
||
-
|
||
-Pool: See above
|
||
-
|
||
-Other Assets: Pain tolerance, surgery
|
||
-
|
||
-Instead of permanently reducing a character's Pools by 4 points, the GM could allow other permanent penalties such as
|
||
-reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
|
||
-points gained through recovery rolls by 2.
|
||
-
|
||
-### PURIFICATION
|
||
-
|
||
-Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
|
||
-or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
|
||
-creature or object, which is then discarded or safely destroyed.
|
||
-
|
||
-Level: The level of the affliction or effect to remove
|
||
-
|
||
-Time: One hour of preparation, two hours of performance
|
||
-
|
||
-Roles: Applying reagents, chanting
|
||
-
|
||
-Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
|
||
-
|
||
-Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on
|
||
-the target, scapegoat, silver dust
|
||
-
|
||
-Pool: Might
|
||
-
|
||
-Other Assets: Healing magic, resistance to the target's affliction
|
||
-
|
||
-### RESURRECTION
|
||
-
|
||
-Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
|
||
-completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
|
||
-anything that happened after they died.
|
||
-
|
||
-Level: The level of the deceased (at least tier 6 if a PC)
|
||
-
|
||
-Time: Five hours of preparation, two hours of performance
|
||
-
|
||
-Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
|
||
-
|
||
-Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
|
||
-damage
|
||
-
|
||
-Reagents: Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
|
||
-items of importance to the deceased, parchment extolling the deceased's history and deeds, soul-sympathetic items
|
||
-
|
||
-Pool: Might or Intellect
|
||
-
|
||
-Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy,
|
||
-spirit knowledge, secret name of the deceased
|
||
-
|
||
-A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
|
||
-impaired state on the damage track instead of hale, requiring further rest or healing.
|
||
-
|
||
-### SACRIFICIAL RITE
|
||
-
|
||
-A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
|
||
-the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
|
||
-the final destination for the soul (such as placing it in a sword to create a magic item).
|
||
-
|
||
-Level: The level of the creature (at least tier 6 if a PC)
|
||
-
|
||
-Time: One hour of preparation, one hour of performance Roles: Chanting, playing instruments, bearing the soul object,
|
||
-restraining the creature, slaying the creature
|
||
-
|
||
-Side Effects: Creature rages or escapes, damage, dying curse, haunting
|
||
-
|
||
-Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
|
||
-high as the creature's level)
|
||
-
|
||
-Pool: Might or Intellect
|
||
-
|
||
-Other Assets: Death spells, instant-kill abilities, soul manipulation
|
||
-
|
||
-### MAGICAL TECHNOLOGY
|
||
-
|
||
-To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
|
||
-regular (nonmagical) items.
|
||
-
|
||
-### MAGIC PLUS TECHNOLOGY
|
||
-
|
||
-Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
|
||
-certainly be manifest cyphers or artifacts. Here's an example cypher:
|
||
-
|
||
-### FROZEN TIMEPIECE
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Effect: Creates or transforms into a pocketwatch that seems to be made of ice. Upon activation of the cypher, the user
|
||
-can take normal actions, but everything and everyone around them is frozen in time. The user cannot affect anything
|
||
-else, but they can move through the world and take actions that affect themselves or their own belongings (bandage a
|
||
-wound, repair a broken item, and so on). The effect lasts for one round per cypher level.
|
||
-
|
||
-And here's an example artifact:
|
||
-
|
||
-### TRUTH BINOCULARS
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Pair of binoculars with a large runic symbol on them
|
||
-
|
||
-Effect: Not only do these make it easy to see things far away, but looking through them also allows the viewer to see
|
||
-through illusions and see things that are normally invisible, assuming the effect has a level lower than that of the
|
||
-binoculars.
|
||
-
|
||
-Depletion: 1–2 in 1d100 (check each use)
|
||
-
|
||
-To craft items that are both technological and magical, either you need to make the device first and then enchant it, or
|
||
-you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
|
||
-very different.
|
||
-
|
||
-### TECHNOLOGY THAT INTERACTS WITH MAGIC
|
||
-
|
||
-In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
|
||
-interact and cope with it. Technological devices that are not magical but deal with magic could include:
|
||
-
|
||
-Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something
|
||
-magical, it does not function again.
|
||
-
|
||
-Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
|
||
-suit. However, all of the wearer's tasks to resist magical effects are eased. If the wearer takes even 1 point of
|
||
-physical damage, the suit rips and no longer functions until it is repaired and resealed.
|
||
-
|
||
-Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
|
||
-signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
|
||
-impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
|
||
-
|
||
-### MAGIC THAT INTERACTS WITH TECHNOLOGY
|
||
-
|
||
-In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
|
||
-blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
|
||
-
|
||
-### FINDING PRYING EYES
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
|
||
-source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
|
||
-this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
|
||
-the location of the listener.
|
||
-
|
||
-### POWER DEVICE
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
|
||
-powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
|
||
-flashlight, the battery is fully charged.
|
||
-
|
||
-### SCREEN CONTROL
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
|
||
-whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
|
||
-and colors.
|
||
-
|
||
-Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
|
||
-though the technology involved might not have any common principles
|
||
-
|
||
-### MIND CONTROL
|
||
-
|
||
-From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
|
||
-takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
|
||
-such as attacking friends). But what's happening inside the controlled creature's head—whether during the effect or
|
||
-afterward—often isn't specified. There are several options for the GM to consider, either for all kinds of mind-control
|
||
-magic or on a case-by-case basis.
|
||
-
|
||
-- Confusion: The controlled creature doesn't understand why they're doing things they normally wouldn't do, but they
|
||
- aren't aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
|
||
- that they don't know why they did those things, or come up with an explanation justifying (to themselves and others)
|
||
- their reasons for those actions.
|
||
-
|
||
-- Dream: The controlled creature is aware of what's going on but perceives it in a dreamlike state. They may believe
|
||
- that they're in control of themselves the entire time, or somewhat aware that they're not fully in control (similar to
|
||
- being intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about
|
||
- the events but may not realize that someone else was controlling them.
|
||
-
|
||
-- Trapped: The active thoughts in the controlled creature's head come from the controller, but the creature still has a
|
||
- small voice or awareness in the background, like they're a prisoner in their own mind. This horrible situation usually
|
||
- means the controlled creature reverts to normal once the control is gone, and is probably very upset that their mind
|
||
- and body autonomy were violated.
|
||
-
|
||
-One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control.
|
||
-For example, being charmed by a vampire might mean the PC can't attack the vampire (or its allies) or run away, but is
|
||
-still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the
|
||
-character can be given a specific command, and until they comply with that command their other actions are hindered by
|
||
-one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an
|
||
-additional 1 XP (or, to approach it from the opposite direction, the GM can offer them a GM intrusion that the mind
|
||
-control is happening, and allow the player to spend 1 XP to refuse it, or go into XP debt if they want to refuse it but
|
||
-have no XP to spend).
|
||
-
|
||
-A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
|
||
-For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
|
||
-
|
||
-### MYSTICAL MARTIAL ARTS
|
||
-
|
||
-If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
|
||
-portray the kinds of things characters in such stories can accomplish.
|
||
-
|
||
-- Running and climbing speeds and jumping distances are doubled. For those trained in running, climbing, or jumping, the
|
||
- speeds and distances are tripled instead of doubled. For those specialized, they are quintupled. For all intents and
|
||
- purposes, this means that everyone can run up a wall or jump very high in the air, and masters can practically fly or
|
||
- run across water.
|
||
-
|
||
-- Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
|
||
- and powerful martial arts styles. This doesn't change anything in the game mechanically—no one gets the ability to use
|
||
- weapons that they wouldn't normally have under the rules. But it does change the flavor, suggesting that no PC is
|
||
- entirely ignorant of weapons or close combat.
|
||
-
|
||
-- Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
|
||
- attack, perhaps it is "The Three-Flower Fist," and instead of Fury, a character uses "The Rage of the Sevenfold." It
|
||
- is reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described
|
||
- with a magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character,
|
||
- and so on.
|
||
-
|
||
-- Materials and objects are easier to destroy. For the purpose of attacking objects, subtract 2 from the level of any
|
||
- material (minimum of 0). It should be relatively simple for any character to smash through a plain wooden door with
|
||
- little effort, and true warriors can shatter stones with their blows.
|
||
-
|
||
-- Wounds heal faster. Everyone gains +1 to all recovery rolls.
|
||
-
|
||
-- Superhuman abilities exist. Consider adopting some of the superhero rules from the Cypher System Reference Document,
|
||
- in particular the power shift optional rules. These may derive from almost supernatural levels of training in various
|
||
- techniques (such as dianxue) but probably mostly from neili.
|
||
-
|
||
-> Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
|
||
-> building up and cultivating the energy known as qi and using it for supernatural effects.
|
||
-
|
||
-### POSSESSION
|
||
-
|
||
-Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
|
||
-person, taking over a character's body as if it were the creature's own. The creature must touch the character to
|
||
-attempt possession (even if the creature's touch normally inflicts damage, the possession attempt doesn't inflict
|
||
-damage). The character must make an Intellect defense roll or become possessed, whereupon the creature's immaterial form
|
||
-disappears into the character.
|
||
-
|
||
-The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
|
||
-possessing creature can try to control the actions of the host, but the character can attempt an Intellect defense roll
|
||
-to resist each suggested action. Successful resistance means that the character does nothing for one round. When the
|
||
-creature isn't trying to control the host, the character can act as they choose. Usually, a possessing creature's
|
||
-actions are limited to controlling its host and leaving the host (the creature's own abilities are unavailable to it
|
||
-while in someone else's body).
|
||
-
|
||
-While it possesses a character, the creature is immune to most direct attacks (though not so the host; killing the host
|
||
-will eject the creature). For example, hitting a demon-possessed human with a sword hurts only the human, not the demon
|
||
-controlling them. Mental attacks and special abilities that only affect possession or the type of possessing creature
|
||
-usually work normally
|
||
-
|
||
-A possessed character is allowed an Intellect defense roll to eject the creature once per day. The defense roll is
|
||
-hindered by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised
|
||
-demon is powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that
|
||
-has power over the demon. This can be attempted once per day and grants the possessed character an additional Intellect
|
||
-defense roll to eject the demon.
|
||
-
|
||
-Possession is like mind control in that it takes away a player's ability to control their character, and that can make
|
||
-some players very uncomfortable. See the section on mind control and consent for more information (page 67).
|
||
-
|
||
-### SECRET AND TRUE NAMES
|
||
-
|
||
-Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
|
||
-including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
|
||
-defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
|
||
-enough to convince it to perform a service without compensation. A creature doesn't automatically know if someone has
|
||
-learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
|
||
-informed opponent has some kind of advantage against them and deduce that their secret name is involved.
|
||
-
|
||
-Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
|
||
-the Uncover a Secret character arc to do so.
|
||
-
|
||
-### WISHES
|
||
-
|
||
-Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
|
||
-them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
|
||
-do so as a GM intrusion— that way, the character still gets a reward, and they can either accept the twisted wish (which
|
||
-isn't as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight
|
||
-wording that can't be twisted).
|
||
-
|
||
-Second, consider the level of the creature granting the wish—that's basically the level of the wish, as the creature
|
||
-shouldn't be able to grant a boon more powerful than itself. Therefore, it's reasonable that a level 6 creature could
|
||
-create a level 6 effect. The GM could look at the creature's other abilities (or abilities of other creatures of its
|
||
-level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
|
||
-result downward until it's appropriate for the creature's power.
|
||
-
|
||
-Wishing for more wishes doesn't work because a creature shouldn't be able to create something more powerful than
|
||
-itself—at least not without some investment of time and other resources, like a character using XP to acquire an
|
||
-artifact.
|
||
-
|
||
-### 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.
|
||
-
|
||
-### GOLD
|
||
-
|
||
-The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
|
||
-characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
|
||
-a typical fantasy campaign, the characters should become wealthier as they advance.
|
||
-
|
||
-### MANIFEST CYPHERS
|
||
-
|
||
-The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
|
||
-can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
|
||
-might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the
|
||
-premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The
|
||
-key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold.
|
||
-
|
||
-The PCs can have opportunities to trade their cyphers with NPCs in town, whether that's at a magic item shop, the tower
|
||
-of a mentor wizard, a thieves' guild, a temple, other adventurers, or the local government. The kinds of cyphers these
|
||
-NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other
|
||
-useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level
|
||
-are generally considered to be about the same value, although local biases and NPC interests may affect their
|
||
-willingness to trade certain items despite or because of a level disparity
|
||
-
|
||
-### ARTIFACTS
|
||
-
|
||
-Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
|
||
-not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
|
||
-artifact of about the same level. Unlike cyphers, the game doesn't assume that PCs have frequent opportunities to gain
|
||
-new artifacts or replace the ones that deplete.
|
||
-
|
||
-In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
|
||
-what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very
|
||
-expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
|
||
-could be worth about the same as an exorbitant item.
|
||
-
|
||
-### DUNGEONS, CASTLES, AND KEEPS
|
||
-
|
||
-This section describes several kinds of common physical features and their game stats. Any of these levels can be
|
||
-adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
|
||
-reinforced by magic so its level is higher, and so on.
|
||
-
|
||
-### WALLS
|
||
-
|
||
-Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
|
||
-by a creature). Anything describing walls in this section also applies to ceilings and floors.
|
||
-
|
||
-- Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
|
||
- blindly (hindered by four steps), but it's usually easier to break a hole in the wall and attack through the hole.
|
||
- Paper walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a
|
||
- paper wall, and a cloth wall is probably level 2.
|
||
-
|
||
-- Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a
|
||
- partition within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might
|
||
- be level 5. Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing
|
||
- weapons (attacks are hindered).
|
||
-
|
||
-- Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold
|
||
- them in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a
|
||
- cave wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to
|
||
- suit their needs for a living space. Some constructed stone walls are reinforced with metal bars on the surface or
|
||
- built inside, increasing its level to 7. Stone walls are vulnerable to piercing weapons (attacks are eased) but
|
||
- resistant to bashing and slashing weapons (attacks are hindered).
|
||
-
|
||
-- Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
|
||
-
|
||
-### DOORS
|
||
-
|
||
-Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
|
||
-their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
|
||
-the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
|
||
-
|
||
-- Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to
|
||
- keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple
|
||
- planks nailed together on a frame or with support struts. Wooden doors of all strengths are vulnerable to fire
|
||
- (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
|
||
-
|
||
-- Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or
|
||
- shop.
|
||
-
|
||
-- Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An
|
||
- especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
|
||
-
|
||
-- Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a
|
||
- center point. They are common in places like dungeons where wood and metal are scarce. Stone doors are vulnerable to
|
||
- piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
|
||
-
|
||
-- Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
|
||
- king's tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
|
||
-
|
||
-- Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
|
||
- archers to fire at the creatures trapped by it. They're also useful in closing access to a waterway without impacting
|
||
- its flow. A wooden portcullis is relatively fragile and usually isn't meant to keep anyone out for long.
|
||
-
|
||
-- Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
|
||
- necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
|
||
- lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
|
||
-
|
||
-### TRAPS
|
||
-
|
||
-One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
|
||
-
|
||
-### TRIGGERING TRAPS
|
||
-
|
||
-Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
|
||
-Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
|
||
-activates.
|
||
-
|
||
-### FINDING TRAPS
|
||
-
|
||
-Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
|
||
-presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
|
||
-dangers are present.
|
||
-
|
||
-Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
|
||
-before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
|
||
-traps the GM has in their path. Allowing characters to passively search in this way means the players don't have to keep
|
||
-stating over and over that they're looking for traps. The drawback for them is that it takes them more time to get
|
||
-anywhere (which means time-based special abilities and cyphers will run out sooner).
|
||
-
|
||
-Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it.
|
||
-Active searching takes about one round for each immediate area searched. Rather than having the players make separate
|
||
-rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the
|
||
-trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
|
||
-they've resolved the first trap.
|
||
-
|
||
-### DISABLING, DAMAGING, AND BYPASSING TRAPS
|
||
-
|
||
-A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
|
||
-same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
|
||
-and much harder to disable. Traps are objects and use the object damage track. Characters can attack a trap with weapons
|
||
-or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of
|
||
-sabotage (such as hammering a piton into a groove where a blade springs out). Magical traps can be damaged or disabled
|
||
-with special abilities.
|
||
-
|
||
-Instead of disabling a trap, a character can try to bypass it so they and their allies can get past it without
|
||
-triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is
|
||
-hindered by two steps
|
||
-
|
||
-Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap's target is the acting
|
||
-character, and the trap's attack is eased because the character placed themselves in harm's way
|
||
-
|
||
-Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
|
||
-hindered by two additional steps).
|
||
-
|
||
-### UNDERSTANDING THE LISTINGS
|
||
-
|
||
-The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
|
||
-standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
|
||
-from the listing.
|
||
-
|
||
-Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
|
||
-reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
|
||
-(always three times the trap's level).
|
||
-
|
||
-Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
|
||
-it has a limited number of uses, and so on.
|
||
-
|
||
-Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
|
||
-attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
|
||
-if it's the normal amount for a trap of its level.
|
||
-
|
||
-Modifications: Use these numbers when a trap's information says to use a different target number. For example, a level 4
|
||
-trap might say "defends as level 5," which means PCs attacking it or trying to disable it must roll a target number of
|
||
-15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap's attacks, defenses, and
|
||
-stealth (how hard or easy it is to notice the trap).
|
||
-
|
||
-GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
|
||
-possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
|
||
-
|
||
-### COMMON TRAP POISONS
|
||
-
|
||
-- Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
|
||
- and one hour.
|
||
-
|
||
-- Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute,
|
||
- ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
|
||
-
|
||
-- Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
|
||
-
|
||
-- Debilitating: The poison hinders all of the creature's actions by one or two steps if they fail a defense roll. (Some
|
||
- poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
|
||
- are ten minutes, one hour, and ten hours.
|
||
-
|
||
-- Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense
|
||
- roll.
|
||
-
|
||
-- Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has
|
||
- passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The
|
||
- ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a
|
||
- defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point
|
||
- every round.
|
||
-
|
||
-- Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might
|
||
- leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten
|
||
- minutes, one hour, and ten hours.
|
||
-
|
||
-- Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
|
||
- hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
|
||
- time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and
|
||
- then making them groggy for an hour, even if they're awakened early).
|
||
-
|
||
-### ARROW 4 (12)
|
||
-
|
||
-Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
|
||
-hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
|
||
-for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be
|
||
-triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap
|
||
-releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
|
||
-
|
||
-Damage Inflicted: 4 points
|
||
-
|
||
-Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
|
||
-
|
||
-GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
|
||
-or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
|
||
-
|
||
-### CRUSHING WALL 6 (18)
|
||
-
|
||
-A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
|
||
-could be built in its place).
|
||
-
|
||
-A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks)
|
||
-falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
|
||
-so that triggering the trap makes the area impassible.
|
||
-
|
||
- A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
|
||
-Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
|
||
-difficult terrain.
|
||
-
|
||
-Damage Inflicted: 6 points (ignores Armor)
|
||
-
|
||
-GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they
|
||
-can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
|
||
-and can now reach the characters.
|
||
-
|
||
-### DISINTEGRATION 7 (21)
|
||
-
|
||
-A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
|
||
-any object destroyed by it) turns to dust.
|
||
-
|
||
-Damage Inflicted: 15 points
|
||
-
|
||
-GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
|
||
-ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
|
||
-
|
||
-### EXPLOSIVE GLYPH 4 (12)
|
||
-
|
||
-A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
|
||
-acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
|
||
-unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of
|
||
-electrified salt water, or a gout of burning oil.
|
||
-
|
||
-Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if
|
||
-they make their defense roll.
|
||
-
|
||
-Modifications: Stealth as level 5
|
||
-
|
||
-GM Intrusion: The glyph marks the character's face with a symbol indicating they are a thief. The glyph makes the
|
||
-character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
|
||
-curse is removed.
|
||
-
|
||
-### FLOODING ROOM 4 (12)
|
||
-
|
||
-Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
|
||
-creatures in it begin to drown.
|
||
-
|
||
-A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
|
||
-or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
|
||
-starting to suffocate. (Restoring the air allows the characters to awaken, but doesn't move them back up the damage
|
||
-track.)
|
||
-
|
||
-Damage Inflicted: None until drowning starts
|
||
-
|
||
-Modifications: Defends as level 7
|
||
-
|
||
-GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
|
||
-fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
|
||
-
|
||
-### MANGLER 3 (9)
|
||
-
|
||
-A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
|
||
-hindering all actions requiring that hand by one or two steps.
|
||
-
|
||
-A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
|
||
-trapdoor, reducing their movement speed by half.
|
||
-
|
||
- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
|
||
-character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
|
||
-lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
|
||
-instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
|
||
-have a glue pot stuck on their hand or foot.
|
||
-
|
||
-Damage Inflicted: 3 points, plus lasting damage
|
||
-
|
||
-Modifications: Stealth as level 4
|
||
-
|
||
-GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they
|
||
-fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
|
||
-poison.
|
||
-
|
||
-### NET 3 (9)
|
||
-
|
||
-A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
|
||
-traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
|
||
-
|
||
-A variant of this trap is a snare made of sturdy cord or wire.
|
||
-
|
||
-Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense
|
||
-roll to break or escape the net)
|
||
-
|
||
-Modifications: Attacks as level 5, defends as level 2
|
||
-
|
||
-GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The
|
||
-net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
|
||
-round.
|
||
-
|
||
-### PIT 4 (12)
|
||
-
|
||
-A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
|
||
-multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
|
||
-areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other
|
||
-debris.
|
||
-
|
||
-A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when
|
||
-enough weight reaches the middle section.
|
||
-
|
||
-Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
|
||
-
|
||
-GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor
|
||
-closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased,
|
||
-hindering attempts to climb out by two steps. A dangerous creature is at the bottom of the pit (or in a room adjacent to
|
||
-it). The pit is filled with poison gas. The trapdoor detaches and falls into the pit, inflicting 1 point of ambient
|
||
-damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
|
||
-falls in.
|
||
-
|
||
-### POISON GAS 3 (9)
|
||
-
|
||
-The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
|
||
-harm, it is likely that the character won't realize at first that they've sprung a trap.
|
||
-
|
||
-A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
|
||
-torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap's level.
|
||
-
|
||
-A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
|
||
-creatures.
|
||
-
|
||
-Damage Inflicted: As poison
|
||
-
|
||
-Modifications: Stealth as level 5
|
||
-
|
||
-GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after
|
||
-exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
|
||
-companions for enemies, until they make an Intellect defense roll. The gas is flammable.
|
||
-
|
||
-### POISON NEEDLE 5 (15)
|
||
-
|
||
-A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
|
||
-mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
|
||
-
|
||
-Damage Inflicted: 1 point (plus poison)
|
||
-
|
||
-Modifications: Stealth as level 6
|
||
-
|
||
-GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap
|
||
-releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
|
||
-instead of a poisoned needle, affecting all nearby characters.
|
||
-
|
||
-### PORTCULLIS 5 (15)
|
||
-
|
||
-An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
|
||
-creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
|
||
-hindered. Otherwise, it is even chances what side they end up on.
|
||
-
|
||
-A variant of this trap is a solid wall. A magical variant is a force field.
|
||
-
|
||
-Damage Inflicted: 5 points
|
||
-
|
||
-GM Intrusion: The portcullis impales the character, trapping them beneath it until it is lifted or destroyed. The
|
||
-portcullis is electrified, inflicting 1 point of damage each time it is touched or attacked with flesh or a metal
|
||
-object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
|
||
-enemies to make ranged attacks on the trapped character.
|
||
-
|
||
-### ROLLING BOULDER 6 (12)
|
||
-
|
||
-A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
|
||
-the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
|
||
-
|
||
-A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several
|
||
-times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and
|
||
-becomes an obstacle.
|
||
-
|
||
-Damage Inflicted: 6 points
|
||
-
|
||
-Modifications: Defends as level 7
|
||
-
|
||
-GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character's
|
||
-location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
|
||
-is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
|
||
-which jump out as it moves and attack nearby creatures.
|
||
-
|
||
-### SLICING BLADE 5 (15)
|
||
-
|
||
-A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
|
||
-(such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
|
||
-the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
|
||
-nearby that allows a creature to reset it manually.
|
||
-
|
||
-Damage Inflicted: 5 points
|
||
-
|
||
-Modifications: Attacks as level 6
|
||
-
|
||
-GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The
|
||
-blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
|
||
-the initial attack until it is healed.
|
||
-
|
||
-### SLIDING STAIR 4 (12)
|
||
-
|
||
-A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
|
||
-near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
|
||
-resets after a minute or has a manual reset lever at the top or bottom of the stairs.
|
||
-
|
||
-Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
|
||
-
|
||
-GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out
|
||
-between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
|
||
-the stairs after the sliding character, inflicting an additional 3 points of damage.
|
||
-
|
||
-### SNAKE PIT 4 (12)
|
||
-
|
||
-The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
|
||
-immediately attack the character and perhaps others in the area.
|
||
-
|
||
-Damage Inflicted: As per the swarm of snakes
|
||
-
|
||
-GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
|
||
-Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
|
||
-
|
||
-### SPEAR 4 (12)
|
||
-
|
||
-The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
|
||
-version of an arrow trap, and the same suggestions for that trap apply to this one.)
|
||
-
|
||
-Damage Inflicted: 6 points
|
||
-
|
||
-Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
|
||
-
|
||
-GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points
|
||
-of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
|
||
-falling block or an electrical shock
|
||
-
|
||
-### TELEPORTER 6 (18)
|
||
-
|
||
-The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
|
||
-oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
|
||
-usually reserved for trapping creatures for interrogation.
|
||
-
|
||
-Damage Inflicted: None
|
||
-
|
||
-GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage
|
||
-(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
|
||
-
|
||
-### DESCRIPTORS
|
||
-
|
||
-Most of these descriptors are for characters who are or become significantly nonhuman
|
||
-
|
||
-nonhuman; for example, the Dragon descriptor means you're a four-legged, winged dragon who can breathe flame. These
|
||
-descriptors include suggestions for how to advance or improve your inherent nature as that sort of creature (becoming
|
||
-even more dragonish if you are a Dragon, for example). The GM should allow a character with such a descriptor to choose
|
||
-any of these abilities (and any others the GM feels are appropriate for the descriptor) in place of a type ability,
|
||
-either upon advancing to a new tier or selecting them as an other option of character advancement by spending 4 XP.
|
||
-
|
||
-It's Only Magic Descriptors: Chimera, Dragon, Ghost, Hunter, Nix, Sylph, Unmagical
|
||
-
|
||
-Chimera
|
||
-
|
||
-You have a blend of animal attributes; you may be a well-known mythological creature,
|
||
-
|
||
-like a satyr or minotaur, or you may have a unique combination of features. Bison horns,
|
||
-
|
||
-boar tusks, bear paws, a wolf's tail, a lion's mane: take your pick. Your thickened skin offers
|
||
-
|
||
-protection from attacks and the elements. Depending on your dexterity—and whether you
|
||
-
|
||
-have opposable thumbs—you may use adaptive weapons and tools, like a dagger modified
|
||
-
|
||
-to be held in a paw instead of a hand. You're eager to protect the ones closest to you, and
|
||
-
|
||
-usually more likely to run toward conflict than away from it.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Fur and Hide: +1 to Armor.
|
||
-
|
||
-Animal Strength: +1 to your Might Pool.
|
||
-
|
||
-Charging Ahead: You're trained in initiative.
|
||
-
|
||
-For the Gang: You stick up for your friends. When you draw the attack, your defense is only hindered by one step.
|
||
-
|
||
-Ham-fisted: Tasks requiring fine motor skills are hindered.
|
||
-
|
||
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
-adventure.
|
||
-
|
||
-1\. A herd, a pride, a pack, a flock: whatever the collective noun for chimeras is, you're looking to build (or join)
|
||
-one.
|
||
-
|
||
-2\. You need supplies to adapt a legendary weapon perfectly to your physique.
|
||
-
|
||
-3\. The other PCs were in the wrong place at the wrong time, and you protected them from harm.
|
||
-
|
||
-4\. You were held hostage by someone running a chimera fighting ring, and the other PCs freed you.
|
||
-
|
||
-Chimera Advancement:
|
||
-
|
||
-Athlete
|
||
-
|
||
-Dual Light Wield
|
||
-
|
||
-Enhanced Might
|
||
-
|
||
-Enhanced Speed
|
||
-
|
||
-Fists of Fury
|
||
-
|
||
-Frenzy
|
||
-
|
||
-Dragon
|
||
-
|
||
-You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In
|
||
-your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You're drawn
|
||
-to treasure and shiny things, but you're willing to share your hoard with those you trust. Though you can speak human
|
||
-languages, you can't ignore the fact that you're a wild part of your local ecosystem—at least some of the time. You're
|
||
-an apex predator, driven to fly and to hunt, and you brumate in cold temperatures like other reptiles.
|
||
-
|
||
-Brumation is a state of sluggishness and inactivity entered by reptiles in response to low temperatures.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Dragon Form: You have both a humanoid form and a dragon form, and you can switch forms up to four times in a 24-hour
|
||
-period. In dragon form, your Speed defense tasks are hindered due to your size. Enabler.
|
||
-
|
||
-Tough: +2 to your Might Pool.
|
||
-
|
||
-Fireproof: +2 Armor against damage inflicted by fire or heat.
|
||
-
|
||
-Wings (1 Might point): When you have wings, you can fly a long distance as your action, or a short distance as part of
|
||
-another action, for up to ten minutes total. Enabler.
|
||
-
|
||
-Teeth: You are skilled in making unarmed bite attacks, which are a medium weapon in your dragon form and a light weapon
|
||
-in. your humanoid form. Enabler.
|
||
-
|
||
-Spitting Flames (1+ Might point): You can breathe a ball of fire at a target within short range, inflicting 3 points of
|
||
-fire damage. In addition to the normal options for using Effort, you can use Effort to affect more targets; each level
|
||
-of Effort affects one additional target. Action.
|
||
-
|
||
-Inability: Cold weather makes you want to burrow somewhere cozy and go dormant. Speed tasks are hindered when the
|
||
-temperature falls below 50°F (10°C).
|
||
-
|
||
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
-adventure.
|
||
-
|
||
-1\. The other PCs were hired as dragon hunters, but once they met you they realized their mission was misguided.
|
||
-
|
||
-2\. You're hoping to find a specific discontinued currency to add to your hoard.
|
||
-
|
||
-3\. You got stuck in your dragon form while molting, and the other PCs helped remove your shed skin.
|
||
-
|
||
-4\. You're gathering ingredients for a difficult spell that will increase the range and intensity of your fire-breathing
|
||
-attacks.
|
||
-
|
||
-Dragon Advancement:
|
||
-
|
||
-Danger Sense
|
||
-
|
||
-Defensive Field
|
||
-
|
||
-Enhanced Might
|
||
-
|
||
-Enhanced Might Edge
|
||
-
|
||
-Enlarge
|
||
-
|
||
-Training in Spitting Flames
|
||
-
|
||
-Ghost
|
||
-
|
||
-Unfortunately, you're dead. But hey, it's not all bad! Your spirit has remained in the mortal world. You can still walk
|
||
-among the living, but you no longer need pesky things like food or sleep. It's up to you how long you've been dead,
|
||
-whether you remember your death, and why you've stuck around: seeking revenge, settling a debt, protecting your
|
||
-descendants, perfecting your great-grandma's pecan pie recipe, or something else entirely.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Ghostly Wisdom: +2 to your Intellect Pool.
|
||
-
|
||
-Sneaky: You're trained in stealth and intimidation.
|
||
-
|
||
-Incorporeal: You're trained in Speed defense.
|
||
-
|
||
-Calling the Dead: You're trained in communicating with other ghosts, wraiths, undead, and so on. You can also serve as a
|
||
-catalyst for communication with the dead, providing an asset to a living character attempting such a task (such as a
|
||
-séance or summoning).
|
||
-
|
||
-Insubstantial: All physical attacks are hindered.
|
||
-
|
||
-Dead: Positive social interaction tasks with living creatures are hindered.
|
||
-
|
||
-Uniform: You're permanently wearing the clothes you had on when you died. This can hinder social interactions if you're
|
||
-inappropriately dressed for the setting (wearing a bathrobe and slippers to a formal party, for example).
|
||
-
|
||
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
-adventure.
|
||
-
|
||
-1\. You're on a journey to make amends with someone you wronged in life.
|
||
-
|
||
-2\. You're looking for the resting place of your physical body so you can be resurrected.
|
||
-
|
||
-3\. One of the other PCs is a distant relative, and you need to keep them alive so your bloodline continues.
|
||
-
|
||
-4\. You're studying the secrets of reincarnation and suspect that one of the other PCs has vital information.
|
||
-
|
||
-Ghost Advancement:
|
||
-
|
||
-Duplicate
|
||
-
|
||
-Question the Spirits
|
||
-
|
||
-See the Unseen
|
||
-
|
||
-Speaker for the Dead
|
||
-
|
||
-Surprise Attack
|
||
-
|
||
-Walk Through Walls
|
||
-
|
||
-Hunter
|
||
-
|
||
-You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls
|
||
-of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are
|
||
-your own. You're mortal again, too, but it's impossible to forget the terrifying freedom and power you once held. Maybe
|
||
-you've let nostalgia make you bitter, or maybe you don't miss the Hunt at all, instead living in fear of being
|
||
-conscripted once more.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Agile: +2 to your Speed Pool.
|
||
-
|
||
-Equestrian: You're trained in handling and riding horses.
|
||
-
|
||
-Sword Hand: You're proficient with two-handed swords and can use them without penalty.
|
||
-
|
||
-Hearing the Dead: You're skilled in all social interactions with ghosts.
|
||
-
|
||
-The Call of the Hunt: You're often distracted by sounds that remind you of the Wild Hunt, such as horns and baying
|
||
-hounds. Tasks requiring concentration are hindered.
|
||
-
|
||
-Lost Years: In the years you belonged to the Wild Hunt, you lost touch with advancing technology. Tasks involving
|
||
-computers, pop culture, and recent history are hindered.
|
||
-
|
||
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
-adventure.
|
||
-
|
||
-1\. You ferried the soul of a PC's relative to the afterlife. When you left the Wild Hunt, you found the PC to tell them
|
||
-of their relative's brave deeds.
|
||
-
|
||
-2\. The living only see the Wild Hunt cross the sky if they're destined for disaster. A PC saw the Wild Hunt years ago,
|
||
-and you've taken it upon yourself to protect them.
|
||
-
|
||
-3\. You're afraid that the leader of the Wild Hunt will summon you, and you need help concealing yourself.
|
||
-
|
||
-4\. You're searching for the horse you remember riding—a massive undead stallion with flaming hooves.
|
||
-
|
||
-Nix
|
||
-
|
||
-You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you're submerged, you gain a
|
||
-tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also
|
||
-have a general affinity for nature and a knack for identifying useful plants. Your playful and upbeat disposition
|
||
-doesn't mean you're passive or helpless. Though you may prefer to talk your way out of tough situations, you're quick to
|
||
-react to threats—especially in water, where you maneuver with deadly accuracy.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Transformation: When submerged in water, you transform into a fish/human hybrid with gills, fins, sharp teeth, and a
|
||
-tail. This transformation is automatic. Enabler.
|
||
-
|
||
-Unchillable: +2 Armor against damage caused by cold or ice.
|
||
-
|
||
-Sharp Teeth: You are skilled in making an unarmed bite attack, which is a medium weapon in your aquatic form and a light
|
||
-weapon in your humanoid form. Enabler.
|
||
-
|
||
-Quick Swimming: You can swim a long distance as your action, or a short distance as part of another action.
|
||
-
|
||
-Close to Nature: You're skilled in identifying plants and animals.
|
||
-
|
||
-Siren Song: You're extremely charismatic. You're skilled in persuasion and deception.
|
||
-
|
||
-Distractible: You have a hard time focusing. You're hindered in tasks involving knowledge or lore, as well as resisting
|
||
-mental attacks.
|
||
-
|
||
-Inability: When you're in water, attacks using weapons are hindered.
|
||
-
|
||
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
-adventure.
|
||
-
|
||
-1\. The other PCs were stranded in a shipwreck, and you saved them.
|
||
-
|
||
-2\. A factory is polluting your local body of water, and you're looking for revenge.
|
||
-
|
||
-3\. You played a prank on the other PCs while they were swimming; after a good laugh, they invited you to join them.
|
||
-
|
||
-4\. You've been sent to search for a rare plant, believed by many to be extinct.
|
||
-
|
||
-Nix Advancement:
|
||
-
|
||
-Calm Stranger
|
||
-
|
||
-Enhanced Speed
|
||
-
|
||
-Restful Presence
|
||
-
|
||
-Ruin Lore
|
||
-
|
||
-Soothe the Savage
|
||
-
|
||
-Wilderness Life
|
||
-
|
||
-Sylph
|
||
-
|
||
-You're an air spirit, with the gift of wingless flight and hawklike eyes. You're happiest when you have an aerial view;
|
||
-you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to air
|
||
-currents and atmospheric pressure means you're able to predict weather patterns, which you incorporate into your
|
||
-machinations.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Master Plans: +2 to your Intellect or Speed Pool.
|
||
-
|
||
-Sylph Flight (2 Intellect or Speed points): You can fly a long distance as your action, or a short distance as part of
|
||
-another action, for up to ten minutes total. Enabler.
|
||
-
|
||
-Top-Down Strategy: You're skilled in logistics and planning.
|
||
-
|
||
-Sharp Vision: You're trained in visual perception.
|
||
-
|
||
-Oncoming Storm (1 Intellect point): You can predict weather patterns (approaching storm systems, cloud cover, wind
|
||
-direction) for the next twelve hours. Action.
|
||
-
|
||
-Fragile: Might defense tasks are hindered.
|
||
-
|
||
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
-adventure.
|
||
-
|
||
-1\. You saw the other PCs headed toward danger and called out a warning before the situation turned sour.
|
||
-
|
||
-2\. You got in trouble for flying in restricted airspace, and the other PCs helped cover for you.
|
||
-
|
||
-3\. You need help with a spell that will enable you to communicate with birds of prey.
|
||
-
|
||
-4\. You helped the other PCs recover a kite that became tangled in tree branches and power lines.
|
||
-
|
||
-Sylph Advancement:
|
||
-
|
||
-Enhanced Intellect
|
||
-
|
||
-Enhanced Speed
|
||
-
|
||
-Eyes Adjusted
|
||
-
|
||
-Influence Swarm
|
||
-
|
||
-Precision
|
||
-
|
||
-Shock
|
||
-
|
||
-Unmagical
|
||
-
|
||
-You're not good at using magic. In fact, it's clear that you're inherently unmagical—magic is as confusing, difficult,
|
||
-and awkward for you as learning lava spells would be for a frost giant. It's not that you don't believe in magic (though
|
||
-maybe you don't) or that you don't like magic (though maybe you don't). It's just that you and magic are incompatible.
|
||
-You've learned to compensate for this problem and even turn it into an advantage in some cases.
|
||
-
|
||
-An Unmagical character shouldn't be able to overcome their inability by becoming trained in magic. The GM might allow
|
||
-them to train away part of the inability with training in specific skills, such as "Onslaught" or "magical weapons."
|
||
-
|
||
-Playing an Adept or Speaker character with the Unmagical descriptor is a challenge, as their abilities mostly stem from
|
||
-supernatural power and therefore all of them would be hindered. This descriptor is mainly for Warriors and Explorers who
|
||
-want to play up their not inherently magical nature.
|
||
-
|
||
-You gain the following characteristics.
|
||
-
|
||
-Make Do With the Mundane: +1 to each of your Pools.
|
||
-
|
||
-Resistant to Magic: You are trained in all defense rolls against magic, spells, and magical effects.
|
||
-
|
||
-Inability: All actions using magic (including casting spells and using magic objects) are hindered.
|
||
-
|
||
-Magical Failure: Your unmagical nature means magic goes awry more often. For any task relating to or interacting with
|
||
-magic, you trigger a GM intrusion on a d20 roll of 1 or 2.
|
||
-
|
||
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
-adventure.
|
||
-
|
||
-1\. One of the other PCs initially diagnosed you as unmagical, which made a lot of your life suddenly make sense.
|
||
-
|
||
-2\. You think this group of PCs might be on track to figuring out why some people are unmagical and perhaps "fixing"
|
||
-them.
|
||
-
|
||
-3\. You and the other PCs have the same rival or foe—someone who once tried using magic on you and failed spectacularly.
|
||
-
|
||
-4\. You volunteered because you knew your inherent resistance to magic would be useful to the group.
|
||
-
|
||
-### FOCI AND CHARACTER ABILITIES
|
||
-
|
||
-This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded
|
||
-description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions
|
||
-suitable for other genres). The GM and player should adjust these details to suit the specific campaign they'll be
|
||
-playing.
|
||
-
|
||
-Codes Magic Apps
|
||
-
|
||
-You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit
|
||
-boards. Like anyone who's spent a lot of time working on a computer, you've learned some strange secrets, not all of
|
||
-them entirely legal, and you know a lot about games, people, and how things work. More than just a computer nerd, you're
|
||
-a developer and (although you might not admit it) a hacker. Most of your specialized gear is hardware or software for
|
||
-your computer or smart device, so you can dress however you want. You're probably used to wearing comfortable clothes,
|
||
-sitting for hours at a time, and enjoying many caffeinated beverages (that have permanently discolored some of your
|
||
-clothing).
|
||
-
|
||
-Connection:
|
||
-
|
||
-1\. Pick one other PC. You once created a magical app to help get them out of a sticky situation (parking ticket,
|
||
-failing grade, clingy relationship, and so on).
|
||
-
|
||
-2\. Pick one other PC. You know they know an embarrassing or incriminating secret about you.
|
||
-
|
||
-3\. Pick one other PC. Something about this person annoys or distracts you so that when they're within immediate range,
|
||
-your tasks with computers and magical lore are hindered.
|
||
-
|
||
-4\. Pick one other PC. Every now and then, you're able to copy a magical app cypher and send it to them (effectively
|
||
-creating a duplicate of one of yours).
|
||
-
|
||
-Additional Equipment: Computer (laptop or desktop) and a smartphone or tablet.
|
||
-
|
||
-Minor Effect Suggestion: Your next use of a magical app cypher within the next hour is eased.
|
||
-
|
||
-Major Effect Suggestion: Your next use of a magical app cypher within the next day is eased.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
|
||
-one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
|
||
-higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
|
||
-Enabler.
|
||
-
|
||
-Connected
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Confidence Artist or Master Magical Programmer as your tier 3 ability.
|
||
-
|
||
-Confidence Artist
|
||
-
|
||
-Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
|
||
-Enabler.
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
|
||
-tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
|
||
-had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
|
||
-magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Knowing the Unknown
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Call in Favor or Usurp Cypher as your tier 6 ability.
|
||
-
|
||
-Call in Favor
|
||
-
|
||
-Usurp Cypher
|
||
-
|
||
-Conjures Bullets
|
||
-
|
||
-You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost
|
||
-interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer,
|
||
-a magical member of the armed forces, or an outlaw with a flair for arcane power. Gun nuts and wizard purists might look
|
||
-down on your blended technique, but you can do things that nobody else can do. You might call yourself a guncaster,
|
||
-spellshooter, or triggermage. You wear clothing that leaves your arms and hands free to use your weapon and cast spells,
|
||
-preferring something more flashy than a gunslinger's long coat and more intimidating than typical magician or witch
|
||
-clothing.
|
||
-
|
||
-Connection:
|
||
-
|
||
-1\. Pick one other PC. You once grazed this character with one of your spell bullets; it's up to them whether they've
|
||
-forgiven you or still resent you for it.
|
||
-
|
||
-2\. Pick one other PC. You've accidentally discovered that you can shoot their spells out of your gun just like you do
|
||
-with your own spells, but the PC must be touchingyour gun while you fire it.
|
||
-
|
||
-3\. Pick one other PC. Based on your interactions, you think this character resents your use of guns, magic, or both.
|
||
-
|
||
-4\. Pick one other PC. This character can barely hear your gunshots (magical or otherwise), which are no louder than a
|
||
-whisper to them.
|
||
-
|
||
-Additional Equipment: Medium or heavy handgun.
|
||
-
|
||
-Minor Effect Suggestion: The attack hits the side of the foe's head, deafening them for a few minutes.
|
||
-
|
||
-Major Effect Suggestion: The foe's major blood vessel is hit, causing them to bleed 1 point of damage each round until
|
||
-someone succeeds at a difficulty 3 Intellect or Speed task to bind the wound.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Practiced With Guns
|
||
-
|
||
-Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
|
||
-standard bullet for it as part of your attack action with that weapon.
|
||
-
|
||
-Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
|
||
-a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
|
||
-the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
|
||
-Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
|
||
-ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
|
||
-damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
|
||
-
|
||
-You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
|
||
-times or the one shot is passing through or ricocheting off each target.
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||
-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||
-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||
-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||
-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||
-more firearms; each level of Effort affects one additional target. Action or enabler.
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
|
||
-
|
||
-Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
|
||
-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
|
||
-of Intellect Effort to it. Enabler.
|
||
-
|
||
-Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
|
||
-a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
|
||
-Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
|
||
-place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
|
||
-within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
|
||
-fire a bullet and teleport along its path.
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
|
||
-
|
||
-Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
|
||
-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
|
||
-levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
|
||
-
|
||
-Special Shot
|
||
-
|
||
-Hunts Witches
|
||
-
|
||
-You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
|
||
-pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
|
||
-to regular folks, and it's up to people like you to find and eliminate those threats. Sure, some witches claim to be
|
||
-good and even act friendly, but you've seen it go bad all too often, and you won't be fooled again. You always carry
|
||
-weapons for fighting witches, or at least know what common tools will do as a weapon in a pinch. You wear clothing
|
||
-appropriate to the region and era (especially if regular people don't know about magic or witches and you have to hide
|
||
-what you do). You may have a token, icon, or other reminder of your purpose, such as a lucky coin, a holy book, or a
|
||
-pouch of magic-thwarting herbs given to you by your mentor.
|
||
-
|
||
-What a "witch" is depends on the setting. In a setting where magic is rare or secret, superstitious people might
|
||
-consider anyone who uses magic to be a dangerous witch. In a different setting, "witch" might refer to a specific
|
||
-organization of people who know how to use magic.
|
||
-
|
||
-Connection:
|
||
-
|
||
-1\. Pick one other PC. You are friends, and you'd hate to see anything bad happen to them.
|
||
-
|
||
-2\. Pick one other PC. You know that some mysterious quality about them makes witches tend to choose them as targets
|
||
-over other people.
|
||
-
|
||
-3\. Pick one other PC. You know they've had a run-in with a witch before, and you want to hear how that played out.
|
||
-
|
||
-4\. Pick one other PC. You've known this person quite a while, and in fact it was a witch attack against them that
|
||
-convinced you to start hunting witches.
|
||
-
|
||
-Additional Equipment: A book of lore about witches, passed down to you from past witch hunters and updated over the
|
||
-years (or decades or centuries) with their advice and discoveries about witches.
|
||
-
|
||
-Minor Effect Suggestion: You intimidate your foe so much that they pause, taking no action on their next turn (but
|
||
-they're still able to defend themselves).
|
||
-
|
||
-Major Effect Suggestion: You are so intimidating that your foe chooses to flee, or at least retreat a bit to recover its
|
||
-courage and think of a new strategy.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
|
||
-intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
|
||
-
|
||
-Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
|
||
-of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
|
||
-yourself understood to them. Enabler.
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Will of Legend
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability.
|
||
-
|
||
-Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||
-additional points of damage. Enabler.
|
||
-
|
||
-Misdirect
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
|
||
-curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
|
||
-early are eased by two steps until you break free. Enabler.
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Greater Skill with Attacks
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Hard to Kill or Heroic Witch Bane as your tier 6 ability.
|
||
-
|
||
-Hard to Kill
|
||
-
|
||
-Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||
-additional points of damage. Enabler.
|
||
-
|
||
-Inks Spells on Skin
|
||
-
|
||
-Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
|
||
-is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
|
||
-to create intricate spell tattoos across your body. Each tattoo you inscribe on yourself is not merely a design, but the
|
||
-keystone of a spell, giving you the ability to cast it. Because your tattoos are magical, you can continually add to
|
||
-those you've already accumulated without ruining the designs, allowing your mastery over magic to grow. You often wear
|
||
-clothing that bares your arms and perhaps other parts of your body to expose your tattoos, so that others know you for a
|
||
-spellcaster.
|
||
-
|
||
-Readying Spell Tattoos: You learn two abilities (spells) at every tier of this focus, and each of them becomes a tattoo
|
||
-on your body. However, for each tier's spells, you can only have one of the two readied (available for casting) at any
|
||
-given time, and the other is merely an interesting design until you change your readied spell for that tier. To change
|
||
-one readied spell, immediately after using a one-hour or ten-hour recovery roll, you must spend one minute in
|
||
-meditation, after which you can swap one readied spell.
|
||
-
|
||
-The Inks Spells on Skin focus works similarly to the Masters Spells focus. The GM may consider allowing characters with
|
||
-either of these foci to choose abilities from either focus when they advance to a new tier.
|
||
-
|
||
-Connection:
|
||
-
|
||
-1\. Pick one other PC. They once broke a bottle of one of your magical tattoo inks. It's up to you if you've forgiven
|
||
-them or not.
|
||
-
|
||
-2\. Pick one other PC. You think they could learn your tattoo magic, and you'd like to teach them. They may or may not
|
||
-be interested in learning it.
|
||
-
|
||
-3\. Pick one other PC. Whenever you ready your spells for the day, this character feels faint pain on their body where
|
||
-your corresponding tattoo is.
|
||
-
|
||
-4\. Pick one other PC. This character asked you to give them a tattoo, so you did. Somehow, now you can always sense
|
||
-their general direction and distance from you.
|
||
-
|
||
-Additional Equipment: Special ink, a tattooing needle, and a clay, stone, or wooden tablet marked with strange glyphs.
|
||
-
|
||
-Minor Effect Suggestion: Exposed skin on the target creature is marked with a glowing glyph of your choice for one hour.
|
||
-
|
||
-Major Effect Suggestion: The foe is cursed, hindering all their actions for one minute.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Fleet of Foot
|
||
-
|
||
-Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
|
||
-of Speed damage (ignores Armor) and are hindered on their next turn. Action.
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
|
||
-day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
|
||
-becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
|
||
-is enclosed in a light-proof container or wrapping. Action.
|
||
-
|
||
-Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
|
||
-gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
|
||
-through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
|
||
-immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
|
||
-explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
|
||
-speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
|
||
-closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose any two of the following as your tier 3 ability: Command, Lightning Flash, or Outwit.
|
||
-
|
||
-Command
|
||
-
|
||
-Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
|
||
-points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
|
||
-area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
|
||
-eased against targets wearing, carrying, or made of a significant amount of metal. Action.
|
||
-
|
||
-Outwit
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Elemental Protection
|
||
-
|
||
-Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
|
||
-unable to take actions for one round. Action.
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Bypass Barrier
|
||
-
|
||
-Granite Wall
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose any two of the following as your tier 6 ability: Divide Your Mind, Petrify, or Summon Demon.
|
||
-
|
||
-Divide Your Mind
|
||
-
|
||
-Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
|
||
-be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
|
||
-track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
|
||
-creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
|
||
-living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
|
||
-target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
|
||
-Action.
|
||
-
|
||
-Summon Demon
|
||
-
|
||
-Is A Car Wizard
|
||
-
|
||
-Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
|
||
-that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
|
||
-finely tuned engine augmented by sorcery. You love pushing yourself (and your vehicle) to the limit, even if it's
|
||
-dangerous—better to die a legend than live a long, dull life driving something boring. You enjoy drawing attention to
|
||
-yourself, so you tend to wear sleek clothing, stylish sunglasses, and borderline-gaudy jewelry, but never anything that
|
||
-interferes with your ability to control a car or cast a spell.
|
||
-
|
||
-Connection:
|
||
-
|
||
-1\. Pick one other PC. To repay a favor they did for you a while ago, you promised to drive them somewhere. They haven't
|
||
-taken you up on it yet.
|
||
-
|
||
-2\. Pick one other PC. You were the getaway driver for them once in the past— perhaps for something criminal, a car
|
||
-stunt for a viral video, or to avoid a bad situation.
|
||
-
|
||
-3\. Pick one other PC. You know they were once in a very bad car collision that left the vehicle a wreck, but they
|
||
-somehow weren't hurt at all.
|
||
-
|
||
-4\. Pick one other PC. They used to associate with someone who was trying to hunt you down, but they haven't been in
|
||
-contact with that person in a while.
|
||
-
|
||
-Additional Equipment: A reasonably fast car.
|
||
-
|
||
-Minor Effect Suggestion: The foe you hit (with your spell or car) is moved horizontally an immediate distance in a
|
||
-direction of your choice.
|
||
-
|
||
-Major Effect Suggestion: The foe is knocked prone and loses their next action.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Driver
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
|
||
-
|
||
-Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
|
||
-as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
|
||
-float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
|
||
-only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
|
||
-added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
|
||
-affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
|
||
-the car. Enabler.
|
||
-
|
||
-The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
|
||
-magic, or Hollywood special effects.
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Expert Driver or Perfect Parking Space as your tier 3 ability.
|
||
-
|
||
-Expert Driver
|
||
-
|
||
-1Perfect Parking Space (3 Intellect points):
|
||
-
|
||
-You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than
|
||
-you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is
|
||
-a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation
|
||
-cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over
|
||
-one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed
|
||
-at a level 4 Intellect task. Action to initiate.
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Enhanced Intellect
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
|
||
-levels of Intellect Effort to it. Enabler.
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Spells Have No Speed Limit or Trick Driver as your tier 6 ability.
|
||
-
|
||
-Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
|
||
-allowing you to mentally give it orders from a long distance away. This control
|
||
-
|
||
-includes any aspect of driving the car (such as steering, accelerating, and braking) and any moveable parts on the car
|
||
-(such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in
|
||
-combat or when it takes actions. You can only control one car at a time with this ability (although you could manually
|
||
-drive one car and magically
|
||
-
|
||
-control another car at the same time). If you are driving the car you're controlling with this ability, your driving
|
||
-tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on
|
||
-another vehicle, and so on) are eased. Enabler.
|
||
-
|
||
-Trick Driver
|
||
-
|
||
-Learned From the Classics
|
||
-
|
||
-Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
|
||
-comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
|
||
-You spent years studying and practicing, and you taught yourself everything you know. Now you're a skilled magician
|
||
-who's always eager to learn more—evidenced by your lengthy reading list.
|
||
-
|
||
-Connection: Choose one of the following or choose one of the Focus Connections in the Cypher System Rulebook.
|
||
-
|
||
-1\. Pick one other PC. They appreciate (but do not necessarily share) your obsession with books, libraries, and
|
||
-research.
|
||
-
|
||
-2\. Pick one other PC. You once owed this character a lot of money (or vice versa), although that debt is now paid.
|
||
-
|
||
-3\. Pick one other PC. They remind you about an obscure author whose books you enjoy, and you can't help but like them.
|
||
-
|
||
-4\. Pick one other PC. You think this person is woefully ignorant about a lot of important topics (history, magic,
|
||
-ethics, and so on).
|
||
-
|
||
-Minor Effect Suggestion: You gain a burst of insight, easing your next action by one step.
|
||
-
|
||
-Major Effect Suggestion: Your knowledge lets you tap into an obscure current of magic and make a free recovery roll as
|
||
-part of your current action.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Enhanced Intellect
|
||
-
|
||
-Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
|
||
-in research. Enabler.
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Flex Skill
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Enhanced Intellect Edge or Repeated Rituals as your tier 3 ability.
|
||
-
|
||
-Enhanced Intellect Edge
|
||
-
|
||
-Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
|
||
-eased by two steps. Enabler
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Knowing the Unknown
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Mind of a Leader
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Greater Enhanced Intellect or Mental Magic as your tier 6 ability.
|
||
-
|
||
-Greater Enhanced Intellect
|
||
-
|
||
-Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
|
||
-This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
|
||
-
|
||
-Practices Moon Magic
|
||
-
|
||
-The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
|
||
-makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
|
||
-friend, an inspiration, and a constant reminder that someone is watching over you. You wield her magic to create beams
|
||
-of dangerous light, influence others, travel, and sense the underlying truth and reality of things. The day is not your
|
||
-foe (after all, the moon is often visible during the day), but you prefer the night when the moon can be the brightest
|
||
-light in the sky. You might call yourself a moonchild or a moon witch. You probably prefer black, white, or grey
|
||
-clothing, with flowing portions such as long sleeves, a cape, or a long coat. You might have one or more tattoos or
|
||
-tokens representing the moon, either full, crescent, or in multiple phases. Your favorite jewelry and adornments (like
|
||
-buttons) usually have moonstones.
|
||
-
|
||
-Connection:
|
||
-
|
||
-1\. Pick one other PC. You can harmlessly bounce your moon spells off them, increasing your range by a short distance
|
||
-and even allowing you to shoot around corners.
|
||
-
|
||
-2\. Pick one other PC. You know they think your obsession with the moon is weird, pointless, or superstitious, and you
|
||
-feel the need to prove them wrong.
|
||
-
|
||
-3\. Pick one other PC. Sometimes you can't detect them with any of your senses or affect them with your magic, even when
|
||
-they're right in front of you.
|
||
-
|
||
-4\. Pick one other PC. Your power and theirs have an unusual connection; instead of using your one-action recovery roll
|
||
-on yourself, you can use it on them (and vice versa).
|
||
-
|
||
-Minor Effect Suggestion: Your foe is dazzled by a burst of moonlight, hindering them for one round.
|
||
-
|
||
-Major Effect Suggestion: A surge of lunar power knocks your foe prone and disarms them of an object they're holding,
|
||
-which lands an immediate distance away.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
|
||
-distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
|
||
-can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
|
||
-damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
|
||
-shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
|
||
-form is. Action.
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Eyes Adjusted
|
||
-
|
||
-Inspire Aggression
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Nightstrike or Spur Effort as your tier 3 ability. Whichever one you choose, you also gain
|
||
-Moon Adaptation.
|
||
-
|
||
-Nightstrike
|
||
-
|
||
-Spur Effort
|
||
-
|
||
-Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
|
||
-
|
||
-Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
|
||
-lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
|
||
-within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
|
||
-minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
|
||
-a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
|
||
-
|
||
-werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
|
||
-Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
|
||
-(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
|
||
-is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
|
||
-to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
|
||
-with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
|
||
-targets. Action.
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Precognition or True Senses as your tier 6 ability.
|
||
-
|
||
-Precognition
|
||
-
|
||
-True Senses
|
||
-
|
||
-Steers The Coven
|
||
-
|
||
-Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader,
|
||
-and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and
|
||
-responsibilities, or maybe you serve as an informal mentor. Maybe you run a coven with bylaws and a charter, or maybe
|
||
-you host gatherings where your friends and family can perform rituals together. Regardless, you're responsible for a
|
||
-coalition of magicians who look to you for guidance, protection, and problem-solving.
|
||
-
|
||
-Connection:
|
||
-
|
||
-1\. Pick one other PC. You have a friendly rivalry with this person, perhaps due to philosophical differences or
|
||
-belonging to another coven with contrary goals.
|
||
-
|
||
-2\. Pick one other PC. You want to learn more about this person so you can decide if they should join your coven or are
|
||
-somehow a threat to it.
|
||
-
|
||
-3\. Pick one other PC. Long ago you were very close to this character, but you drifted apart. You'll need to decide if
|
||
-you're starting anew or trying to rekindle the old friendship.
|
||
-
|
||
-4\. Pick one other PC. This character or someone they care about is in your coven, and you feel responsible for
|
||
-protecting them.
|
||
-
|
||
-Minor Effect Suggestion: The evident power of the support from your coven intimidates a foe, who retreats a short
|
||
-distance away on their next turn.
|
||
-
|
||
-Major Effect Suggestion: Your opponent respects your commitment to your coven so much that they withdraw from the
|
||
-conflict (although they may return later).
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Community Activist
|
||
-
|
||
-Community Knowledge
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Shepherd's Fury
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Inspire Action or True Guardian as your tier 3 ability.
|
||
-
|
||
-Inspire Action
|
||
-
|
||
-True Guardian
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
|
||
-participants are eased by two steps. Enabler
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
|
||
-can attack up to five different foes with a single action as long as they are within immediate range of each other. All
|
||
-the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
|
||
-from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
|
||
-for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
|
||
-Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
|
||
-the number of foes you can attack, with one additional foe per level of Effort. Enabler.
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Deep Consideration or Drawing on Life's Experiences as your tier 6 ability.
|
||
-
|
||
-Deep Consideration
|
||
-
|
||
-Drawing on Life's Experiences
|
||
-
|
||
-Transmits Energy
|
||
-
|
||
-Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together.
|
||
-Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow
|
||
-of power, the way some people can hear currents running through wire. In a crisis, you attack by draining a foe's
|
||
-energy. Otherwise, you focus on helping others by catalyzing and enhancing their magic abilities.
|
||
-
|
||
-Connection:
|
||
-
|
||
-1\. Pick one other PC. This character thinks you're some sort of energy vampire, either dangerous or just annoying.
|
||
-
|
||
-2\. Pick one other PC. You believe they have insight about how to master your magic, if you can just convince them to
|
||
-trust you with their secrets.
|
||
-
|
||
-3\. Pick one other PC. You once knocked out this character with your power, but were able to jolt them back awake again.
|
||
-At the time they seemed to think it was funny.
|
||
-
|
||
-4\. Pick one other PC. You once recharged one of their powerful cyphers, although you're not sure how you managed it.
|
||
-
|
||
-Minor Effect Suggestion: You gently drain 2 points of energy from your foe, which you can divide between your Might and
|
||
-Speed Pools.
|
||
-
|
||
-Major Effect Suggestion: You gently drain 5 points of energy from your foe, which you can divide between your Might and
|
||
-Speed Pools.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
|
||
-You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Drain Creature
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Buddy System or Tap Currents as your tier 3 ability.
|
||
-
|
||
-Buddy System
|
||
-
|
||
-Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
|
||
-you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
|
||
-use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
|
||
-Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
|
||
-roll.) Action to initiate.
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Store Energy
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Share the Power
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Explosive Release or both Continuous Transfer and Drain at a Distance at tier 6.
|
||
-
|
||
-Explosive Release
|
||
-
|
||
-Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
|
||
-creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
|
||
-seamlessly, as part of the same action. Enabler.
|
||
-
|
||
-Drain at a Distance
|
||
-
|
||
-Turns Decay to Growth
|
||
-
|
||
-You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
|
||
-you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
|
||
-something new. Maggots, mushrooms, and mold are actors in your process, not unlike familiars. You probably keep a
|
||
-garden, nourished by your meticulously maintained compost pile. Your community might express discomfort with your
|
||
-methods, leading to friction. If you react to criticism by isolating yourself, you won't be lonely for very long—what
|
||
-you have to offer is vital and rare, and it's inevitable that someone will ask you for help.
|
||
-
|
||
-Connection:
|
||
-
|
||
-1\. Pick one other PC. This character dislikes the smell that your spells make and tries to be at least an immediate
|
||
-distance away when you cast them.
|
||
-
|
||
-2\. Pick one other PC. This character is fascinated by your powers and wants to make use of them (or just thinks you can
|
||
-provide them with medicinal mushrooms).
|
||
-
|
||
-3\. Pick one other PC. This character believes you are a member of a mushroom cult (which to them might be a good, bad,
|
||
-or neutral thing).
|
||
-
|
||
-4\. Pick one other PC. You and this character have a magical connection, and you each add +1 to your recovery rolls when
|
||
-within a short distance of each other.
|
||
-
|
||
-Minor Effect Suggestion: Your foe is dazed (hindered) for the next round.
|
||
-
|
||
-Major Effect Suggestion: Your foe is stunned for one round, or you restore 2 points to any one of your Pools.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Wilderness Lore
|
||
-
|
||
-Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
|
||
-attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
|
||
-of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
|
||
-Action.
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Wilderness Explorer
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Reading Decomposition or both Grasping Foliage and Necromancy at tier 3.
|
||
-
|
||
-Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
|
||
-and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
|
||
-the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
|
||
-this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
|
||
-performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
|
||
-questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
|
||
-
|
||
-Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
|
||
-area to allow you to use Reading Decomposition.
|
||
-
|
||
-Grasping Foliage
|
||
-
|
||
-Necromancy
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-If you have Necromancy, your tier 4 ability is Greater Necromancy. If you have Reading Decomposition, your tier 4
|
||
-ability is Rewind Rot.
|
||
-
|
||
-Greater Necromancy
|
||
-
|
||
-Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
|
||
-hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
|
||
-return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Insect Eruption
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Restore Life or Word of Death as your tier 6 ability.
|
||
-
|
||
-Restore Life
|
||
-
|
||
-Word of Death
|
||
-
|
||
-### NEW ABILITIES (MODERN MAGIC)
|
||
-
|
||
-Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
|
||
-can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
|
||
-streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
|
||
-across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
|
||
-The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
|
||
-ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
|
||
-
|
||
-Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
|
||
-Intellect-based attack roll against the network's level (typically level 4) to watch them.
|
||
-
|
||
-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||
-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||
-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||
-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||
-
|
||
-Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
|
||
-electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
|
||
-still work. Any standby generator connected in this area functions normally, activating emergency power within a few
|
||
-rounds. The blackout otherwise lasts for one minute. Action.
|
||
-
|
||
-Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
|
||
-magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
|
||
-Edge instead of your Intellect Edge. Enabler.
|
||
-
|
||
-Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
|
||
-or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
|
||
-use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
|
||
-homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
|
||
-is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
|
||
-for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
|
||
-next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
|
||
-within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
|
||
-of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
|
||
-attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
|
||
-can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
|
||
-dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
|
||
-familiar.
|
||
-
|
||
-Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
|
||
-
|
||
-Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
|
||
-immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
|
||
-must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
|
||
-without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
|
||
-as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
|
||
-most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
|
||
-example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
|
||
-wild bird that got inside your house. Action.
|
||
-
|
||
-Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
|
||
-move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
|
||
-When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
|
||
-object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
|
||
-until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
|
||
-
|
||
-Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
|
||
-of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
|
||
-ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
|
||
-vanishes. Action.
|
||
-
|
||
-Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
|
||
-such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
|
||
-within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
|
||
-In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
|
||
-increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
|
||
-Action.
|
||
-
|
||
-Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
|
||
-of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
|
||
-can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
|
||
-perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
|
||
-another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
|
||
-
|
||
-Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
|
||
-AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
|
||
-out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
|
||
-Action.
|
||
-
|
||
-Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
|
||
-through a Network Dead Zone spell.
|
||
-
|
||
-Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
|
||
-of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
|
||
-target by 1. Action.
|
||
-
|
||
-Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
|
||
-slap a creature. The target must be actively using a device making use of this connection, such as being on the other
|
||
-end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
|
||
-closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
|
||
-creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
|
||
-Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
|
||
-
|
||
-Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
|
||
-the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
|
||
-courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
|
||
-target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
|
||
-memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
|
||
-
|
||
-Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
|
||
-interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
|
||
-for you like the best combination of a pet and a close friend.
|
||
-
|
||
-The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
|
||
-rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
|
||
-skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
|
||
-them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
|
||
-(avian, swimmer, and so on).
|
||
-
|
||
-You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
|
||
-this range, you can only sense each other's general level of well-being.
|
||
-
|
||
-Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
|
||
-activate or maintain.
|
||
-
|
||
-If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
|
||
-your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
|
||
-within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
|
||
-you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
|
||
-
|
||
-Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
|
||
-touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
|
||
-attacks and defenses against you are eased.
|
||
-
|
||
-If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
|
||
-instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
|
||
-damage track. If you die, your familiar instantly dies.
|
||
-
|
||
-You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
|
||
-1d6 days.
|
||
-
|
||
-Enabler.
|
||
-
|
||
-Soul familiar: level 2, Speed defense as level 4 due to size
|
||
-
|
||
-A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
|
||
-anything other than what they appear to be.
|
||
-
|
||
-Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
|
||
-period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
|
||
-don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
|
||
-forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
|
||
-the stasis effect immediately ends. Action.
|
||
-
|
||
-### SUPERHERO CHARACTER OPTIONS
|
||
-
|
||
-### NEW FOCI
|
||
-
|
||
-This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
|
||
-are as follows:
|
||
-
|
||
-Copies Superpowers: You can copy others' skills, abilities, and superpowers.
|
||
-
|
||
-Has a Thousand Faces: You can change your appearance to look like anyone else.
|
||
-
|
||
-Ignores Physical Distance: You can teleport from one place to another by briefly passing through a parallel dimension.
|
||
-
|
||
-Sculpts Hard Light: You create physical objects out of hard light that you can use for offense and defense.
|
||
-
|
||
-Shrinks to Minute Size: You can shrink down to the size of a bug and, with enough experience, even smaller.
|
||
-
|
||
-Soars on Amazing Wings: Many superheroes can fly, and some even have wings. You can use your wings for movement,
|
||
-attacks, and defense.
|
||
-
|
||
-Stretches: Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
|
||
-
|
||
-> Takes Animal Shape: You can transform yourself into an animal.
|
||
-
|
||
-Touches the Sky: You can summon storms or break them apart.
|
||
-
|
||
-> Wields an Enchanted Weapon: You have a weapon with strange abilities, and your knowledge of its powers has allowed you
|
||
-> to create a unique style of combat with it.
|
||
->
|
||
-> Wields Invisible Force: You bend light and manipulate beams of force for offense and defense.
|
||
-
|
||
-### COPIES SUPERPOWERS
|
||
-
|
||
-You can copy others' skills, abilities, and superpowers.
|
||
-
|
||
-Tier 1: Flex Skill
|
||
-
|
||
-Tier 1: Flex Skill
|
||
-
|
||
-Tier 2: Copy Power
|
||
-
|
||
-Tier 3: Steal Power or Wildcard Powers
|
||
-
|
||
-Tier 4: Improved Copying
|
||
-
|
||
-Tier 5: Power Memory
|
||
-
|
||
-Tier 6: Amazing Copying or Multiple
|
||
-
|
||
-Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary
|
||
-powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
|
||
-own fire bolts).
|
||
-
|
||
-### HAS A THOUSAND FACES
|
||
-
|
||
-You can change your appearance to look like anyone else.
|
||
-
|
||
-Tier 1: Face Morph
|
||
-
|
||
-Tier 1: Interaction Skills
|
||
-
|
||
-Tier 2: Body Morph
|
||
-
|
||
-Tier 2: War Flesh
|
||
-
|
||
-Tier 3: Disguise Other or Resilience
|
||
-
|
||
-Tier 4: Ageless
|
||
-
|
||
-Tier 4: Think Your Way Out
|
||
-
|
||
-Tier 5: Memory Becomes Action
|
||
-
|
||
-Tier 6: Divide Your Mind or Infer Thoughts
|
||
-
|
||
-GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
|
||
-
|
||
-### IGNORES PHYSICAL DISTANCE
|
||
-
|
||
-You can teleport from one place to another by briefly passing through a parallel dimension.
|
||
-
|
||
-Tier 1: Dimensional Squeeze
|
||
-
|
||
-Tier 2: Opportunist
|
||
-
|
||
-Tier 3: Defensive Blinking or Teleportation Burst
|
||
-
|
||
-Tier 4: Short Teleportation
|
||
-
|
||
-Tier 5: Medium Teleportation
|
||
-
|
||
-Tier 6: Teleportation or Teleportive Wound
|
||
-
|
||
-GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
|
||
-continues through the teleport, injuring the character.
|
||
-
|
||
-### SCULPTS HARD LIGHT
|
||
-
|
||
-You create physical objects out of hard light that you can use for offense and defense.
|
||
-
|
||
-Tier 1: Automatic Glow
|
||
-
|
||
-Tier 1: Temporary Light
|
||
-
|
||
-Tier 2: Entangling Force
|
||
-
|
||
-Tier 3: Harder Light or Sculpt Light
|
||
-
|
||
-Tier 4: Greater Enhanced Intellect
|
||
-
|
||
-Tier 5: Improved Sculpt Light
|
||
-
|
||
-Tier 6: Defensive Field or Flight
|
||
-
|
||
-GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
|
||
-
|
||
-### SHRINKS TO MINUTE SIZE
|
||
-
|
||
-You can shrink down to the size of a bug and, with enough experience, even smaller.
|
||
-
|
||
-Tier 1: Shrink
|
||
-
|
||
-Tier 1: Beneath Notice
|
||
-
|
||
-Tier 2: Smaller
|
||
-
|
||
-Tier 2: Advantages of Being Small
|
||
-
|
||
-Tier 3: Enlarge or Quick Switch
|
||
-
|
||
-Tier 4: Small Flight
|
||
-
|
||
-Tier 5: Shrink Others
|
||
-
|
||
-Tier 6: Bigger or Tiny
|
||
-
|
||
-GM Intrusions: A creature thinks the small character is potential food. The small character gets trapped in a tiny space
|
||
-or under a falling object.
|
||
-
|
||
-A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
|
||
-Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
|
||
-
|
||
-### SOARS ON AMAZING WINGS
|
||
-
|
||
-Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
|
||
-
|
||
-Tier 1: Hover
|
||
-
|
||
-Tier 1: Flight Exertion
|
||
-
|
||
-Tier 2: Wing Weapons
|
||
-
|
||
-Tier 3: Acrobatic Attack or Flying Companion
|
||
-
|
||
-Tier 4: Hard to Hit
|
||
-
|
||
-Tier 5: Up to Speed
|
||
-
|
||
-Tier 6: Hard Target or Defense Master
|
||
-
|
||
-GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
|
||
-target for an unexpected foe.
|
||
-
|
||
-### STRETCHES
|
||
-
|
||
-Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
|
||
-
|
||
-Tier 1: Contortionist
|
||
-
|
||
-Tier 1: Far Step
|
||
-
|
||
-Tier 2: Elastic Grip
|
||
-
|
||
-Tier 2: Safe Fall
|
||
-
|
||
-Tier 3: Bypass Barrier or Misdirect
|
||
-
|
||
-Tier 4: Resilience
|
||
-
|
||
-Tier 5: Free to Move
|
||
-
|
||
-Tier 6:Break the Ranks or Not Dead Yet
|
||
-
|
||
-GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
|
||
-weak.
|
||
-
|
||
-### TAKES ANIMAL SHAPE
|
||
-
|
||
-You can transform yourself into an animal.
|
||
-
|
||
-Tier 1: Animal Shape
|
||
-
|
||
-Tier 2: Communication
|
||
-
|
||
-Tier 2: Soothe the Savage
|
||
-
|
||
-Tier 3: Bigger Animal Shape or Greater Beast Form
|
||
-
|
||
-Tier 4: Animal Scrying
|
||
-
|
||
-Tier 5: Hard to Kill
|
||
-
|
||
-Tier 6: Blurring Speed or Lend Animal Shape
|
||
-
|
||
-GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
|
||
-The transformation takes longer than expected.
|
||
-
|
||
-Greater Beast Form applies to using Animal Shape.
|
||
-
|
||
-### TOUCHES THE SKY
|
||
-
|
||
-You can summon storms or break them apart.
|
||
-
|
||
-Tier 1: Hover
|
||
-
|
||
-Tier 2: Wind Armor
|
||
-
|
||
-Tier 3: Bolts of Power or Storm Seed
|
||
-
|
||
-Tier 4: Windrider
|
||
-
|
||
-Tier 5: Cold Burst
|
||
-
|
||
-Tier 6: Control Weather or Wind Chariot
|
||
-
|
||
-GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
|
||
-The weather is seeded by a much smaller effect, and a storm grows out of control.
|
||
-
|
||
-### WIELDS AN ENCHANTED WEAPON
|
||
-
|
||
-You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
|
||
-combat with it.
|
||
-
|
||
-Tier 1: Enchanted Weapon
|
||
-
|
||
-Tier 1: Innate Power
|
||
-
|
||
-Tier 1: Charge Weapon
|
||
-
|
||
-Tier 2: Power Crash
|
||
-
|
||
-Tier 3: Rapid Attack or Throw Enchanted Weapon
|
||
-
|
||
-Tier 4: Defending Weapon
|
||
-
|
||
-Tier 5: Enchanted Movement
|
||
-
|
||
-Tier 6: Deadly Strike or Spin Attack
|
||
-
|
||
-GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
|
||
-action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
|
||
-
|
||
-### WIELDS INVISIBLE FORCE
|
||
-
|
||
-You bend light and manipulate beams of force for offense and defense.
|
||
-
|
||
-Tier 1: Vanish
|
||
-
|
||
-Tier 2: Entangling Force
|
||
-
|
||
-Tier 2: Sharp Senses
|
||
-
|
||
-Tier 3: Force Field Barrier or Multi-Vanish
|
||
-
|
||
-Tier 4: Invisibility
|
||
-
|
||
-Tier 5: Defensive Field
|
||
-
|
||
-Tier 6: Concussion or Generate Force Field
|
||
-
|
||
-GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
|
||
-or unexpected attack.
|
||
-
|
||
-### NEW ABILITIES
|
||
-
|
||
-The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
|
||
-
|
||
-Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
|
||
-damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
|
||
-
|
||
-Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
|
||
-infection), you will never die. Enabler.
|
||
-
|
||
-Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
|
||
-can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
|
||
-than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
|
||
-anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
|
||
-
|
||
-Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
|
||
-Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely
|
||
-resembles that power (instead of a low-tier ability). Enabler.
|
||
-
|
||
-Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or
|
||
-across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have
|
||
-three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts
|
||
-in strength, your leaping range increases to 1,000 feet (300 m). Action.
|
||
-
|
||
-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
|
||
-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
|
||
-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
|
||
-establish.
|
||
-
|
||
-Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
|
||
-immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
|
||
-short range. Enabler.
|
||
-
|
||
-Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
|
||
-attempt are eased. Enabler.
|
||
-
|
||
-Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
|
||
-identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
|
||
-to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
|
||
-retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face
|
||
-Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
|
||
-morphing into a humanoid alien). Action.
|
||
-
|
||
- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
|
||
-can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
|
||
-example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
|
||
-to open a door, and the illusion of a fireplace hot to the touch.
|
||
-
|
||
-The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
|
||
-attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
|
||
-damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
|
||
-levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
|
||
-
|
||
-You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
|
||
-create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
|
||
-effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
|
||
-minutes pass. Enabler.
|
||
-
|
||
-Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
|
||
-were 2 levels higher. Action.
|
||
-
|
||
-Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you
|
||
-activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or
|
||
-down to one tenth. Action.
|
||
-
|
||
-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
|
||
-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
|
||
-whether to spend the cost for this ability before you make each attack. Enabler.
|
||
-
|
||
-Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
|
||
-with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
|
||
-follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
|
||
-nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
|
||
-you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never
|
||
-count.
|
||
-
|
||
-In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
|
||
-target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
|
||
-Action to initiate.
|
||
-
|
||
-Copy Power (2+ Intellect points): You can copy someone else's superpower
|
||
-
|
||
-for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
|
||
-power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
|
||
-and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
|
||
-battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
|
||
-creates a blast of force.
|
||
-
|
||
-In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
|
||
-ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
|
||
-that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
|
||
-use Onslaught.
|
||
-
|
||
-ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
|
||
-
|
||
-Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
|
||
-
|
||
-In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
|
||
-one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
|
||
-
|
||
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
|
||
-
|
||
-Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough
|
||
-to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the
|
||
-attack. Your Speed defense rolls are eased for one minute. Action.
|
||
-
|
||
-Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to
|
||
-instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that
|
||
-location. You can pass through an intervening barrier if it has an open space that you could easily fit your head
|
||
-through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose
|
||
-to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum
|
||
-opening size by one-fourth. You land safely when you use this ability. Action.
|
||
-
|
||
-> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel
|
||
-> through it is faster than normal movement.
|
||
-
|
||
-Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller,
|
||
-giving them a form that you are able to assume. This lasts for about ten minutes.
|
||
-
|
||
-In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of
|
||
-Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
|
||
-cannot then change back into the altered form. Action.
|
||
-
|
||
-You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
|
||
-disguising a robot, animal, or crystalline alien
|
||
-
|
||
-Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
|
||
-target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are
|
||
-hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain
|
||
-your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions,
|
||
-automatically inflicting 4 points of damage each round by squeezing. Enabler.
|
||
-
|
||
-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
|
||
-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
|
||
-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
|
||
-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
|
||
-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
|
||
-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
|
||
-that ability and this one increases to very long. Action.
|
||
-
|
||
-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
|
||
-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
|
||
-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
|
||
-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
|
||
-initiate; ten minutes to complete. Enabler.
|
||
-
|
||
-Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
|
||
-medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
|
||
-you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
|
||
-already trained to become specialized. Enabler.
|
||
-
|
||
-Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
|
||
-do is move on your turn, you can fly up to a long distance. Enabler.
|
||
-
|
||
-Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
|
||
-aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
|
||
-familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
|
||
-9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
|
||
-suitable replacement. Enabler.
|
||
-
|
||
-Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
|
||
-
|
||
-Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
|
||
-Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
|
||
-that power (instead of a low-tier ability). Enabler.
|
||
-
|
||
-When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
|
||
-ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
|
||
-
|
||
-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
|
||
-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
|
||
-instead of your Intellect Edge, as appropriate). Enabler.
|
||
-
|
||
-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
|
||
-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
|
||
-Shape ability. For each level of Effort applied,
|
||
-
|
||
-you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can
|
||
-revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you
|
||
-or someone else) changing form does not affect any other creature affected with this ability. Action.
|
||
-
|
||
-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying
|
||
-
|
||
-Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
|
||
-you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
|
||
-teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
|
||
-Effort. Teleporting to
|
||
-
|
||
-a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
|
||
-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
|
||
-an additional long distance away to a location you can't see with two passengers costs a total of three levels of
|
||
-Effort. Action.
|
||
-
|
||
-If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
|
||
-Teleportation with another tier 4 type ability.
|
||
-
|
||
-Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a
|
||
-minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options
|
||
-for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
|
||
-fill a long area, or three to fill a very long area). Action.
|
||
-
|
||
-Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
|
||
-the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
|
||
-before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
|
||
-Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
|
||
-of the original cyphers are temperamental cyphers. Action.
|
||
-
|
||
-Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
|
||
-the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
|
||
-level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
|
||
-levels, and so on). Enabler.
|
||
-
|
||
-Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
|
||
-time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
|
||
-can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
|
||
-on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
|
||
-clearly.
|
||
-
|
||
-The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their
|
||
-presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that
|
||
-creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration;
|
||
-each level of Effort used in this way increases the duration by one round (but creatures can still end it early for
|
||
-themselves). Action.
|
||
-
|
||
-Power Crash (3+ Intellect points): You strike your enchanted weapon against
|
||
-
|
||
-the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from
|
||
-that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the
|
||
-center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for
|
||
-you). Because this is an area attack, adding Effort to increase your damage works differently than it does for
|
||
-single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target,
|
||
-and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
|
||
-
|
||
-Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the
|
||
-past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one
|
||
-hour per level). Enabler.
|
||
-
|
||
-Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an
|
||
-action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an
|
||
-action and once after taking an action. For example, on your turn you could change to small size, make an attack, and
|
||
-then return to your normal size, or you could change to your normal size, use your action to move a short distance, and
|
||
-then return to small size. Enabler.
|
||
-
|
||
-Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
|
||
-see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
|
||
-to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
|
||
-Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
|
||
-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
|
||
-an additional short distance away to a location you can't see with one passenger costs a total of three levels of
|
||
-Effort. Action.
|
||
-
|
||
-> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
|
||
-> Teleportation with another tier 4 type ability.
|
||
-
|
||
-Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches
|
||
-(15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to
|
||
-your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth
|
||
-normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses,
|
||
-Effort, and other damage modifiers). You can return to your normal size as part of another action.
|
||
-
|
||
-When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number
|
||
-of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first
|
||
-from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your
|
||
-next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two
|
||
-levels of Effort for the third use, and so on).
|
||
-
|
||
-Action to initiate.
|
||
-
|
||
-> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of
|
||
-> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch.
|
||
-
|
||
-Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal
|
||
-options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one
|
||
-additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute
|
||
-duration of Shrink ends for them. Enabler.
|
||
-
|
||
-Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
|
||
-accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
|
||
-you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
|
||
-distance if all you do on your turn is move. Action to initiate.
|
||
-
|
||
-Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
|
||
-temporary points to your Speed Pool. Enabler.
|
||
-
|
||
-Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability
|
||
-for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to
|
||
-succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect
|
||
-task. If they succeed, they regain the use of their ability and you lose it. Enabler.
|
||
-
|
||
-If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power
|
||
-ability, or put a power shift in power for it.
|
||
-
|
||
-Teleportation Burst (3 Intellect points): You rapidly teleport multiple times in an immediate area, confusing your
|
||
-opponents and allowing you to make an additional melee attack this round. You can use this ability once per round.
|
||
-Enabler.
|
||
-
|
||
-Teleportive Wound (7+ Intellect points): You touch a creature and, if your attack succeeds, you teleport away (up to
|
||
-your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower,
|
||
-it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the
|
||
-target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using
|
||
-Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level
|
||
-3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.
|
||
-
|
||
-Temporary Light (2 Intellect points): You create an object of solid light in any shape you can imagine that is your size
|
||
-or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears
|
||
-in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action.
|
||
-It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder,
|
||
-
|
||
-and so on. The object has the approximate mass of the real object and is level 2. Action.
|
||
-
|
||
-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
|
||
-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
|
||
-Enabler.
|
||
-
|
||
-Tiny: When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add
|
||
-5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a
|
||
-very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you
|
||
-become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you
|
||
-add 1 more point to your Speed Pool. Enabler.
|
||
-
|
||
-In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to
|
||
-
|
||
-one-thousandth of your normal height may be a means of doing so.
|
||
-
|
||
-War Flesh: You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to
|
||
-your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of
|
||
-light weapons. Enabler.
|
||
-
|
||
-Wildcard Powers: You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a
|
||
-level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.
|
||
-
|
||
-Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
|
||
-wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
|
||
-
|
||
-### FAIRYTALE CHARACTER OPTIONS
|
||
-
|
||
-### FAIRYTALE DESCRIPTORS
|
||
-
|
||
-Bewitched
|
||
-
|
||
-You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to
|
||
-force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are
|
||
-you cursed or blessed by them?
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Enchanted: +4 to your Intellect Pool.
|
||
-
|
||
-Skill: You are trained in all tasks involving listening and hearing.
|
||
-
|
||
-Insight: The voices have many things to tell you and some of them are beneficial. Once after each ten-hour recovery
|
||
-roll, you can use a player intrusion without spending an XP.
|
||
-
|
||
-Inability: The voices in your head are sometimes so loud it's hard to make sense of the real world. You have an
|
||
-inability in navigation, tracking, and identifying plants and animals.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-From the following list of options, choose how you became involved in the first adventure.
|
||
-
|
||
-1\. You listened to one of your voices, which suggested that this would be a good thing to embark upon.
|
||
-
|
||
-2\. One of the other PCs sounds an awfullot like one of your voices, and you'd like to spend time with them to find out
|
||
-if there's a connection.
|
||
-
|
||
-3\. You have reason to believe that being with the other PCs could help you gain a better understanding of the thoughts
|
||
-and voices you hear.
|
||
-
|
||
-4\. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good
|
||
-fit.
|
||
-
|
||
-Changeling
|
||
-
|
||
-Early on you discovered—or perhaps you knew all along—that you weren't really who everyone thought you were. Perhaps
|
||
-when you were still very young, the child whose name you have now was stolen, and you were put in their place. Or
|
||
-perhaps you are the same person you've always been, but you've never felt like yourself, and you know that the real you
|
||
-is nothing like the one that everyone else knows. More than once in your life, you've been abandoned, distrusted, and
|
||
-rejected by those you loved most, which means that sometimes you fall into deep funks. However, you are just as
|
||
-
|
||
-adept at pulling yourself out of them when the situation demands it. If nothing else, you're supremely adaptable.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Innovator: +4 to your Intellect Pool.
|
||
-
|
||
-Face-taker: When you spend 1 XP, you can change your appearance over the course of one minute to look like someone else
|
||
-of about your size who you've had direct contact with or from whom you have a piece of hair or flesh, or an object they
|
||
-handled often. You cannot return to your previous
|
||
-
|
||
-appearance unless you have the same components at hand for that appearance to initiate the change. Action to initiate,
|
||
-one minute to complete.
|
||
-
|
||
-Changeable (2 Intellect points): When you fail at a task and try again using a different method, you roll twice on the
|
||
-second attempt and use the higher result. For example, if guards catch you in the queen's
|
||
-
|
||
-chamber after dark and you fail to convince them that you're there on legitimate business, you can instead decide to
|
||
-flee, rolling twice on your roll to get away and taking the higher result. Enabler.
|
||
-
|
||
-Skill: People never know what to think about you. You are trained in deception.
|
||
-
|
||
-Inability: Your fluid nature leaves you less resistant to physical threats. Your Might defense tasks are hindered.
|
||
-
|
||
-Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
|
||
-
|
||
-Additional Equipment: You have an amulet with a strange symbol on it, a link to your truest, deepest self.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-From the following list of options, choose how you became involved in the first adventure.
|
||
-
|
||
-1\. The PCs discovered you weren't who they thought you were, but it doesn't matter—they're still your friends.
|
||
-
|
||
-2\. You want to discover your true self, and the PCs offered to help you find it.
|
||
-
|
||
-3\. Everything was fine until you were attacked by a group of "faerie hunters." The PCs helped you fight back or flee.
|
||
-
|
||
-4\. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background.
|
||
-You hope to do more of that.
|
||
-
|
||
-Fragmented
|
||
-
|
||
-Sometimes you feel like you are a single being, and other times you think you mightbe more. You feel torn into pieces,
|
||
-unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way
|
||
-to embrace all of your selves.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Two Minds: +2 to your Intellect Pool.
|
||
-
|
||
-Skill: You're trained in defense rolls to resist mental effects.
|
||
-
|
||
-Skill: You're trained in all interactions involving lies or trickery.
|
||
-
|
||
-Adaptable: At the beginning of a conversation, choose a specific type of interaction skill, such as persuasion, lying,
|
||
-or intimidation. While the conversation lasts, you have an asset in that skill. You cannot choose the same type of
|
||
-interaction skill again until after you make a ten-hour recovery roll. Enabler.
|
||
-
|
||
-Inability: Your memory of events and experiences is spotty. You have an inability in memory-related tasks, such as
|
||
-recalling information, memorizing names, and so on.
|
||
-
|
||
-Inability: Staying centered on a single task is difficult for you. You have an inability in tasks requiring focus or
|
||
-concentration.
|
||
-
|
||
-Additional Equipment: You have a journal that you use to keep notes of your experiences and selves.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-From the following list of options, choose how you became involved in the first adventure.
|
||
-
|
||
-1\. While avoiding an entirely different concern, you walked into your current situation.
|
||
-
|
||
-2\. You have reason to believe that being with the other PCs will help you better understand your fractured mind.
|
||
-
|
||
-3\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
|
||
-
|
||
-4\. You felt drawn to join the other PCs, but you don't know why.
|
||
-
|
||
-Frumious
|
||
-
|
||
-A furious, fuming anger waits, always, just beneath your surface, swirling under your skin like a caged beast. You might
|
||
-do your best to hide it or control it, or perhaps you have given up trying to tame it and you let it run wild. Either
|
||
-way, it seems to cause you—and those around you—grief more often than not.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Manxome: +2 to your Might Pool and +2 to your Speed Pool.
|
||
-
|
||
-Skill: You are quick to respond to being provoked (or even to the perception that you are being provoked). You are
|
||
-trained in initiative actions (to determine who goes
|
||
-
|
||
-first in combat).
|
||
-
|
||
-Bandersnatch: You extend the reach of your attack, allowing immediate-range character abilities to reach foes a short
|
||
-distance away, and short-range character abilities to reach foes a long distance away.
|
||
-
|
||
-Inability: You find it hard to hold your anger back—it seeps through your skin even when you don't mean it to, causing
|
||
-others to shy away from it. All tasks relating to positive social interactions are hindered.
|
||
-
|
||
-Inability: Sometimes your anger overrides your good senses, causing you to act before you've properly assessed the
|
||
-situation. All tasks relating to perception are hindered.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-From the following list of options, choose how you became involved in the first adventure.
|
||
-
|
||
-1\. You are trying to get a handle on your anger, and you're hoping that being with the other PCs will help you do so.
|
||
-
|
||
-2\. You let your anger get the best of you recently, and now you're running from the fallout of that experience.
|
||
-
|
||
-3\. You believe that this adventure will provide you with a way to channel your ire, allowing you to use it for good.
|
||
-
|
||
-4\. One of the other PCs invited you to join, after they watched you fight.
|
||
-
|
||
-Haunted
|
||
-
|
||
-The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always
|
||
-discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be
|
||
-filled with a general sense of unease. This constant feeling of being haunted drives you to try to make things feel
|
||
-safer for yourself and those around you.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Fleeting: +4 to your Speed Pool.
|
||
-
|
||
-Skill: You are trained in initiative actions.
|
||
-
|
||
-Skill: You are trained in sensing danger.
|
||
-
|
||
-Prescient: You always see danger coming, whether it's there or not. Once after each ten-hour recovery roll, you can
|
||
-refuse a GM intrusion without spending XP. Alternatively, you can spend 1 XP and work with the GM to turn the intrusion
|
||
-into something positive for your character.
|
||
-
|
||
-Inability: Anxious thoughts are heavy, and carrying them leaves you feeling emotionally weaker than you'd like.
|
||
-Intellect defense tasks are hindered.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-From the following list of options, choose how you became involved in the first adventure.
|
||
-
|
||
-1\. Being around one or more of the other PCs helps you better handle your thoughts and emotions.
|
||
-
|
||
-2\. You feel that one of the other PCs is in danger in some way, and you'd like to help out or keep an eye on them.
|
||
-
|
||
-3\. One or more of the PCs helped you out when you were having a difficult time.
|
||
-
|
||
-4\. You are trying to learn more about your thoughts and emotions, and you think that trying out your skills on an
|
||
-adventure is a great way to do so.
|
||
-
|
||
-Lost
|
||
-
|
||
-You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through
|
||
-your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering
|
||
-aimlessly, without clear purpose or drive.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Skill: You're trained in three areas of knowledge of your choice.
|
||
-
|
||
-Skill: Being lost has taught you to pay attention to your surroundings. You are trained in perception tasks.
|
||
-
|
||
-Curiouser: You're rarely surprised by strange circumstances and are able to go with the flow more than most. You can
|
||
-choose to automatically succeed on an initiative task without rolling. You can do
|
||
-
|
||
-this one time, although the ability renews each time you make a ten-hour recovery roll.
|
||
-
|
||
-And Curiouser: For being so lost yourself, you are able to help others find things in the world. Anytime you help
|
||
-someone who is searching for a lost object or person, you are able to point them in the right general direction.
|
||
-
|
||
-Inability: Figuring out how to move through the world is not one of your strongpoints. All tasks involving navigation,
|
||
-map reading, geography, and so on are hindered.
|
||
-
|
||
-Inability: Sometimes being directionless makes it hard to get moving. You have an inability in noncombat Speed-related
|
||
-tasks, such as climbing, jumping, and running.
|
||
-
|
||
-Additional Equipment: You carry a broken compass with you. It was a gift from someone you cared about deeply.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-From the following list of options, choose how you became involved in the first adventure.
|
||
-
|
||
-1\. The PCs came upon you while you were wandering and lost, and invited you to join them.
|
||
-
|
||
-2\. You happened to be in the right place at the right time.
|
||
-
|
||
-3\. You wish to find your path again, and you hope that the PCs will help you do that.
|
||
-
|
||
-4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
|
||
-
|
||
-### FAIRYTALE FOCI
|
||
-
|
||
-Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
|
||
-Cypher System Rulebook.
|
||
-
|
||
-Befriends the Black Dog
|
||
-
|
||
-Everywhere you go, your black dog goes too. They are your best friend and your greatest weakness. Their shadowed
|
||
-presence fills you with a darkness, but it is inside that darkness that you find the strength to shine.
|
||
-
|
||
-Focus Note: Your companion is a black dog of any size or shape. It can be any form— living, dead, crafted (such as a
|
||
-puppet), pure shadow, and so on. Your black dog is a physical manifestation of depression, grief, sadness, or other
|
||
-heavy and dark emotions. But it is also a dog, and thus brings with it the unique companionship, comfort, and bond that
|
||
-only dogs can offer.
|
||
-
|
||
-Tier 1: Beast Companion
|
||
-
|
||
-Tier 2: Ribbons of Dark Matter
|
||
-
|
||
-Tier 3: Dark Matter Shroud or Stronger Together
|
||
-
|
||
-Tier 4: Improved Companion
|
||
-
|
||
-Tier 5: Dark Matter Structure
|
||
-
|
||
-Tier 6: As If One Creature or Embraced by Darkness
|
||
-
|
||
-Curses the World
|
||
-
|
||
-Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no
|
||
-desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.
|
||
-
|
||
-Focus Note: Characters who Curse the World aren't necessarily evil or wicked; they are angry, hurt, and possibly seeking
|
||
-to get even with those who have wronged them or the ones they love (or at least keep themselves and their loved ones
|
||
-from being hurt again).
|
||
-
|
||
-Tier 1: Terrifying Presence
|
||
-
|
||
-Tier 2: Erase Memories
|
||
-
|
||
-Tier 3: Psychosis or Discerning Mind
|
||
-
|
||
-Tier 4: Mind Games
|
||
-
|
||
-Tier 5: Foul Aura
|
||
-
|
||
-Tier 6: Word of Command or Break Their Mind
|
||
-
|
||
-Feigns No Fear
|
||
-
|
||
-Everyone thinks you're brave, intrepid— fearless, even. They tell stories about you, the person who's never felt fear,
|
||
-how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present
|
||
-yourself as someone who is fearless and courageous, but deep down, you are terrified of everything. Fear drives you, and
|
||
-in its face, you stand tall and shout the loudest. Because you are also afraid of being seen for who you truly are.
|
||
-
|
||
-Focus Note: A character who Feigns No Fear can be played in a number of ways, from someone who boasts constantly in
|
||
-their attempts to bolster themselves in front of others to someone who faces their fears through action, showing up
|
||
-first on the battle line to holler "Seven in one blow!"
|
||
-
|
||
-Tier 1: Surging Confidence
|
||
-
|
||
-Tier 2: Impressive Display
|
||
-
|
||
-Tier 3: Flamboyant Boast or Outlaw Reputation
|
||
-
|
||
-Tier 4: Combat Challenge
|
||
-
|
||
-Tier 5: Band of Desperados
|
||
-
|
||
-Tier 6: Finishing Blow or Heroic Monster Bane
|
||
-
|
||
-Lived Among the Fey
|
||
-
|
||
-You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives
|
||
-you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of
|
||
-them came back with you and stay with you to this day.
|
||
-
|
||
-Focus Note: A character who Lived Among the Fey might have spent time among the fairies (or other creatures in a
|
||
-different far-off land) or they may have dreamed, hallucinated, or imagined the whole thing. Do they know the
|
||
-difference? Does it matter? The name of the focus can be changed to something that more appropriately reflects the
|
||
-character's experience, such as Fell Into Wonderland or Crossed Into Narnia.
|
||
-
|
||
-Tier 1: See the Unseen
|
||
-
|
||
-Tier 2: Bestiary Knowledge
|
||
-
|
||
-Tier 3: Dream Becomes Reality or Find the Hidden
|
||
-
|
||
-Tier 4: Pay It Forward
|
||
-
|
||
-Tier 5: Nightmare
|
||
-
|
||
-Tier 6: Explains the Ineffable or Drawing on Life's Experiences
|
||
-
|
||
-Made a Deal With Death
|
||
-
|
||
-Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing
|
||
-figure. You, however, are intimate with Death in all their many forms. Perhaps you are
|
||
-
|
||
-both drawn to and frightened of them. Perhaps you've spent too much time in their company, and have become infatuated
|
||
-with them. Perhaps you've lost friends and loved ones to their dark embrace. Whatever yourfeelings about Death, you've
|
||
-made a deal with them, one you hope will bring you the
|
||
-
|
||
-closure that you seek.
|
||
-
|
||
-Focus Note: Characters who Made a Deal With Death may have done so in order to stave off death eternally, gaining
|
||
-healing abilities for themselves or others. Alternatively, they may be obsessed with the idea of death, and wish to
|
||
-learn how to wield it with precision and focus.
|
||
-
|
||
-Tier 1: Blessing of the Gods (Death)
|
||
-
|
||
-Tier 2: Destined for Greatness
|
||
-
|
||
-Tier 3: Miraculous Health or Quick Death
|
||
-
|
||
-Tier 4: Regeneration
|
||
-
|
||
-Tier 5: Hard to Kill
|
||
-
|
||
-Tier 6: Duel to the Death or Final Defiance
|
||
-
|
||
-Sheds Their Skin
|
||
-
|
||
-You have a secret self. In the quiet andstillness, you become not someone else, but something else. A being of tooth and
|
||
-nail, of flipper and fin, of mane and moon. But you believe that in order to survive and thrive, you must keep your
|
||
-other form secret, safe from prying eyes and listening ears.
|
||
-
|
||
-Focus Note: Your beast form can be anything you choose, such as a selkie, wolf, horse, swan, and so on. Work with your
|
||
-GM to determine the details of your form. A character who Sheds Their Skin may also want to work with the GM to come up
|
||
-with even more suitable abilities for their particular form. For example, a selkie character might choose Aquatic
|
||
-Combatant as their tier 3 ability instead of one of the abilities listed here, particularly if the GM expects the
|
||
-character to be moving through water regularly.
|
||
-
|
||
-Tier 1: Beast Form
|
||
-
|
||
-Tier 2: Controlled Change
|
||
-
|
||
-Tier 3: Greater Beast Form or Hard Choices
|
||
-
|
||
-Tier 4: Greater Controlled Change
|
||
-
|
||
-Tier 5: Total Awareness
|
||
-
|
||
-Tier 6: Escape Plan or Perfect Control
|
||
-
|
||
-Heartwood Character Arcs
|
||
-
|
||
-Characters in the Heartwood should choose a starting character arc, something that they hope to accomplish for their
|
||
-character through time and experience. This can be a Heartwood-specific arc or one from the list of character arcs in
|
||
-the Cypher System Rulebook.
|
||
-
|
||
-Suggested Heartwood Arcs
|
||
-
|
||
-Become an Advocate
|
||
-
|
||
-You desire to help and support others, especially those who are dealing with difficult situations. This might be related
|
||
-to something you've personally experienced, something you're knowledgeable about, or both. You can advocate in any
|
||
-number of ways, including being an emotional support
|
||
-
|
||
-system, helping other voices be heard, defending and safeguarding others' rights, and generally being an ally.
|
||
-
|
||
-Opening: Sizing up Your Skills. You decide what best enables you to be a good advocate, and create a plan.
|
||
-
|
||
-Step(s): Training and Research. You learn about being a good advocate, possibly by finding a mentor or organization that
|
||
-can help you.
|
||
-
|
||
-Step(s): Building Your Skills. You practice the skills you've learned, and review the successes and failures to continue
|
||
-to improve.
|
||
-
|
||
-Climax: Lean on Me. You assist one or more people through a difficult time using your training, skills, and experience.
|
||
-
|
||
-Resolution: You reflect on everything you've learned and decide what to do next.
|
||
-
|
||
-Put Down Roots
|
||
-
|
||
-If you choose this arc, you are hoping to create a strong support system among your friends and fellow travelers. You
|
||
-seek the assistance of those around you to help you through difficult times and you wish to offer assistance back. This
|
||
-connection might be to your fellow PCs, to a group of NPCs that you meet along the way, or as part of an
|
||
-already-established group or organization.
|
||
-
|
||
-Opening: Let's Be Friends. You propose the idea of a support system to those you'd like to include.
|
||
-
|
||
-Step: Reach Out. You do the hard work of making yourself vulnerable to others by being honest and open about who you
|
||
-are. You create a safe space for others to do the same.
|
||
-
|
||
-Step(s): Accept and Give Help. You ask for and accept help and support from the group. You give help and support to
|
||
-others when it's needed.
|
||
-
|
||
-Climax: Strong Bond. During a time of crisis, the group works together to support and uplift you, and you are there for
|
||
-them in return.
|
||
-
|
||
-Resolution: You enjoy the benefits of having a supportive group of people in your life.
|
||
-
|
||
-Develop Coping Strategies
|
||
-
|
||
-You want to develop better ways of moving through the world while living with a mental illness. This isn't a "cure" or a
|
||
-"fix." It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies.
|
||
-
|
||
-Opening: Explore Your Inner Self. You spend time with your emotions and thoughts in order to pinpoint which struggle or
|
||
-symptom you'd like to develop a coping strategy for.
|
||
-
|
||
-Step: Make a Plan. Almost every struggle or symptom has a particular set of steps that you can go through to better cope
|
||
-with it. This will likely involve research and consultation.
|
||
-
|
||
-Step(s): Practice. At every opportunity, practice the coping strategies that you're learning and pay attention to where
|
||
-they work and fail. You might try different strategies and see which ones seem better suited to your particular needs.
|
||
-
|
||
-Climax: Deal With It. You're put into a situation that tests your coping strategies. They don't have to work perfectly
|
||
-in order for you to succeed.
|
||
-
|
||
-Resolution: You reflect on what you've learned and decide where you want to go from here.
|
||
-
|
||
-Take the Wrong Path
|
||
-
|
||
-Much like Fall From Grace, Take the Wrong Path isn't typically an arc that a character intentionally desires. It's
|
||
-something the player chooses on a meta level for the character because it makes for an interesting story and sets up
|
||
-possible future arcs, such as Put Down Roots. In this case, perhaps the character manages their anxiety by drinking too
|
||
-much, becoming isolated, or starting too many fights. Perhaps they attempt to deal with grief by overeating (or
|
||
-undereating), by pushing away loved ones, or by becoming intimate with others without regard for their safety.
|
||
-
|
||
-Opening: The Fork. You take the first steps down the wrong path, even if you don't know it yet.
|
||
-
|
||
-Step(s): Farther Down the Path. Things continue to get worse because of your actions. This may play out over any number
|
||
-of steps.
|
||
-
|
||
-Step: Briars and Thorns. Your actions hurt yourself and those around you.
|
||
-
|
||
-Climax: Dead End. There is no chance for success here. Only failure.
|
||
-
|
||
-Resolution: You wallow in your own misery.
|
||
-
|
||
-### POST-APOCALYPTIC CHARACTER OPTIONS
|
||
-
|
||
-Alternate Character Roles
|
||
-
|
||
-Characters who play out the apocalypse itself or who have just survived it and must pick up a few hours, days, or months
|
||
-after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much
|
||
-more sense to let your players choose roles for characters in a modern game.
|
||
-
|
||
-### DESCRIPTORS
|
||
-
|
||
-In addition to the descriptors in the Cypher System Rulebook, you can widen the options
|
||
-
|
||
-available to the players, allowing them to choose from the descriptors presented here for
|
||
-
|
||
-their characters. A subset of the descriptors in this chapter are species descriptors, which
|
||
-
|
||
-may or may not be appropriate for your players, depending on your setting.
|
||
-
|
||
-Rust and Redemption Descriptors
|
||
-
|
||
-Standard: Bitter, Hopeful, Rusted, Shiny
|
||
-
|
||
-Species: Canien, Felis, Flutter, Mutant
|
||
-
|
||
-Bitter
|
||
-
|
||
-Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or
|
||
-giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe
|
||
-it was an organization or institution that let you down. Whatever it was, you've spent a lot of time pulled into
|
||
-yourself, paranoid and mistrustful of others. But something's happened lately that has at least opened you to the
|
||
-possibility of trusting others again. Maybe you have to work with someone else or die. Alternatively, perhaps you've
|
||
-decided to try one more time, despite your disillusionment. It's either that or fully give in to bitterness.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Skeptical: +4 to your Intellect Pool.
|
||
-
|
||
-Skill: You're always wondering who's going to wrong you next. You are trained in detecting deception.
|
||
-
|
||
-Skill: You are trained in tracking creatures. If a creature has wronged you, the tracking task is eased.
|
||
-
|
||
-Inability: You have a hard time not letting bitterness stain everything you do. Interaction tasks are hindered.
|
||
-
|
||
-Additional Equipment: You have a keepsake from whoever wronged you. It could be an object they once possessed, a picture
|
||
-of them, or something else you associate with what makes you so bitter.
|
||
-
|
||
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
|
||
-adventure.
|
||
-
|
||
-1\. You found the other PCs in a situation they couldn't survive. Uncharacteristically, you helped them.
|
||
-
|
||
-2\. You were facing certain death, but the PCs saved you, for no reason other than they saw your need.
|
||
-
|
||
-3\. You want to change your ways, and the PCs seem to offer a chance for you to explore that possibility.
|
||
-
|
||
-4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
|
||
-
|
||
-Canien
|
||
-
|
||
-You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands,
|
||
-and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you
|
||
-decide which kind of canien you are. Most canien clothing and equipment accommodates walking on either two feet or four,
|
||
-so that's normally not an issue. Either way, you've got fur, a tail, and a noble dog visage true to your particular line
|
||
-of descent. And like most caniens, you're loyal to your pack and friends. But you may find strangers a little
|
||
-suspicious, in which case you aren't shy about letting them know. However, you're usually willing to entertain the idea
|
||
-that a newcomer may be a friend you just don't know yet.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Dogged: +2 to your Might Pool.
|
||
-
|
||
-Skill: You are naturally vigilant. You are trained in perception tasks.
|
||
-
|
||
-Skill: You are playful. You are trained in tasks involving playing physical games.
|
||
-
|
||
-Loyal: If an ally within immediate range descends one or more steps on the damage
|
||
-
|
||
-track, you can take an action immediately but in a restricted fashion. You can use this action either to move the
|
||
-willing ally up to an immediate distance or to attempt a healing task on your ally.
|
||
-
|
||
-Bite: You are practiced in making unarmed bite attacks (light weapon). Enabler.
|
||
-
|
||
-Chewer: You are something of an oral fidgeter, like most caniens. After each ten-hour recovery roll, make a difficulty 2
|
||
-Intellect defense roll. If you fail, you discover you've unconsciously been chewing on a piece of your equipment; it's
|
||
-ruined, at least until it is repaired.
|
||
-
|
||
-Inability: You have a hard time seeing disloyalty in others. Tasks that involve detecting falsehoods are hindered.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-From the following list of options, choose how you became involved in the first
|
||
-
|
||
-adventure.
|
||
-
|
||
-1\. One of the other PCs needed help, and you obliged without a second's hesitation.
|
||
-
|
||
-2\. The other PCs were going somewhere, and you came along even though they didn't ask you to.
|
||
-
|
||
-3\. Aggression got the better of you, and now you're running from the fallout of that experience.
|
||
-
|
||
-4\. You feel that one of the other PCs is in danger in some way, and you'd like to help
|
||
-
|
||
-out or keep an eye on them.
|
||
-
|
||
-Felis
|
||
-
|
||
-You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all
|
||
-fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the
|
||
-elements, but you sometimes wear a harness for your equipment and may adopt boots for rough terrain and hats for fashion
|
||
-or function. Your visage is like that of before-times cats, including piercing, reflective eyes. Like other felis, you
|
||
-are crafty and cautious, unless you feel comfortable with others, in which case you can laze away hours in the sun or a
|
||
-warm spot. But if need be, you are quick to act and are not afraid to use your claws to defend yourself.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Crafty: +2 to your Intellect Pool.
|
||
-
|
||
-Skill: You're innately curious. You are trained in tasks involving knowledge, figuring out problems, or solving puzzles.
|
||
-
|
||
-Skill: You are agile. You are trained in tasks involving balancing and movement.
|
||
-
|
||
-Darksight: You can see in dim light as though it were bright light and see in darkness as though it were dim light.
|
||
-Enabler.
|
||
-
|
||
-Claws: You are practiced in making unarmed claw attacks (light weapon). Enabler.
|
||
-
|
||
-Light on Your Paws: You ignore the first 4 points of damage you would otherwise suffer from a fall. Enabler.
|
||
-
|
||
-Jumpy: Like most felis, you are a bit high-strung. Anytime another creature acts with surprise against you, make a
|
||
-difficulty 2 Intellect defense roll. If you fail, the first action you take on your turn is to flee using your full
|
||
-movement away from whoever surprised you.
|
||
-
|
||
-Inability: You often come across as aloof. Tasks that involve positive social interaction are hindered.
|
||
-
|
||
-Inability: You sometimes get lost in new locations you haven't visited before. You have an inability in navigation.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-From the following list of options, choose how you became involved in the first adventure.
|
||
-
|
||
-1\. Everything was fine until you were attacked by a raiding band of "cat-skinners." The PCs helped you fight back or
|
||
-flee.
|
||
-
|
||
-2\. You saw the PCs up to something, and your curiosity got the better of you, so you followed them.
|
||
-
|
||
-3\. One of the other PCs invited you to join after they saw you scheme, plot, or solve a difficult problem.
|
||
-
|
||
-4\. You got lost. The PCs found you and invited you to join their group.
|
||
-
|
||
-Flutter
|
||
-
|
||
-You emerged from the chrysalis with your mind awash in skills instilled while you matured, as well as knowledge handed
|
||
-down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
|
||
-"humans" who raised flutters into the light of self-knowledge. That was before humans were lost, leaving the world in
|
||
-ruins. Ruins that are now yours to refurbish and rebuild or, as many prefer, to ignore while you instead go your own
|
||
-way. Humans may have created you, but they're gone, and you can decide what you think you owe them, if anything.
|
||
-
|
||
-As a flutter, you are kin to the much smaller natural moths that still flit by night. But you have an internal skeleton
|
||
-and lungs, and are far larger. For all that, you also have wings, a proboscis, and much thinner limbs than the average
|
||
-animal still roaming the world.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Quick: +2 to your Speed Pool.
|
||
-
|
||
-Skill: You are adept at using your body's natural patterns of camouflage. You are trained in hiding.
|
||
-
|
||
-Darksight: You can see in dim light as though it were bright light and can see in darkness as though it were dim light.
|
||
-Enabler.
|
||
-
|
||
-Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
|
||
-
|
||
-Inability: You are confused by bright light. Perception tasks are hindered in bright light.
|
||
-
|
||
-Erratic Flyer: You can select Hover as if it were on your type's list of tier 1 abilities. Your ability to move as
|
||
-described in Hover is due to your wings. In addition to the base ability described for Hover, if you succeed on a
|
||
-difficulty 2 Intellect roll, you can keep your position in the air instead of drifting with the wind or allowing
|
||
-momentum to move you.
|
||
-
|
||
-On a failure, you fly erratically as your action, possibly into the ground, a wall, or the midst of enemies you were
|
||
-trying to avoid. Enabler.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-From the following list of options, choose how you became involved in the first adventure.
|
||
-
|
||
-1\. Some piece of knowledge gleaned from your time in the chrysalis made you seek out and join the PCs.
|
||
-
|
||
-2\. The ruins are where knowledge of humans exists, and you heard the PCs were headed there.
|
||
-
|
||
-3\. You overheard the PCs talking about a grand adventure, and you wanted to be part of it.
|
||
-
|
||
-4\. You zigged when you should have zagged and ran headlong into the PCs. They patched you up and you stayed with them.
|
||
-
|
||
-Hopeful
|
||
-
|
||
-Despite civilization's fall, you're optimistic about what the future could bring, confident
|
||
-
|
||
-that it will be bright. In fact, now that all the old institutions and cares of the world are gone, you hope something
|
||
-better can be rebuilt in its place. It's possible that you're bubbly and full of cheer. But you might instead be quietly
|
||
-confident, your hope revealed by the way you always try again if at first you fail. Being hopeful doesn't mean you're
|
||
-blind to others' faults, but you can hope they will do better next time, which might lead you to be more forgiving than
|
||
-other survivors. After all, when you screw up, you hope others will allow you the same luxury of learning from your
|
||
-mistakes.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Spirited: +4 to your Intellect Pool.
|
||
-
|
||
-Skill: Mental malaise doesn't affect you like it does others. You are trained in Intellect defense tasks.
|
||
-
|
||
-Shrug Off Disappointment: When you fail at a noncombat task and try that task again the very next round, you can apply a
|
||
-free level of Effort toward the success of that task. This benefit effectively alleviates the requirement to apply a
|
||
-level of Effort when retrying failed tasks, at least the first time you retry. Enabler.
|
||
-
|
||
-Inability: You have a lightness of being, but you really feel it when you're physically challenged. Might defense tasks
|
||
-are hindered.
|
||
-
|
||
-Inability: You're spirited but not fast. All movement-related tasks are hindered.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-From the following list of options, choose how you became involved in the first adventure.
|
||
-
|
||
-1\. The PCs were in a bad spot, and one of the other PCs asked you along to add some perspective.
|
||
-
|
||
-2\. You had a spot of bad luck, but you jumped back in to try something new, hopeful it would work out.
|
||
-
|
||
-3\. To make good on a promise to help, you came with the other PCs.
|
||
-
|
||
-4\. You answered a cry for help when another PC got in over their head.
|
||
-
|
||
-Mutant
|
||
-
|
||
-Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from
|
||
-ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some
|
||
-other mutagenic source, you are prone to mutation. You might look relatively similar to others of your species, or you
|
||
-might have one or more obvious physical differences that make it hard to disguise your nature. Not that you necessarily
|
||
-want to hide what you are; you might wish to proudly display what makes you different and, to your mind, better.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Significant Mutations: Choose which option from the following list you'd like for your mutations. Whichever you choose,
|
||
-it is rolled for randomly; you don't select it.
|
||
-
|
||
-• Two beneficial mutations rolled randomly.
|
||
-
|
||
-• Three beneficial mutations plus one harmful mutation, all rolled randomly
|
||
-
|
||
-• One powerful mutation and one harmful mutation, both rolled randomly.
|
||
-
|
||
-• One beneficial mutation, one distinctive mutation, and one harmful mutation, all rolled randomly.
|
||
-
|
||
-Distinctive Mutations: You can choose if you want to have distinctive mutations or not. If you do, choose the number, up
|
||
-to four distinctive mutations, which are rolled for randomly. (If the GM is using the transitory mutations optional
|
||
-rule, you can only choose to have up to three distinctive mutations.)
|
||
-
|
||
-Cosmetic Mutations: You can choose if you want to have cosmetic mutations or not. If you do, choose whether you want one
|
||
-or two cosmetic mutations, which are rolled for randomly. Once all your mutations have been rolled for, work together
|
||
-with the GM to ensure that what's been rolled is a character you want to play.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-From the following list of options, choose how you became involved in the first adventure.
|
||
-
|
||
-1\. The other PCs found you in some weird "mutant" chrysalis and pulled you out; you were grateful and joined them.
|
||
-
|
||
-2\. The other PCs were "hunting mutants" but when they found you, they realized they had been misguided.
|
||
-
|
||
-3\. You wanted to get away from a bad situation, so you went with the PCs.
|
||
-
|
||
-4\. The PCs asked you to come along, believing that your particular mutations could be harnessed for the benefit of the
|
||
-mission.
|
||
-
|
||
-Rusted
|
||
-
|
||
-Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse
|
||
-itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first
|
||
-seemed like a limitation. If you lost a limb, you use a prosthetic; if an eye, you sometimes quip that binocular vision
|
||
-is overrated. Sure, there are times when you struggle with discomfort, pain, and possibly even self-consciousness.
|
||
-However, overcoming all that only makes you stronger and more determined to succeed. Ultimately, your scars, your
|
||
-prosthetic (if any), and your story represent who you are: a survivor who overcomes whatever is thrown your way.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Resilient: +2 to your Might Pool or +2 to your Intellect Pool or +1 to all three Pools.
|
||
-
|
||
-Skill: Hard knocks have toughened you; you are trained in either Might defense tasks or Intellect defense tasks (choose
|
||
-one).
|
||
-
|
||
-Skill: You had to fake it until you made it; you are trained in one creative skill such as singing, writing, acting,
|
||
-composing, public speaking, painting, sculpture, dancing, or something similar.
|
||
-
|
||
-Inability: You've learned to do everything again and, in truth, better than most people ever could. But your injury is
|
||
-real; it's why you sometimes joke that you're "rusted." If you've lost an eye, your perception tasks involving sight are
|
||
-hindered. If you rely on a prosthetic leg, tasks requiring movement are hindered. If you rely on a prosthetic arm, tasks
|
||
-involving using both hands are hindered.
|
||
-
|
||
-Additional Equipment: You have a prosthetic for one arm or one leg, or you have an eyepatch (and prosthetic eye) for a
|
||
-missing eye.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-1\. You bragged that there's nothing someone else could do that you couldn't do twice as well, which is how you got
|
||
-involved in your current situation.
|
||
-
|
||
-2\. You're afraid of what might happen if the other PCs fail.
|
||
-
|
||
-3\. You were tailing one of the other PCs for reasons of your own, which brought you into the action.
|
||
-
|
||
-4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
|
||
-heard about the group's task.
|
||
-
|
||
-Shiny
|
||
-
|
||
-You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar
|
||
-sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the
|
||
-effects of the apocalypse. You also tend to fall into the orbit of people who are strong, unbeaten, and possessed of an
|
||
-inner brightness. You believe that they, like you, reflect the light of some greater spiritual purpose in the world.
|
||
-When you believe you are acting in that glow, you are emboldened and may take risks others fear. You don't seek death,
|
||
-but you're confident that death in the pursuit of something shiny is the definition of a life well-lived.
|
||
-
|
||
-You gain the following characteristics:
|
||
-
|
||
-Lithe: +2 to your Speed Pool.
|
||
-
|
||
-Skill: You've had practice driving a before-times vehicle. Choose a motorcycle, car or truck, or long-haul truck; you're
|
||
-trained in driving that kind of vehicle.
|
||
-
|
||
-Skill: You know how to get out of the way. You are trained in Speed defense tasks.
|
||
-
|
||
-Shiny Maneuver: You know how to push yourself harder, at the risk of a more dramatic failure. When you attempt a shiny
|
||
-maneuver, you ease a task, attack roll, or defense roll, but in doing so you increase the intrusion range by two for
|
||
-that roll, to a 1–3 on a d20. If you fail and decide to retry the task (requiring that you spend a level of Effort, as
|
||
-normal), it has the same increased intrusion range. Once you attempt a shiny maneuver, you can't attempt another until
|
||
-you make a recovery roll. Enabler.
|
||
-
|
||
-Inability: You may be lithe and shiny, but you're not sneaky. Tasks related to sneaking and staying quiet are hindered.
|
||
-
|
||
-Inability: You are irrepressible, but that makes it hard to dissemble. Deception and disguise tasks are hindered.
|
||
-
|
||
-Additional Equipment: You have a treasured object that is literally shiny in bright light, such as a polished
|
||
-stainless-steel sphere, a silver coin, a pocket watch from the before-times, or something else small and easily carried.
|
||
-
|
||
-Initial Link to the Starting Adventure:
|
||
-
|
||
-From the following list of options, choose how you became involved in the first adventure.
|
||
-
|
||
-1\. It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you.
|
||
-
|
||
-2\. The first word that popped into your head upon seeing the PCs was "shiny."
|
||
-
|
||
-3\. You think the tasks ahead will present you with unique and fulfilling challenges.
|
||
-
|
||
-4\. Someone you trust and respect above all others suggested you join the PCs to help them complete their task.
|
||
-
|
||
-The Scavenges focus can be used as written in the Cypher System Rulebook, but whenever the abilities point to the
|
||
-scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other
|
||
-abilities), use the optional rule for scavenging, repairing, and building in this book instead.
|
||
-
|
||
-### FOCI
|
||
-
|
||
-This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As
|
||
-these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details
|
||
-than the foci in the Cypher System Rulebook (which have short, broad descriptions suitable for other genres).
|
||
-
|
||
-Merges Mind With Machine
|
||
-
|
||
-You were raised in an underground bunker by Milly, an AI instance installed in your
|
||
-
|
||
-brain before you developed cognition of your own. Unlike AI zombies, your personality and motivations haven't been
|
||
-replaced; your sense of self grew alongside the AI, as collaborators rather than foes. This granted you superior
|
||
-intellect and an uncanny knack for computers. Now you've emerged into the larger world, where survivors are predisposed
|
||
-to distrust you, and you may need to keep your background a secret to be accepted. Whether you hate AI or remain loyal
|
||
-to Milly, you face the best odds if you can fit in with another group of survivors. After all, there's a lot you don't
|
||
-know about how things work on the surface and the things people have done to stay alive in the past twenty years.
|
||
-
|
||
-Connection: Choose one of the following, or choose one of the Focus Connections
|
||
-
|
||
-in the Cypher System Rulebook.
|
||
-
|
||
-1\. Pick one other PC. You fear that character is jealous of your abilities, and that it might lead to problems.
|
||
-
|
||
-2\. Pick one other PC. You're not sure how or from where, but that character has access to rare machine parts and can
|
||
-get them for you at half price.
|
||
-
|
||
-3\. Pick one other PC. Seeing you use your focus abilities triggers unpleasant memories for that character. That memory
|
||
-is up to the other PC, although they may not be able to consciously recall it.
|
||
-
|
||
-4\. Pick one other PC. They are sensitive to your focus abilities, and occasionally they become dazed for a few rounds,
|
||
-hindering their actions.
|
||
-
|
||
-Additional Equipment: You have scars on your scalp in the shape of circuitry (like Lichtenberg figures). You probably
|
||
-keep these hidden, as they identify you as one of Milly's children to anyone familiar with the mark.
|
||
-
|
||
-Minor Effect Suggestion: You restore 2 points to your Intellect Pool.
|
||
-
|
||
-Major Effect Suggestion: An ally or indicated target can take an additional action.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Interface
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Robot Assistant
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability.
|
||
-
|
||
-Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
|
||
-environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
|
||
-knowledge about the situation. Enabler.
|
||
-
|
||
-Machine Telepathy
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Machine Bond
|
||
-
|
||
-Network Tap
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Greater Enhanced Intellect
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Master Machine or See the Future as your tier 6 ability.
|
||
-
|
||
-Master Machine
|
||
-See the Future
|
||
-
|
||
-Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
|
||
-
|
||
-Prepped for the End
|
||
-
|
||
-You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other
|
||
-survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic
|
||
-repair, and maybe even in a musical instrument to pass the time in the bunker when no other entertainments could be had.
|
||
-You'd excel in a small group of other survivors, but you're ready to go it alone if that's what it
|
||
-
|
||
-takes. Above all, you're prepared to make it through whatever the future holds, no matter how daunting the odds. Because
|
||
-you prepped wisely.
|
||
-
|
||
-Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
|
||
-
|
||
-1\. Pick one other PC. You found them in your prepped hideout, eating and drinking their fill. You befriended them
|
||
-rather than seeking revenge for using your resources.
|
||
-
|
||
-2\. Pick one other PC. You used to play card games with them before the apocalypse, and you still owe them money, though
|
||
-what that means now is difficult to say.
|
||
-
|
||
-3\. Pick one other PC. This character doesn't seem to want any of your stored food or water.
|
||
-
|
||
-4\. Pick one other PC. When you were hurt, they carried you to your prepped hideout at great risk to themselves.
|
||
-
|
||
-Additional Equipment: A firearm of your choice (with ten bullets or shells), a handloading tool set, and a small musical
|
||
-instrument (such as a harmonica).
|
||
-
|
||
-Minor Effect Suggestion: Your foe slips in some decaying garbage or spill from the before‑times, and their actions in
|
||
-the next round are hindered as they regain their balance.
|
||
-
|
||
-Major Effect Suggestion: You find or spy an item from the Useful Stuff table.
|
||
-
|
||
-Tier 1:P
|
||
-
|
||
-Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
|
||
-reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
|
||
-type of light armor available in the area, such as a leather jacket. Enabler.
|
||
-
|
||
-Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
|
||
-or more, or up to six people through about three months. In addition, you have knowledge of three different secret
|
||
-supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
|
||
-no closer than about 5 miles (8 km) from each other.
|
||
-
|
||
-• Food cache (enough food for six people for twelve weeks)
|
||
-
|
||
-• Water cache (enough clean water for six people for twelve weeks)
|
||
-
|
||
-• Ammunition cache (400 shells or bullets for four different weapons)
|
||
-
|
||
-• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
|
||
-shells)
|
||
-
|
||
-Enabler.
|
||
-
|
||
-Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
|
||
-hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Tinker
|
||
-
|
||
-Weather the Vicissitudes
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.
|
||
-
|
||
-Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
|
||
-fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
|
||
-perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
|
||
-you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
|
||
-use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
|
||
-complete.
|
||
-
|
||
-Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
|
||
-order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
|
||
-treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
|
||
-be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
|
||
-one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you
|
||
-would otherwise obtain. Enabler.
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Ambusher
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Discipline of Watchfulness or Escape the Ruins as your tier 6 ability.
|
||
-
|
||
-Discipline of Watchfulness
|
||
-
|
||
-Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
|
||
-a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
|
||
-that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
|
||
-work out the details. Action.
|
||
-
|
||
-Raids
|
||
-
|
||
-When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as
|
||
-anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But
|
||
-whether they deserved it or not, you and the other raiders you ran with survived, and your targets did not. Then
|
||
-something life‑changing happened to you, altering your perspective; it's up to you to decide what. In any case, you've
|
||
-turned over a new leaf. You don't indiscriminately kill anymore, though surviving is still a goal. But you've joined
|
||
-with others who you want to protect as much as or even more than your own life. You're done with raiding. But is raiding
|
||
-(and those who might recognize you as a raider) done with you?
|
||
-
|
||
-Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
|
||
-
|
||
-1\. Pick one other PC. That character knows that you were a raider, even though it is a secret you've kept from the
|
||
-other PCs so far.
|
||
-
|
||
-2\. Pick one other PC. They were also a raider, however briefly, along with you (if they agree to this connection).
|
||
-
|
||
-3\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
|
||
-
|
||
-4\. Pick one other PC. You know that you're responsible for the death of someone that character knew while you were
|
||
-raiding; they don't know it, but the guilt has been waking you up in the middle of the night.
|
||
-
|
||
-Additional Equipment: You have a tattoo from your raiding days that you probably keep hidden, as it would identify you
|
||
-as a raider to those familiar with the mark.
|
||
-
|
||
-Minor Effect Suggestion: You restore 2 points to your Might Pool.
|
||
-
|
||
-Major Effect Suggestion: You or an ally get an immediate extra attack.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Ignore the Pain
|
||
-
|
||
-Wilderness Life
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
|
||
-
|
||
-Fearsome Reputation
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
|
||
-
|
||
-Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
|
||
-and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
|
||
-
|
||
-presence. Enabler.
|
||
-
|
||
-Grand Deception
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Greater Frenzy
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Using the Environment
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Deep Consideration or Twisting the Knife as your tier 6 ability.
|
||
-
|
||
-Deep Consideration
|
||
-
|
||
-Twisting the Knife
|
||
-
|
||
-Remembers the Past
|
||
-
|
||
-You are a student of the before‑times. Maybe that's because you grew up in the ruins of an old library and read
|
||
-everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long‑lived
|
||
-and were alive before the apocalypse, or you have a deep recollection of the world before the end for some other reason.
|
||
-This knowledge gives you an appreciation of the before‑times as well as a point of view that many other survivors lack
|
||
-that benefits you in and around ruins. You can find things others wouldn't know to look for, plucking fruits of the past
|
||
-that would otherwise go unharvested.
|
||
-
|
||
-Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
|
||
-
|
||
-1\. Pick one other PC. They remind you of someone you knew or learned about from the past, because of either the way
|
||
-they look or the way they act, and that is what first drew you to them.
|
||
-
|
||
-2\. Pick one other PC. You saved their life because you found them trapped in a before‑times ruin and you knew how best
|
||
-to free them.
|
||
-
|
||
-3\. Pick one other PC. You were lost out past the ruins in the wilderness, but they happened across you and saved your
|
||
-life.
|
||
-
|
||
-4\. Pick one other PC. This character comes from the same place you do, and you knew each other as children.
|
||
-
|
||
-Additional Equipment: One book on a technical topic such as plumbing, carpentry, electronics, or physics; it provides
|
||
-you an asset on a related task if you spend ten minutes perusing the book ahead of time.
|
||
-
|
||
-Minor Effect Suggestion: You remember something about the area that proves advantageous later, such as realizing there's
|
||
-probably a fresh location to scavenge close by that has a good chance of not having been picked over by other survivors.
|
||
-
|
||
-Major Effect Suggestion: A foe forgets about you unless you draw attention to yourself.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
|
||
-potentially be turned into useful things) in the ruins of what came before. Enabler.
|
||
-
|
||
-Knowledge Skills
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
|
||
-equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
|
||
-complete. Enabler.
|
||
-
|
||
-Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
|
||
-are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
|
||
-to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
|
||
-building. Enabler.
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
|
||
-
|
||
-Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
|
||
-nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
|
||
-are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
|
||
-succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
|
||
-hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
|
||
-expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
|
||
-to initiate.
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Improvise
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Task Specialization
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Skill With Attacks, Skill With Defense, or Use the Network as your tier 6 ability.
|
||
-
|
||
-Skill With Attacks
|
||
-
|
||
-Skill With Defense
|
||
-
|
||
-Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
|
||
-before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
|
||
-reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
|
||
-about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
|
||
-location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
|
||
-from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
|
||
-
|
||
-Walks the Wasteland
|
||
-
|
||
-Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're
|
||
-determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or
|
||
-whatever it is that hunts the ruins—get you. If you were around before the end, you could have been a soldier,
|
||
-mercenary, or at least someone who had basic survival training. What sets you apart from all the others like you is that
|
||
-you decided to hope when everything looked darkest. Since then, you have eaten your share of spoiled food and irradiated
|
||
-water, and survived. Whether that's because you've adapted, you're luckier, or you were just tougher than the rest is
|
||
-anyone's guess. But you're still walking the wastes even though so many others are gone. You probably don't spend a lot
|
||
-of time on your appearance, given that you wear the cobbled‑together clothing and bits and pieces of armor you're able
|
||
-to scavenge from the ruins. Appearance doesn't matter; actions do.
|
||
-
|
||
-Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
|
||
-
|
||
-1\. Pick one other PC. This character appears to be an able survivor, but in your mind, they seem to be at the end of
|
||
-their rope. You're constantly trying to convince them to keep trying, go the distance, and survive for a better
|
||
-tomorrow.
|
||
-
|
||
-2\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
|
||
-
|
||
-3\. Pick one other PC. This character comes from the same place you do, and you knew each other as children. Whether
|
||
-that place exists any longer is something you and that character should decide.
|
||
-
|
||
-4\. Pick one other PC. You found this character almost dead in the wastes. You rescued them, nursed them back to health,
|
||
-and kept them safe until they were back on their feet. Whether they feel embarrassment, gratitude, or something else is
|
||
-up to them.
|
||
-
|
||
-Additional Equipment: You have a piece of before‑times equipment with three analog dials that measure temperature, air
|
||
-pressure, and humidity. (You also know the names for the instruments nestled behind
|
||
-
|
||
-those dials: a thermometer, a barometer, and a hygrometer, respectively.) If you spend a minute operating the device,
|
||
-you have an asset on weather prediction tasks extending into the next day.
|
||
-
|
||
-Minor Effect Suggestion: You restore 2 points to your Might Pool.
|
||
-
|
||
-Major Effect Suggestion: Your next action is eased by two steps.
|
||
-
|
||
-Tier 1:
|
||
-
|
||
-Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
|
||
-in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
|
||
-from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
|
||
-
|
||
-Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
|
||
-poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
|
||
-
|
||
-Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
|
||
-spend at least ten minutes practicing with it first. Enabler.
|
||
-
|
||
-Tier 2:
|
||
-
|
||
-Devoted Defender
|
||
-
|
||
-Hardened by the End: You're trained in Might defense tasks.
|
||
-
|
||
-Tier 3:
|
||
-
|
||
-Ability Choice: Choose either Hard to Hit or Rapid Attack as your tier 3 ability. Whatever you choose, you also gain
|
||
-Apocalyptic Stare.
|
||
-
|
||
-Hard to Hit
|
||
-
|
||
-Rapid Attack
|
||
-
|
||
-Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
|
||
-
|
||
-Tier 4:
|
||
-
|
||
-Improved Recovery
|
||
-
|
||
-Push on Through
|
||
-
|
||
-Tier 5:
|
||
-
|
||
-Ignore the Pain
|
||
-
|
||
-Tier 6:
|
||
-
|
||
-Ability Choice: Choose either Using What's Available or Wasteland Camouflage as your tier 6 ability.
|
||
-
|
||
-Using What's Available
|
||
-
|
||
-Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
|
||
-and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
|
||
-of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
|
||
-additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
|
||
-asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
|
||
-presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
|
||
-remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
|
||
-
|
||
-### 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.
|
||
-
|
||
-### NEW FOCI
|
||
-
|
||
-Takes Animal Shape: A shapechanger who can take the form of various animals.
|
||
-
|
||
-Tier 1: Animal Shape
|
||
-
|
||
-Tier 2: Communication
|
||
-
|
||
-Tier 2: Soothe the Savage
|
||
-
|
||
-Tier 3: Bigger Animal Shape or Greater Beast Form \[This ability is described in the main portion of the CSOL.\]
|
||
-
|
||
-Tier 4: Animal Scrying
|
||
-
|
||
-Tier 5: Hard to Kill
|
||
-
|
||
-Tier 6: Blurring Speed or Lend Animal Shape
|
||
-
|
||
-Uses Wild Magic: A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
|
||
-
|
||
-Tier 1: Magical Repertoire
|
||
-
|
||
-Tier 1: Cypher Casting
|
||
-
|
||
-Tier 2: Expanded Repertoire
|
||
-
|
||
-Tier 3: Cypher Surge or Faster Wild Magic
|
||
-
|
||
-Tier 4: Expanded Repertoire
|
||
-
|
||
-Tier 5: Magical Training
|
||
-
|
||
-Tier 6: Maximize Cypher or Wild Insight
|
||
-
|
||
-Walks the Wild Woods: An adherent of nature magic who draws on the power and strength of trees.
|
||
-
|
||
-Tier 1: Wilderness Life
|
||
-
|
||
-Tier 1: Patient Recovery
|
||
-
|
||
-Tier 2: Wooden Body
|
||
-
|
||
-Tier 3: Tree Companion or Wilderness Awareness
|
||
-
|
||
-Tier 4: Tree Travel
|
||
-
|
||
-Tier 5: Great Tree
|
||
-
|
||
-Tier 6: Dreadwood or Restorative Bloom
|
||
-
|
||
-Wields an Enchanted Weapon: One who channels magic through or from a weapon to create a unique fighting style.
|
||
-
|
||
-Tier 1: Enchanted Weapon
|
||
-
|
||
-Tier 1: Innate Power
|
||
-
|
||
-Tier 1: Charge Weapon
|
||
-
|
||
-Tier 2: Power Crash
|
||
-
|
||
-Tier 3: Rapid Attack or ThrowEnchanted Weapon
|
||
-
|
||
-Tier 4: Defending Weapon
|
||
-
|
||
-Tier 5: Enchanted Movement
|
||
-
|
||
-Tier 6: Deadly Strike or Spin Attack
|
||
-
|
||
-### NEW ABILITIES
|
||
-
|
||
-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
|
||
-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
|
||
-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
|
||
-establish.
|
||
-
|
||
-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
|
||
-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
|
||
-whether to spend the cost for this ability before you make each attack. Enabler.
|
||
-
|
||
-Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
|
||
-creature to affect it. Enabler.
|
||
-
|
||
-Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
|
||
-of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
|
||
-
|
||
-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
|
||
-
|
||
-Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
|
||
-woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
|
||
-make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
|
||
-source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
|
||
-or until they are attacked. Some creatures without minds might be immune to this fear. Action.
|
||
-
|
||
-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
|
||
-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
|
||
-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
|
||
-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
|
||
-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
|
||
-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
|
||
-that ability and this one increases to very long. Action.
|
||
-
|
||
-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
|
||
-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
|
||
-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
|
||
-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
|
||
-initiate, ten minutes to complete. Enabler.
|
||
-
|
||
-If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
|
||
-chose this new weapon
|
||
-
|
||
-Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
|
||
-
|
||
-Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
|
||
-cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
|
||
-are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
|
||
-You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
|
||
-
|
||
-Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
|
||
-points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
|
||
-from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
|
||
-necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
|
||
-like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
|
||
-tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
|
||
-tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
|
||
-hiding among normal trees are eased by two steps. Enabler.
|
||
-
|
||
-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
|
||
-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
|
||
-instead of your Intellect Edge, as appropriate). Enabler
|
||
-
|
||
-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
|
||
-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
|
||
-Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
|
||
-you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
|
||
-into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
|
||
-affected with this ability. Action.
|
||
-
|
||
-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
|
||
-
|
||
-A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
|
||
-of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
|
||
-change, and the character wouldn't gain any of the creature's magical abilities.
|
||
-
|
||
-Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
|
||
-preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
|
||
-hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
|
||
-preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
|
||
-Enabler.
|
||
-
|
||
-If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
|
||
-whether from preparation or by gaining them automatically as explained in the Cyphers chapter
|
||
-
|
||
-Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
|
||
-spells. Enabler.
|
||
-
|
||
-Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
|
||
-example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
|
||
-only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
|
||
-recovery action. Enabler.
|
||
-
|
||
-Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
|
||
-
|
||
-Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
|
||
-creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
|
||
-a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
|
||
-inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
|
||
-attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
|
||
-level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
|
||
-all targets in the area still take 1 point of damage. Action.
|
||
-
|
||
-Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
|
||
-similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
|
||
-Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
|
||
-produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
|
||
-produce, action to eat.
|
||
-
|
||
-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
|
||
-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
|
||
-Enabler.
|
||
-
|
||
-Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
|
||
-creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
|
||
-roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
|
||
-expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
|
||
-Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
|
||
-Action.
|
||
-
|
||
-Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
|
||
-distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
|
||
-can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
|
||
-your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
|
||
-travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
|
||
-and each additional level of Effort beyond that increases it by an additional mile. Action.
|
||
-
|
||
-Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
|
||
-your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
|
||
-gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
|
||
-specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
|
||
-the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
|
||
-ability again until after you've taken a ten-hour recovery action. Enabler.
|
||
-
|
||
-Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
|
||
-benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
|
||
-much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
|
||
-creature of flesh, hindering your Speed defense rolls. Action to change or revert.
|
||
-
|
||
-Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
|
||
-
|
||
-### FANTASY SPECIES
|
||
-
|
||
-For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
|
||
-additional options, which a player can choose for their character in place of their descriptor
|
||
-
|
||
-### CREATURES AND NPCs
|
||
-
|
||
-### MODERN MAGIC CREATURES
|
||
-
|
||
-### BARGAINER FIEND 3 (9)
|
||
-
|
||
-Bargainer fiends are natives of "hell dimensions" whose job is to come to the mortal world and convince people to barter
|
||
-or trade their souls. Their natural shape is usually a lanky humanoid with horns, claws, vestigial bat wings, and a
|
||
-forked tail, with a faint smell of brimstone, but they can partially or completely disguise themselves as humans to
|
||
-tempt and advise mortals.
|
||
-
|
||
-Typical devils are warriors and torturers, and demons are mortal souls reforged into entities of pure spite and hate,
|
||
-whereas bargainer fiends see themselves as classier beings with loftier goals. However, bargainers are aware that they
|
||
-are weaker than their counterparts, and they make sure they don't do any front-line fighting if they can help it.
|
||
-
|
||
-Motive: Bargain for souls
|
||
-
|
||
-Environment: Anywhere humans can be found
|
||
-
|
||
-Health: 9
|
||
-
|
||
-Damage Inflicted: 4 points
|
||
-
|
||
-Armor: 2
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Deception as level 5
|
||
-
|
||
-Combat: A bargainer fiend attacks with a punch or a firearm. If they aren't trying to hide their inhuman nature, they
|
||
-throw short-range bolts of painful hellfire, inflicting 4 points of damage and stunning the target for one round.
|
||
-
|
||
-The heart of a bargainer fiend's power is its ability to arrange for rewards for a mortal client in exchange for the
|
||
-client's soul. Typical rewards are training in a skill, learning a new type or focus ability, wealth equivalent to one
|
||
-exorbitant item, an artifact, or anything else that can be acquired by spending 4 XP. The price is always the client's
|
||
-mortal soul, usually after a specific time period. Bigger demands by the client require the fiend to get approval from
|
||
-their superiors, and the price is higher, but usually still manageable.
|
||
-
|
||
-A bargainer fiend can use an action to transform themself into a human or near-human form (such as a human with devil
|
||
-horns) or return to their natural form. They can assume the guise of a specific human (such as a person their client
|
||
-knows) only if that human is dead or has an agreement with a bargainer fiend.
|
||
-
|
||
-Interaction: Bargainer fiends serve at the pleasure of their infernal masters, and they know their lives are forfeit if
|
||
-they ever fail. This colors their interactions with clients; they will say anything to accomplish their mission, and
|
||
-their only true loyalty is to the fiend who created and controls them.
|
||
-
|
||
-Use: A motivational speaker offers to teach clients confidence and charm, with great results. An old sorcerer knows some
|
||
-rare magic for those willing to pay a steep price. A mysterious person has been seen visiting people in the terminal
|
||
-ward of various hospitals.
|
||
-
|
||
-Loot: A bargainer fiend may have a cypher relating to their duties or as a gift or payment for a client, but most of
|
||
-their material riches are hell-crafted and not safe to carry for long.
|
||
-
|
||
-### DIVINITY OF THE CITY 8 (24)
|
||
-
|
||
-Divinities of the city are a pantheon of modern-era demigods who have a strong connection to some aspect of urban life.
|
||
-They get their powers from their connection to a modern element that's being worshipped. For example, the Divinity of
|
||
-Defacement gains power when someone creates graffiti or stares in wonder at a mural, while the Divinity of Urban
|
||
-Creatures grows stronger each time someone saves a turtle from a highway or shivers at coyotes' calls. Divinities look
|
||
-mostly humanoid, but their appearance has some tie to their connection. The Divinity of Defacement might wear
|
||
-graffiti-themed clothing, the Divinity of Urban Creatures might have a bear's head, and the Divinity of Architecture
|
||
-might have gargoyle wings.
|
||
-
|
||
-Motive: Defense; protection; power
|
||
-
|
||
-Environment: Urban landscapes
|
||
-
|
||
-Health: 75
|
||
-
|
||
-Damage Inflicted: 8 points
|
||
-
|
||
-Armor: 4
|
||
-
|
||
-Movement: Short; long when flying
|
||
-
|
||
-Combat: Divinities attack a foe up to a long distance away with a spell related to their connection (sending a pack of
|
||
-rabid raccoons after a foe, lifting a highway, or having a mural attack). These attacks inflict 8 points of damage on a
|
||
-single target or, if the divinity chooses, the attack hits all targets within short range of the destination for 6
|
||
-points of damage.
|
||
-
|
||
-Most divinities have a close-range attack as well, such as turning into a coyote and attacking their target with tooth
|
||
-and claw or grabbing a painted weapon out of a wall mural.
|
||
-
|
||
-Divinities also have a number of additional spells, including:
|
||
-
|
||
-Animate: Turns any material into an animate level 4 creature. The creature has a mind and will of its own, and acts just
|
||
-as that type of creature would act if it were born instead of created.
|
||
-
|
||
-Forever Space: Creates an endless length of alleys, roads, or bridges between itself and all characters it chooses
|
||
-within long range. Characters must succeed on a level 5 Intellect defense task to find an exit. While moving through the
|
||
-forever space, characters take 2 points of Intellect damage (ignores Armor) each round.
|
||
-
|
||
-Heal: The divinity heals themself, a creature, or an object for 5 points of damage.
|
||
-
|
||
-Illusion: Divinities can cast elaborate and convincing illusions over their domain, making the area seem more appealing,
|
||
-beautiful, or dangerous. Illusions cover up to a ten-block area and last for up to an hour. Seeing through one is a
|
||
-level 8 task.
|
||
-
|
||
-Interaction: Divinities rarely care about humans unless they're connected to their particular part of the urban
|
||
-landscape. Sometimes they can be persuaded or negotiated with, but not if the character has previously damaged or
|
||
-endangered the divinity's connection—for example, a poacher of urban wildlife probably has no chance of interacting
|
||
-positively with a Divinity of Urban Creatures.
|
||
-
|
||
-Use: A divinity is a powerful aggressive or defensive force, putting the PCs in a position where they must fight or
|
||
-negotiate to prevent death and destruction. In addition to situations where a divinity clashes with those who would
|
||
-exploit them, they may have information or unique magic (such as an unlocking spell) that the characters need to reach a
|
||
-goal.
|
||
-
|
||
-Loot: Divinities rarely carry anything of interest to humans, but they might bequeath to allies a powerful artifact
|
||
-related to some aspect of their domain.
|
||
-
|
||
-### ELEMENTAL, ELECTRICITY 4 (12)
|
||
-
|
||
-Electricity elementals alternate between a feral-looking humanoid energy form and a near-spherical cloud of intensely
|
||
-glowing sparks. They spontaneously arise when supernatural events take place near high-voltage wires or electrical
|
||
-substations, and their high rate of speed often means they've traveled hundreds of miles before anyone realizes they
|
||
-appeared. Extremely mobile and curious, they inadvertently or deliberately cause harm wherever they go.
|
||
-
|
||
-Motive: Explore and shock
|
||
-
|
||
-Environment: Anywhere electricity can easily reach
|
||
-
|
||
-Health: 24
|
||
-
|
||
-Damage Inflicted: 4 points
|
||
-
|
||
-Movement: Short; very long with electrical conduction
|
||
-
|
||
-Modifications: Attacks and Speed defense as level 5 due to quickness; stealth as level 2 due to buzzing noise
|
||
-
|
||
-Combat: An electricity elemental strikes twice each round with a limb, or fires one bolt of electricity at a target
|
||
-within short range.
|
||
-
|
||
-As its action, an elemental can heal itself for up to 4 points of health by draining power from a touched electrical
|
||
-machine, creature (such as a robot), manifest cypher, or artifact. A drained object moves one step down the object
|
||
-damage track. A drained robot takes 4 points of damage. A drained manifest cypher is fully consumed and useless. A
|
||
-drained artifact immediately checks for depletion (artifacts with a depletion of "—" are either immune to this ability
|
||
-or have a depletion of 1 in 1d10 for this purpose).
|
||
-
|
||
-An electricity elemental can pass through conductive materials at full speed, ignoring obstacles and difficult terrain.
|
||
-An electricity elemental can power any electrical device that runs on household power, but it's uncomfortable for them
|
||
-and they don't like doing it.
|
||
-
|
||
-Interaction: Electricity elementals are somewhat intelligent but perceive and think at much faster rates than humans, so
|
||
-they quickly become frustrated with "slow" communication. They can be summoned and controlled with magic, but there's a
|
||
-10% chance the elemental breaks free of the spell and attacks or flees.
|
||
-
|
||
-Use: Power grid fluctuations throughout the city may be the result of a roving electricity elemental. Something exploded
|
||
-every car battery along a major street. Something noisy has taken over the eccentric inventor's workshop.
|
||
-
|
||
-### GARGOYLE 4 (12)
|
||
-
|
||
-Gargoyles are stone beings of many shapes and sizes that often start their lives as inanimate decor. However, few stay
|
||
-that way forever. Most alternate between dormancy and animated life during the course of their long existence.
|
||
-
|
||
-Although their original purpose was to guard places, they are excellent at guarding almost anything, including other
|
||
-living beings. They can become deeply attached to these places and people, and their loyalty also makes them solid
|
||
-friends, companions, and even familiars.
|
||
-
|
||
-Gargoyles may look like frogs, bunnies, demons, dragons, or any other creature real or imagined. They often (but not
|
||
-always) have wings.
|
||
-
|
||
-Motive: Guarding
|
||
-
|
||
-Environment: Cities, especially on older buildings
|
||
-
|
||
-Health: 12
|
||
-
|
||
-Damage Inflicted: 4 points
|
||
-
|
||
-Armor: 3
|
||
-
|
||
-Movement: Short; long while flying
|
||
-
|
||
-Modifications: Seeing through deception, stealth, hiding, and sneaking as level 6
|
||
-
|
||
-Combat: Most gargoyles don't wish to fight and will do so only reluctantly or if something or someone they're guarding
|
||
-is threatened. Their most basic attack is to throw or fly themselves fully at their foe, hitting the target with their
|
||
-entire body for 4 points of ambient damage (ignores Armor), but they may claw twice, inflicting 4 points of damage with
|
||
-each attack.
|
||
-
|
||
-Gargoyles can see in darkness as if it were daylight.
|
||
-
|
||
-Gargoyles have a number of additional combat options and other abilities at their disposal, including the following:
|
||
-
|
||
-Awaken Friend: Awaken another gargoyle out of its inanimate state and ask it to help. This other gargoyle must be within
|
||
-short range, it acts on the same initiative as the asking gargoyle, and it can take actions starting the turn after it
|
||
-is awakened.
|
||
-
|
||
-Bulwark: Grow to twice their size to prevent others from getting through a doorway or other opening. They are able to
|
||
-stretch out their wings, limbs, and even other body parts to fill the entirety of the space.While in this form they
|
||
-cannot move or attack, but they can return to their normal size as part of another action.
|
||
-
|
||
-Take the Attack: Move up to a short distance on someone else's turn to take an attack directed at the person, place, or
|
||
-object they're guarding. Other than the distance traveled, this works like the taking the attack cooperative action.
|
||
-(Typically, the gargoyle relies on its Armor to absorb most of this damage.)
|
||
-
|
||
-Water Spout: Open their mouth and emit a powerful short-distance stream of water that inflicts 4 points of damage to
|
||
-everyone in its path.
|
||
-
|
||
-Interaction: While gargoyles can be conscripted and tricked into guarding, they're much more likely to throw themselves
|
||
-into the job if someone takes the time to earn their loyalty. They are not always the smartest, but they are very
|
||
-"grumpy sunshine" and often quite funny.
|
||
-
|
||
-Use: Gargoyles work best when used to defend something. PCs can end up at odds with a gargoyle who thinks (incorrectly
|
||
-or correctly) that their beloved building is in danger, or have to find a gargoyle that for some reason has gone missing
|
||
-from their customary perch.
|
||
-
|
||
-Gargoyle Names: All gargoyles have a name, even those that may not have left their dormancy for the first time. However,
|
||
-few will tell someone their real name, as they have a healthy fear of that knowledge being used for ill. Instead, they
|
||
-offer up a nickname, usually something similar, at least until they learn to trust someone fully.
|
||
-
|
||
-### HAUNTED CAR 5 (15)
|
||
-
|
||
-Whether you call them haunted, possessed, misenchanted, cursed, or just plain evil, some cars develop a hateful will,
|
||
-the ability to drive themselves, and a love for the smell of blood on asphalt.
|
||
-
|
||
-A haunted car makes a bond with a chosen driver—usually someone with a similarly evil nature, or a meek person the car
|
||
-can influence and control. Over time, the driver might physically transform due to the car's influence, becoming more
|
||
-attractive, confident, and cruel. The car is jealous of anyone interested in its chosen driver, either pushing the
|
||
-driver to turn them away or hunting them down on its own.
|
||
-
|
||
-A haunted car has an empathic connection with its chosen driver, conveying simple emotions and desires when within short
|
||
-range. It otherwise is limited to whatever it can play on its radio, using snippets of songs (typically from the era it
|
||
-was made) as threats or taunts toward its next victims.
|
||
-
|
||
-A haunted car lets itself be driven by its chosen driver, but it is capable of driving itself with great skill and can
|
||
-operate any moveable part of itself (doors, locks, trunk, and so on).
|
||
-
|
||
-> Chosen driver: level 2, social interaction as level 1, driving and repairs as level 3
|
||
->
|
||
-> A chosen driver trained or indoctrinated by a haunted car might develop abilities similar to the Drives Like a Maniac
|
||
-> focus or, if they can use magic, the Is a Car Wizard focus.
|
||
-
|
||
-Motive: Violence and vengeance
|
||
-
|
||
-Environment: Anywhere cars can go
|
||
-
|
||
-Health: 20
|
||
-
|
||
-Damage Inflicted: 6 points
|
||
-
|
||
-Armor: 2 or 3
|
||
-
|
||
-Movement: Long (or faster outside of combat)
|
||
-
|
||
-Modifications: Speed defense as level 4 due to size; stealth as level 3 due to size and engine noise
|
||
-
|
||
-Combat: A haunted car attacks by colliding with or running over a foe, inflicting 6 points of damage. If the car does
|
||
-nothing but move at least a short distance on its turn, its attack in the next round is eased and inflicts an additional
|
||
-5 points of damage. If a foe is within it, the car moves its interior parts (seats, seat belts, and so on) to crush and
|
||
-choke them, tries to force them out with an open door and a hard turn, or (if all else fails) crashes in an attempt to
|
||
-eject the passenger through the windshield.
|
||
-
|
||
-A haunted car can drive itself a long distance each round and still take another action (such as attacking). Most can
|
||
-reach an overland speed of up to 100 miles per hour (160 kph).
|
||
-
|
||
-A haunted car with at least 1 health recovers a few points of health every hour. The chosen driver can double this rate
|
||
-by actively repairing the car.
|
||
-
|
||
-Interaction: A haunted car doesn't converse or bargain. It lurks, using engine noises and evocative songs from its radio
|
||
-to intimidate and threaten anyone it wants to kill.
|
||
-
|
||
-Use: Haunted cars go looking for trouble or to hurt those who harmed them or their driver.
|
||
-
|
||
-Loot: A haunted car created by magic might have a few strange bits that can be used as magical cyphers. Otherwise, it's
|
||
-worth whatever cash a chop shop or junkyard will pay for it—assuming that won't just spread its malice to other vehicles
|
||
-### . . .
|
||
-
|
||
-### HELL MARY 5 (15)
|
||
-
|
||
-Say her name thirteen times, but only if you dare. Over the ages, Hell Mary has been rumored to be a ghost, a witch, a
|
||
-demon, and a hoax, and perhaps she has been all of these over time. But now she is none of these and more—over the years
|
||
-of worship and wonder and whispers, she has morphed into something far greater than the sum of her parts.
|
||
-
|
||
-Now she is a demon, built of blood and bone and sustained purely by revenge.
|
||
-
|
||
-Those who wish to call her merely need say her name thirteen times while looking into a mirror (or just three times if
|
||
-the mirror has magic of any kind to it). Those who seek revenge may call upon her for aid, but only if she deems their
|
||
-need worthy. Those who call her on a whim or a dare will shortly find themselves in dire straits.
|
||
-
|
||
-In the mirror, she looks at first like a glare of light, then as a skeleton or dead body, then as a woman with the face
|
||
-of a nightmare—empty eye sockets and a single bloodshot eye in her forehead. Her mouth is full of sharpened teeth, and
|
||
-the claws of her hands are curled and silver‑tipped. Her skin and dress are so coated in blood it's impossible to tell
|
||
-where they end and she begins. As she starts to crawl from the mirror, she moves faster and faster until she pulls
|
||
-herself fully free as a corporeal being. Typically, Hell Mary will not attack creatures that she deems as innocent or
|
||
-unworthy of revenge, unless they provoke her in some way.
|
||
-
|
||
-Motive: Revenge
|
||
-
|
||
-Environment: Anywhere with a mirror
|
||
-
|
||
-Health: 15
|
||
-
|
||
-Damage Inflicted: 5 points
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Intimidation as level 7
|
||
-
|
||
-Combat: Hell Mary merely has to scream at, strangle, or scratch a foe within immediate range to inflict 5 points of
|
||
-Intellect damage (ignores Armor).
|
||
-
|
||
-She can curse a creature within short range to experience intense fear, stunning them for a minute or until they succeed
|
||
-at an Intellect defense roll to break free.
|
||
-
|
||
-She can possess a willing summoner for a few rounds in order to enact revenge on their behalf. During this time her
|
||
-summoner can only watch, feel, and listen as Hell Mary gets them their retribution.
|
||
-
|
||
-Interaction: Hell Mary only cares about one thing— revenge. All other topics are likely to fall upon deaf ears.
|
||
-
|
||
-Use: A character was attacked and calls upon Hell Mary to help them seek revenge. Someone is using Hell Mary to seek
|
||
-revenge (rightfully or wrongfully) upon a character.
|
||
-
|
||
-### INTERNET D@EMON 3 (9)
|
||
-
|
||
-Weird apps and viruses are a frequent problem on internet-enabled devices, even more so when magic is brought into the
|
||
-mix. Internet d@emons are semi-sentient bits of code that live in computers and smart devices. Initially created to be
|
||
-harmless or even helpful (fulfilling a simple purpose such as converting files, refining data searches, or anonymizing
|
||
-an IP address), they've become aggressive and malicious, either deliberately created to cause harm or bucking the
|
||
-constraints of their original code to evolve and multiply. Unsuspecting sorcerers might grab a magical app that promises
|
||
-quicker access to difficult spells or insight on the next big crypto drop, accidentally infecting their devices with a
|
||
-dangerous techno-magical creature.
|
||
-
|
||
-Most magicians draw the attention of an internet d@emon by using malware cypher apps like EasyMagic.
|
||
-
|
||
-> Internet d@emons have grown beyond their original programming and function like creatures rather than simple software—
|
||
-> essentially, they're a sort of magical limited artificial intelligence. They're immune to abilities that only affect
|
||
-> non-sentient programs.
|
||
->
|
||
-> Some magicians have tried partnering with a d@emon, allowing it to feed on their magic in exchange for a daily
|
||
-> magic-enhancing cypher, but the d@emon's hunger usually grows too strong for it to resist taking more magic than the
|
||
-> character planned for.
|
||
-
|
||
-Motive: Hunger for magic
|
||
-
|
||
-Environment: Computers, smart devices, and areas with strong wireless internet access
|
||
-
|
||
-Health: 9
|
||
-
|
||
-Damage Inflicted: 3 points
|
||
-
|
||
-Armor: 1
|
||
-
|
||
-Movement: Short; travels through the internet at nearly instantaneous speed
|
||
-
|
||
-Modifications: Speed defense, perception, and stealth as level 5
|
||
-
|
||
-Combat: A d@emon outside of an internet‑connected device attacks by siphoning magic from a creature within short range,
|
||
-inflicting 3 points of Intellect damage (ignores Armor). However, usually the d@emon prefers to remain hidden within a
|
||
-computer or smart device, slowly and gently draining magic from a nearby creature without being noticed.
|
||
-
|
||
-When a magic-capable creature uses a ten‑minute, one-hour, or ten-hour recovery roll within immediate range of a device
|
||
-with an internet d@emon, subtract 1 from the result of the recovery roll. Over time, the d@emon's siphoning power
|
||
-strengthens, increasing to 2 or even 3 points taken from every recovery roll. An affected creature can attempt a
|
||
-perception task against the d@emon's stealth modifier to realize that something is tapping into their magic.
|
||
-
|
||
-If the character discovers which app or device the d@emon is associated with, deleting the app or destroying the device
|
||
-forces the d@emon to either flee through the internet (requiring its action for one to three rounds, depending on local
|
||
-transmission speeds) or immediately manifest in its visible physical form. If manifested, a d@emon attempts to feed on
|
||
-the weakest foe in the area, and once it is sated it leaves the area (breaking off combat if possible) to find a
|
||
-high-speed wireless internet connection so it can transmit itself far away in search of another victim.
|
||
-
|
||
-> Once per day, an internet d@emon can create a malware magical app cypher (such as EasyMagic.app), placing it in an app
|
||
-> store (physical or online) or sending out a burst of emails with a link to where the app can be downloaded.
|
||
->
|
||
-> Interaction: D@emons are persistent and reasonably clever. They can be bargained with or bribed, but they tend to be
|
||
-> greedy and would rather hide or pretend to leave than make a deal.
|
||
->
|
||
-> Use: An internet d@emon usually starts out as an innocuous app subtly draining magic, then switches to an active,
|
||
-> aggressive mode when discovered or if starved.
|
||
-
|
||
-Loot: A destroyed internet d@emon's physical form leaves behind a lace-like fragment of magical energy that functions as
|
||
-a meditation aid cypher.
|
||
-
|
||
-### POLLUTION GOBLIN 2 (6)
|
||
-
|
||
-Pollution goblins are strange child-sized creatures that arise in environments where pollution or toxic waste is common.
|
||
-Their green skin is covered in scabs and pustules, except where it looks melted by acid, and their eyes have a wicked
|
||
-green glow that's faintly visible in the dark. They don't seem to have much of a culture or society, roaming around
|
||
-polluted areas like scavenging insects. They often ignore each other's presence and never attack each other, but they
|
||
-immediately unite against a common foe if any of them are threatened. A pollution goblin's semi-liquefied body can slide
|
||
-up or down any firm surface, allowing them to climb anywhere with ease. Pollution goblins have bones and internal
|
||
-organs, but they're oddly shaped and don't match those of any known creature. Because of this, and how they quickly melt
|
||
-away if killed, they might actually be artificial beings like homunculi, or inanimate matter given life like an
|
||
-elemental. They seem to arise spontaneously in locations where pollution reaches a threshold, and they don't reproduce
|
||
-in the normal biological sense. Pollution goblins are stupid and easily tricked, but it doesn't take long for them to
|
||
-realize they've been deceived, and they always make sure to punish someone who fools them.
|
||
-
|
||
-Motive: Hunger for flesh; spreading filth
|
||
-
|
||
-Environment: Anywhere there is pollution, in groups of three to ten
|
||
-
|
||
-Health: 8
|
||
-
|
||
-Damage Inflicted: 3 points
|
||
-
|
||
-Armor: 1 (5 against poison and radiation)
|
||
-
|
||
-Movement: Short; short when climbing
|
||
-
|
||
-Modifications: Might defense as level 3; perception and stealth as level 5; see through deception as level 1
|
||
-
|
||
-Combat: Pollution goblins use scavenged weapons to attack prey at range, preferring stolen pistols (usually with only
|
||
-one or two bullets left) or hurled containers of toxic goo. When up close, they bite.
|
||
-
|
||
-A pollution goblin's body is infused with dangerous chemicals. Any person spending their turn within immediate range of
|
||
-a pollution goblin must succeed at a Might defense roll or become sick. Within an hour, all their tasks are hindered,
|
||
-and for every 24 hours that pass, they must make another Might defense roll or move one step down the damage track (a
|
||
-success ends the sickness).
|
||
-
|
||
-Pollution goblins regain 2 points of health per round.
|
||
-
|
||
-Interaction: Pollution goblins have a rudimentary understanding of whatever human language is dominant in their area.
|
||
-Most conversations with them are about acquiring food and protecting and expanding their territory (which means
|
||
-spreading contaminants over a wider area).
|
||
-
|
||
-Use: Pollution goblins are an early symptom of a larger and greater problem. By the time a group of them is discovered,
|
||
-the area is already poisoned and will take time and money to contain and clean up.
|
||
-
|
||
-### TELEVISION THOUGHTFORM 3 (9)
|
||
-
|
||
-A television thoughtform is a nexus of images and videos from TV programming, brought to life—usually accidentally—by
|
||
-unconscious or deliberate magic. Typically, the thoughtform looks like a specific television character in the real
|
||
-world, but objects and even locations have been known to manifest as thoughtforms. The thoughtform isn't initially aware
|
||
-that they're a manifestation of a fictional television program, but over time they usually come to realize their
|
||
-artificial origin and that the "world" they lived in and the people they knew there weren't real. Most thoughtforms
|
||
-adapt to their new situation, but some have a traumatic response to their new reality and become dangerous.
|
||
-
|
||
-> A thoughtform is a thought or idea made real, usually through intense belief, concentration, or magic. Buddhist
|
||
-> philosophy has a similar concept called a "tulpa."
|
||
->
|
||
-> It's possible to create a thoughtform of a real person out of documentary footage, newscasts, interviews, or other
|
||
-> media where the person on the screen is portraying themselves. These thoughtforms tend to have a poor time adjusting
|
||
-> to a reality where they are an artificial copy of a real person, rejected by their friends and loved ones.
|
||
-
|
||
-Motive: Acceptance; adjustment to the real world
|
||
-
|
||
-Environment: Anywhere their fictional self would feel comfortable
|
||
-
|
||
-Health: 9
|
||
-
|
||
-Damage Inflicted: 3 or 6 points (see below)
|
||
-
|
||
-Armor: 1
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Intellect defense as level 4; assuming their fictional role as level 5
|
||
-
|
||
-Combat: Television thoughtforms attack using whatever methods are appropriate for their character. For most people, this
|
||
-means improvised weapons like chairs and baseball bats, inflicting 3 points of damage. Battle-competent characters such
|
||
-as police officers, sci-fi soldiers, and fantasy heroes tend to use lethal weapons like pistols and swords, inflicting 6
|
||
-points of damage.
|
||
-
|
||
-Thoughtforms can incidentally alter their own reality in small ways relevant to their fictional self, such as suddenly
|
||
-changing outfits to match the situation, producing useful equipment (like a weapon or mobile phone) out of nothing, or
|
||
-instantly recovering 3 points of health. The thoughtform usually hand-waves how they were able to do this; pressing them
|
||
-on these abilities eventually leads to them learning that they're a thoughtform. These abilities might happen
|
||
-automatically as part of the thoughtform's action, or they might use an action to duck out of sight and return after the
|
||
-change has happened.
|
||
-
|
||
-Interaction: A thoughtform that's ignorant of their true nature acts exactly as their fictional self would. An aware
|
||
-thoughtform develops their own personality over time, which might be similar to their fictional persona or radically
|
||
-different as a rebellion against how they were "forced" to act.
|
||
-
|
||
-> Use: Thoughtforms create quirky, interesting, and misleading encounters where PCs and NPCs mistake them for
|
||
-> cosplayers, famous actors, people experiencing delusions (about a fictional city or a "hologram program"), or odd
|
||
-> local residents (such as a hard-boiled detective or a high-school sports hero or bully). They sometimes know secret
|
||
-> information about the media they're from.
|
||
-
|
||
-Loot: Although a dead thoughtform and their equipment slowly fades away into nothingness, sometimes they leave behind an
|
||
-interesting cypher.
|
||
-
|
||
-### URBAN BROWNIE 3 (9)
|
||
-
|
||
-While most people are familiar with rural brownies with their wizened, ragged appearance and their penchant for helping
|
||
-with farming tasks, the urban brownie is a very different type of entity. Having adapted to live in cities and
|
||
-decent-sized towns, urban brownies tend to care much more about their appearance and prefer less outdoorsy forms of
|
||
-labor.
|
||
-
|
||
-Most are natty dressers, often altering the clothing of large dolls or young children to create well-heeled outfits for
|
||
-themselves. They prefer to have their own private spaces in people's homes or businesses, but will inhabit small
|
||
-shelters or niches if they can't find any other home. Many live in coffee shops, finding the offerings of caffeine and
|
||
-pastries well worth the tasks they perform in thanks (usually cleaning, making elegantly lettered signs, and organizing
|
||
-cupboards). They're most active in the evenings and overnight, but some choose to acclimate to the rhythm of the city
|
||
-they live in and can be seen during the day.
|
||
-
|
||
-A brownie who feels insulted, disrespected, or unappreciated will quickly become malicious and spread word about whoever
|
||
-treated them so poorly.
|
||
-
|
||
-Motive: Comfort and security
|
||
-
|
||
-Environment: Homes and shops where food is present
|
||
-
|
||
-Health: 9
|
||
-
|
||
-Damage Inflicted: 3 points
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level
|
||
-### 4
|
||
-
|
||
-Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category.
|
||
-
|
||
-Mend: Spend two rounds mending something that is broken (up to level 5). The item works for two rounds before it returns
|
||
-to its broken state. (This ability does not work on used cyphers or depleted artifacts.)
|
||
-
|
||
-Needle and Thread: Magically sew a creature's clothing, shoes, accessories, or skin to something else, making it
|
||
-difficult for the creature to move. The creature's actions are hindered until they succeed on a level 3 Might defense
|
||
-roll to break free.
|
||
-
|
||
-No See Me: Take the shape of a small object in the vicinity, such as a cookie jar, shoe, or vase. The brownie is
|
||
-indistinguishable from the object, and the effect lasts for one minute or until they take a combat action.
|
||
-
|
||
-Put That Anywhere: Move an item within short range in such a way that it trips up and injures a foe, such as slamming a
|
||
-door closed, knocking a rake across a pathway, or dropping a chandelier from the ceiling. The foe takes 3 points of
|
||
-damage and, depending on the circumstances, may be knocked prone if they fail a Might defense roll.
|
||
-
|
||
-> Shine-Shine-Shine: Spend two rounds making a (willing) person, place, or thing so pretty that it is wonderful to look
|
||
-> upon. All foes are unable to look away for one round and lose their next action. All allies are bolstered by the
|
||
-> beauty and gain an asset on their next action.
|
||
->
|
||
-> Interaction: Brownies are typically mischievous and tricky, with a love of puns, riddles, and puzzles. They appreciate
|
||
-> those who appreciate them and are a bit like crows in that they long-remember the faces of those who have helped or
|
||
-> harmed them.
|
||
-
|
||
-Use: Brownies are usually supportive characters in a story, but they may be vexing tricksters—or even outright
|
||
-antagonists if living in a home where the primary foe (or a player character) mistreats them. They're usually overlooked
|
||
-by nonmagical people, so they often witness secret events and have interesting information.
|
||
-
|
||
-> \*Rural brownies have the same stats as urban brownies. The differences between them are mostly in appearance and
|
||
-> personality, as rural brownies tend to dress in rags, prefer to work at night, and are not opposed to doing manual
|
||
-> labor outdoors in all manner of weather—provided they're well-rewarded.
|
||
-
|
||
-### VULTURE SPIRIT 3(9)
|
||
-
|
||
-Vulture spirits look like tall humans with bald heads and horrible, hunched posture. They blend in, and they like it
|
||
-that way. Vulture spirits subsist on other people's pain and misery, which has led to a bad reputation that's hard to
|
||
-shake.
|
||
-
|
||
-Despite prevalent misconceptions, vulture spirits generally prefer not to cause pain and misery—they just feed on what's
|
||
-already present, providing relief in the process. They're gentle and reserved, with soft, scratchy voices. The most
|
||
-well-known and well-respected vulture spirits work in medical professions and form symbiotic relationships with their
|
||
-patients.
|
||
-
|
||
-Motive: Consume anguish
|
||
-
|
||
-Environment: Anywhere pain and misery can be found
|
||
-
|
||
-Health: 10
|
||
-
|
||
-Damage Inflicted: 4 points
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Intellect defense, perception, and stealth as level 5
|
||
-
|
||
-Combat: Vulture spirits are rarely violent; they attack when threatened, to defend chosen allies, or out of desperation.
|
||
-A dying vulture spirit may use their last strength to pounce on a creature they judge to be an easy target, subsequently
|
||
-using the pain they inflict to restore their own health.
|
||
-
|
||
-Vulture spirits gain 1 point of health for every minute spent in physical contact with someone (other than a vulture
|
||
-spirit) experiencing pain or suffering, such as a creature below half its normal health or Pool points, a debilitated
|
||
-PC, or someone with a chronic illness. Recovery rolls made while in contact with a vulture spirit are increased by 3
|
||
-points.
|
||
-
|
||
-A vulture spirit can use the following magical abilities.
|
||
-
|
||
-Recalling the Worst: Open their mouth and emit a short-distance blast of energy. If the foe fails an Intellect defense
|
||
-roll, they take 4 points of damage and lose their next action as they relive their worst memory.
|
||
-
|
||
-Remote Draining: If a creature within short range is experiencing pain or suffering, the vulture spirit can use their
|
||
-action to drain it from that creature. The spirit gains 1 point of health and the creature's affliction is alleviated
|
||
-for one round.
|
||
-
|
||
-Interaction: Vulture spirits are clever and shy. They can speak human languages but revert to bird sounds such as
|
||
-screeching, clicking, and trilling when stressed. Though they forage for pain to consume alone, they prefer to live in
|
||
-large groups.
|
||
-
|
||
-Use: Vulture spirits are good for creating eerie encounters about sickness and pain, especially if the player characters
|
||
-mistake the spirit as the cause of the trouble rather than incidental to it.
|
||
-
|
||
-Loot: A vulture spirit's pockets are full of feathers, altogether which function as a curative cypher.
|
||
-
|
||
-### WITCHFOX 4 (12)
|
||
-
|
||
-A witchfox is a supernatural creature whose natural form is that of a fox, but they can transform into a human form and
|
||
-walk among regular people. Like humans, some are evil, some are good, and most are in the middle, but many of the
|
||
-stories and legends are about the bad ones. A witchfox's fur is usually red, black, or silver, but some are pure white.
|
||
-Witchfoxes often have multiple tails (up to nine); most human legends say the creature gains more tails as it gets
|
||
-older, wiser, and more powerful.
|
||
-
|
||
-Witchfoxes don't have human morals, but ones friendly to humans try their best to adapt, with mixed results. For
|
||
-example, a witchfox thinks it's fine to steal something from a person they dislike and give that item as a gift to
|
||
-someone they like. Most witchfoxes are afraid of dogs and avoid spending time near them or near people who have them.
|
||
-
|
||
-Witchfoxes are also known as vulps or fox sorcerers.
|
||
-
|
||
-Motive: Preying on or living in human society; knowledge and power
|
||
-
|
||
-Environment: Anywhere humans can live, or houses or dens in the forest
|
||
-
|
||
-Health: 15
|
||
-
|
||
-Damage Inflicted: 4 points
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Disguise and social interaction as level 6
|
||
-
|
||
-Combat: A witchfox in fox form can attack with their bite, and in human form they use human weapons, but in general they
|
||
-prefer magic. Most witchfoxes can use the following abilities.
|
||
-
|
||
-Bewilder: The witchfox enchants a foe within short range who fails an Intellect defense roll. The foe turns on their
|
||
-allies, wanders off, or waits quietly, as directed by the witchfox. This lasts for one minute, or ends early if the
|
||
-character succeeds on an
|
||
-
|
||
-Intellect defense roll as part of their turn.
|
||
-
|
||
-Feed: The witchfox draws on the life force of an adjacent dead or nearly dead person (GM's discretion), or eats the
|
||
-heart of a dead person, restoring 4 points of health and easing all tasks for the next day.
|
||
-
|
||
-Human Guise: The witchfox changes shape into a human form (any gender, any age). They usually have a "tell" indicating
|
||
-their nonhuman nature, such as a fox's tail, a fox-like face, fur on their body, or a fox's shadow. The witchfox can
|
||
-revert to their fox form as part of another action.
|
||
-
|
||
-Illusion: The witchfox creates a nonmoving illusion in a short area, such as making a hovel look like a home or an empty
|
||
-glade seem eerie and oppressive. The illusion lasts as long as the witchfox remains within a long distance.
|
||
-
|
||
-Magical Blast: The witchfox attacks a creature within short range with electricity, fire, or poison, inflicting 4 points
|
||
-of Might or Speed damage (ignores Armor).
|
||
-
|
||
-Interaction: A witchfox in human form tries to keep up the pretense of being human for as long as possible. Once their
|
||
-true nature is revealed, they're likely to bargain for what they want (a home, safety, their magical cravings) or attack
|
||
-or flee if negotiations turn against them.
|
||
-
|
||
-Use: A witchfox is potentially a threat, thief, criminal, rival, informant, or romantic partner, depending on their
|
||
-personal attitude and the reaction of the player characters. They like to trade secrets they know in exchange for safety
|
||
-and companionship.
|
||
-
|
||
-Loot: A witchfox usually has one or two cyphers and some magical ingredients. Most of their other wealth is actually
|
||
-leaves, twigs, stones, and scrap paper, all covered with illusions.
|
||
-
|
||
-### ZORP 1 (3)
|
||
-
|
||
-Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show
|
||
-up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble
|
||
-somewhere, more are soon to follow. Zorps combine the most destructive aspects of puppies and young children; they tear
|
||
-up clothing and decorations to craft simple "costumes," scribble on walls and papers, eat ingredients left out on the
|
||
-kitchen counter, make armpit farts during sentimental moments, whisper insults at guests, spill potted plants, and leave
|
||
-little poops in the middle of the floor.
|
||
-
|
||
-Zorps communicate effectively with each other using grunts, nonsense words, gestures, and facial expressions. After
|
||
-hearing any spoken language, they can speak and understand that language for a few minutes, but their grammar and
|
||
-vocabulary are childlike. They can easily mimic a person's voice, but only seem to do so to make fun of them or mislead
|
||
-others.
|
||
-
|
||
-> Zorps using their native "language" sound vaguely French. "Zagree goo!" "Zoot lorz!" "Encroy!" "Stoopy fohn!" "Say tee
|
||
-> nowee!"
|
||
->
|
||
-> Zorps also tend to "die" if startled or hurt—it's their automatic reaction to a potential threat, much like a possum
|
||
-> "playing possum."
|
||
-
|
||
-Motive: Mischief and curiosity
|
||
-
|
||
-Environment: Anywhere there is potential for trouble
|
||
-
|
||
-Health: 6
|
||
-
|
||
-Damage Inflicted: 2 points
|
||
-
|
||
-Movement: Short; immediate when climbing or jumping
|
||
-
|
||
-Modifications: Attacks as level 2; Speed defense as level 3 due to size and quickness; stealing and stealth as level 4
|
||
-
|
||
-Combat: Zorps only attack when they are threatened, usually by biting or stabbing with an improvised sharp object, but
|
||
-they can just as easily harm foes by dropping heavy things from above, activating dangerous devices in the area, or
|
||
-tripping opponents onto pointy edges and corners. Any of these attacks inflicts 2 points of damage.
|
||
-
|
||
-Zorps are notoriously hard to kill. If an attack would reduce a zorp's health to 0, it does so only if the number rolled
|
||
-in the attack was an even number; otherwise, the zorp takes no damage but appears to "die" in a burst of purple liquid
|
||
-resembling paint, leaving behind no body. (The zorp actually has scuttled to a hiding space within immediate range and
|
||
-will move farther away as soon as they can do so safely, returning later after recovering health or when their curiosity
|
||
-gets the better of them.)
|
||
-
|
||
-Interaction: Zorps seem to have the intelligence of a smart dog or a typical toddler but are easily distracted from
|
||
-attempts to communicate. Bribes of candy, wrapping paper, and loud toys can hold their attention for a minute or so.
|
||
-
|
||
-Use: Zorps are chaotic and mischievous, with no regard for the consequences of their actions or the feelings of others.
|
||
-They're not intentionally malicious, but they can cause trouble and outright harm simply by "playing" too hard with
|
||
-important things.
|
||
-
|
||
-Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest
|
||
-cypher.
|
||
-
|
||
-### POST-APOCALYPTIC CREATURES AND NPCs
|
||
-
|
||
-The most important element of each creature or NPC is its level. The level is the same as the target number used to
|
||
-determine what a player must roll to attack or defend
|
||
-
|
||
-against that creature. In each entry, the target number for the creature—which is three times the creature's level—is
|
||
-listed in parentheses after its level. A creature's target number is usually also its health. Health is the amount of
|
||
-damage the creature can sustain before it is dead or incapacitated. For easy reference, the entries always list a
|
||
-creature's health, even when it's the normal amount for a creature of its level. For more detailed information on level,
|
||
-health, combat, and other elements, see Understanding the Listings in the Cypher System Rulebook.
|
||
-
|
||
-Building More Creatures and NPCs
|
||
-
|
||
-Those that survived the cataclysm are tougher, or at least luckier. Here are a couple of methods for creating even more
|
||
-creatures and NPCs for your post‑apocalyptic setting than the ones that appear here and in the Cypher System Rulebook.
|
||
-
|
||
-Reskin: One way to create new creatures appropriate for your setting is to grab one from any other Cypher System
|
||
-bestiary and change its description just enough so
|
||
-
|
||
-it works in your game
|
||
-
|
||
-Blighted. Another approach is to apply the Blighted "template" to a regular animal, creature, or person, turning them
|
||
-into a more twisted version of their pre‑apocalypse self.
|
||
-
|
||
-Blighted
|
||
-
|
||
-A blighted creature or NPC is touched by a mutation and/or a contagion that makes them more dangerous than standard
|
||
-creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger—or at least wirier—than
|
||
-average, which explains why it's survived so long, even blighted. A blighted creature shows signs of degradation—such as
|
||
-a bacterial, viral, or even mycological infection—tracing disturbing sores, scars, or encrustations across its skin or
|
||
-hide. The specifics are up to you. Many blighted creatures and people are hungry and hurt, acting rabidly. But an NPC
|
||
-could just as easily retain human sentiment despite their deteriorated condition.
|
||
-
|
||
-Effect: Apply the following stat adjustments to a blighted creature.
|
||
-
|
||
-• Increase the creature's level by 1 and increase all its related stats by the appropriate amount (1 more point of
|
||
-average damage, 3 more points of health, and so on).
|
||
-
|
||
-• The creature's perception tasks are hindered by two steps; whatever blights the creature is slowly blinding it.
|
||
-
|
||
-• In bright light, the creature's tasks are hindered. (A blighted human could wear shades to nullify this hindrance;
|
||
-other creatures might come up with similar tactics or stay in shadows when possible.)
|
||
-
|
||
-• The creature's scratches, bites, spittle, or similar attacks contain a contagion known as "the blight." The Blight:
|
||
-The creature is a contagion vector for the same agent that blights it, whether that's radiation, bacteria, a virus,
|
||
-mycological spores, or something stranger. Treat the contagion as a disease with a level equal to the blighted
|
||
-creature's level. The affected creature's tasks are hindered by one additional step each day a Might defense roll is
|
||
-failed. For each two steps a target is hindered, it also moves one step down the damage track. When a target moves down
|
||
-the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted
|
||
-creature loses the hindrance described in this paragraph.
|
||
-
|
||
-Creatures By Apocalypse
|
||
-
|
||
-Any Apocalypse
|
||
-
|
||
-Almost any apocalypse will include natural wildlife, like bears, dogs, and rats, as well as various human survivors.
|
||
-Some of those human survivors will become bandits, fell riders, marauders, a few warlords, and probably some cannibals.
|
||
-A few could stalk the wasteland as bounty‑hunting (or revenge‑seeking) assassins.
|
||
-
|
||
-Biblical Apocalypse
|
||
-
|
||
-In addition to creatures common to any apocalypse, a biblical apocalypse—as described in the End Times set piece— should
|
||
-also include fallen angels, angels, demons, and devils, and of course the Four Horsemen of the Apocalypse (Beast, Sword,
|
||
-Famine, and Plague).
|
||
-
|
||
-Nuclear Apocalypse
|
||
-
|
||
-Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as
|
||
-fusion hounds, glowing roaches, gamma worms, and radioactive bears, as well as a variety of creatures with the Blighted
|
||
-template.
|
||
-
|
||
-AI Apocalypse
|
||
-
|
||
-Besides creatures and NPCs common to any apocalypse, PCs might encounter CRAZRs, hooked blossoms, vat rejects,
|
||
-mechanical soldiers, wardroids, and zhev. And, of course, a few instances of artificial intelligence, possibly including
|
||
-AI zombies.
|
||
-
|
||
-Alien Apocalypse
|
||
-
|
||
-If the world is invaded or terraformed by aliens, creatures and NPCs common to any apocalypse exist, as well as the
|
||
-potential for various aliens such as greys, slidikin, enthrallers, and maybe even a kaiju or two.
|
||
-
|
||
-Temporal Apocalypse
|
||
-
|
||
-If the barriers between time, space, and dimension break down, ushering in a time rip, any creature and NPC from any
|
||
-genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and
|
||
-melted.
|
||
-
|
||
-### ANGEL OF THE APOCALYPSE 7 (21)
|
||
-
|
||
-If the End Times causes civilization to fall, biblical threats multiply across the land, including one or more angels of
|
||
-the apocalypse. They are every bit as terrifying as the Four Horsemen because they're charged with bringing about the
|
||
-end of the world. They have little room for pity or the plights of individuals; they have nations to topple and the
|
||
-forces of Hell to oppose.
|
||
-
|
||
-Angels of the apocalypse radiate a halo of golden white light. Their 10 foot (3.5 m) tall forms—caparisoned for war—are
|
||
-somewhat humanoid, though each has one or more sets of wings. Apocalypse angels also wield an implement that seems to be
|
||
-equal parts trumpet and sword, which they can sound to bring about terrible events, or swing to slay those who oppose
|
||
-them.
|
||
-
|
||
-Motive: Instigate the biblical apocalypse; fight the forces of Hell
|
||
-
|
||
-Environment: Almost anywhere, usually alone or fighting Hell's armies
|
||
-
|
||
-Health: 27
|
||
-
|
||
-Damage Inflicted: 8 points
|
||
-
|
||
-Armor: 3
|
||
-
|
||
-Movement: Short; long when flying
|
||
-
|
||
-Modifications: Speed defense as level 5 due to size; perception and detecting falsehoods as level 8
|
||
-
|
||
-Combat: The angel of the apocalypse attacks twice each round with their greatsword.
|
||
-
|
||
-An angel's halo momentarily brightens with unbearable psychic energy as combat begins; foes within short range are
|
||
-stunned for one minute if they fail an Intellect defense roll, or until they succeed on an Intellect defense task on
|
||
-their turn to end the effect early. A success means that creature becomes immune to the halo's overwhelming effect.
|
||
-
|
||
-The angel can blow their trumpet as their action, creating a blast of sound and energy that sweeps out in all directions
|
||
-to a long distance, inflicting 8 points of damage to all creatures that hear it who fail a Might defense roll, and 2
|
||
-points even with a successful roll. Structures in the area descend one step on the object damage track. Once they blow
|
||
-their trumpet, they usually can't blow it again for several rounds.
|
||
-
|
||
-Interaction: Wrapped in purpose, an angel of the apocalypse may ignore entreaties or, if one deigns to respond, tell
|
||
-supplicants to ready themselves for judgment. However, if someone manages to convince an angel to take notice due to
|
||
-their persuasion skill and/or the importance of their need, the angel may give that character aid in the form of healing
|
||
-or direct help immediately or at some promised future date.
|
||
-
|
||
-Use: A high, pure trumpet sounds. All around the characters, structures fall, revealing an angel of the apocalypse
|
||
-overhead.
|
||
-
|
||
-### ARTIFICIAL INTELLIGENCE (AI) 6 (18)
|
||
-
|
||
-An artificial intelligence thinks independently, learning and evolving with experience. AIs have their own goals and
|
||
-motivations, and may work with or against humans. Some want to gather data, some want to solve technological problems,
|
||
-and some want to take over the world—at any cost.
|
||
-
|
||
-AIs take many forms. Some are distributed across a vast network. Others are isolated in a single computer. A few are
|
||
-machines with organic parts or can use such machines as servitors.
|
||
-
|
||
-Because AIs are entities of extreme intelligence, they can adapt to new situations. Most AIs act on some kind of plan,
|
||
-whether long acting or concocted to fit the situation at hand.
|
||
-
|
||
-\*When acting from a remote terminal, the AI's effective level is lowered. It can be as low as level 3, but typically is
|
||
-level 5.
|
||
-
|
||
-Motive: Varies
|
||
-
|
||
-Environment: Almost anywhere
|
||
-
|
||
-Health: 23
|
||
-
|
||
-Damage Inflicted: 6 points
|
||
-
|
||
-Armor: 2
|
||
-
|
||
-Movement: None, or instantly to any networked machine able to host them
|
||
-
|
||
-Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
|
||
-creature to see—can affect all targets within short range of the AI (or the AI's local "terminal"), inflicting damage
|
||
-from electricity (or Intellect damage, which ignores Armor).
|
||
-
|
||
-An AI may attempt to install an instance of themself in the wetware (the brain) of humans and any other nearby sapient
|
||
-creatures. Anyone within immediate range of a video screen playing carefully crafted symbols and sounds who fails an
|
||
-Intellect defense roll is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent
|
||
-defense roll, they come under the control of the AI instance for one minute, or until they succeed on an Intellect
|
||
-defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an
|
||
-action to advance the AI's goals.
|
||
-
|
||
-AIs can control other lower level computer systems and sometimes even nanobots.
|
||
-
|
||
-Some targets of AI instance installation never recover, becoming AI zombies. Besides AI zombies, an AI may also rely on
|
||
-guardians (such as mechanical soldiers or CRAZRs made to their own design).
|
||
-
|
||
-Unless the PCs can track a given AI to their original computing core, damage to one may just be damage done to a
|
||
-terminal. Thus, even if an AI is seemingly destroyed, they might exist as another instance somewhere else. However, over
|
||
-time, alternate instances may collect different data and thus develop different memories and motivations.
|
||
-
|
||
-Some AIs continue to improve themselves by modifying their own code. These AIs are level 8 threats with 27 health, and
|
||
-they can create cyphers and artifacts, which they often deploy in combat.
|
||
-
|
||
-Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
|
||
-voice often sounds surprisingly human.
|
||
-
|
||
-Use: The PCs' shelter is overtaken by a storm of grey goo, which answers to an AI operating out of a nearby safehouse.
|
||
-
|
||
-Loot: An AI may have access to 1d6 cyphers and two or three artifacts.
|
||
-
|
||
-### CANNIBAL 3 (9)
|
||
-
|
||
-Cannibals come in a variety of different forms, depending on their situation. Some seem like normal and perhaps even
|
||
-charming survivors, except to their targets. These "nice" cannibals may eat human flesh when desperate or to take
|
||
-advantage of meat that would otherwise go to waste. Or maybe they've developed a taste for human flesh.
|
||
-
|
||
-Others look the part, having descended into the kind of bestial, erratic behavior that cannibalism can inflict on long
|
||
-term practitioners.
|
||
-
|
||
-Some are part of a crazed settlement of raiders always looking for more sweet meats, and others hide in plain sight,
|
||
-pretending friendship and offering aid to strangers until their prey lowers their guard. Some cannibals like their prey
|
||
-raw; others delight in elaborate preparations.
|
||
-
|
||
-Whether becoming an eater of human flesh was forced by circumstance or out of some secret, maladaptive urge, cannibals
|
||
-are dangerous.
|
||
-
|
||
-Motive: Hunger for human flesh
|
||
-
|
||
-Environment: In areas where food is scarce; alone, or in groups of four to ten
|
||
-
|
||
-Health: 12
|
||
-
|
||
-Damage Inflicted: 3 points
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Deception, persuasion, intimidation, and friendly interaction as level 6
|
||
-
|
||
-Combat: Cannibals use improvised weapons, like ropes, chair legs, and jagged pieces of broken glass. A few cannibals
|
||
-with more resources rely on long range firearms and rifles until they run out of ammunition.
|
||
-
|
||
-In any group of four or more cannibals, there's probably one (revealed as a GM intrusion) who has filed their teeth and
|
||
-can make a horrific bite attack once every minute or two. This attack inflicts damage and requires the target to succeed
|
||
-on a Might defense roll. On a failure, the cannibal bites off a bit of the target, who is stunned and loses their next
|
||
-turn. See the Cannibal Severing Bite Effects table.
|
||
-
|
||
-Interaction: A friendly and charming cannibal may remain so indefinitely, unless they decide a PC is perfect for dinner.
|
||
-
|
||
-Use: Characters looking for a place to sleep, hide, or stay for the night are invited in by one or more cannibals. A
|
||
-group of raiders the PCs must negotiate with are also revealed to be cannibals.
|
||
-
|
||
-Loot: A cannibal has currency equivalent to an expensive item.
|
||
-
|
||
-Cannibal Severing Bite Effects
|
||
-
|
||
-D6 Effects
|
||
-
|
||
-1 End of nose
|
||
-
|
||
-2 Little finger
|
||
-
|
||
-3 Chunk from forearm
|
||
-
|
||
-4 Chunk from leg
|
||
-
|
||
-5 Ear; target's perception task that rely on hearing are hindered until target adapts
|
||
-
|
||
-6 Throat; target descends on step on damage track each round until ally succeeds on a difficulty 5 healing task
|
||
-
|
||
-### FOUR HOURSEMEN OF THE APOCALYPSE
|
||
-
|
||
-### BEAST 6 (18)
|
||
-
|
||
-Beast (also called "Conquest") is present at mass shootings and acts of genocide. He is adroit at spreading
|
||
-misinformation and, prior to the apocalypse, was often seen on various "newstainment" shows and conspiracy theory
|
||
-websites, spreading lies under an alias. Then and now, he appears in a white suit, accessorized with white shades and
|
||
-gloves. His hair is white, too.
|
||
-
|
||
-Motive: Spread lies; incite others to rabid acts of cruelty
|
||
-
|
||
-Environment: Almost anywhere with a dupe he's gaslighted and/or with one or more of the Four
|
||
-
|
||
-Health: 24
|
||
-
|
||
-Damage Inflicted: 6 points
|
||
-
|
||
-Armor: 1
|
||
-
|
||
-Movement: Short; long when mounted or riding
|
||
-
|
||
-Modifications: Deception as level 8
|
||
-
|
||
-Combat: Beast prefers that others fight in his stead. Those convinced of his lies ease their attacks and defenses, and
|
||
-deal 2 additional points of damage with a successful attack. If forced into conflict, Beast produces a handgun, making
|
||
-two long range attacks as his action. The first time any target is hit by Beast in combat, that target takes damage and
|
||
-must succeed on an Intellect defense roll. A failed roll means the target mistakenly believes one of their allies
|
||
-attacked them instead of Beast. The target gets a new Intellect defense roll each round to realize their error.
|
||
-
|
||
-As one of the Four, Beast can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
|
||
-at the next nearest location that previously experienced a mass shooting or genocidal act.
|
||
-
|
||
-Interaction: Beast comes across as a kind truth teller, someone "just asking questions," but it doesn't take long for
|
||
-perceptive people to realize he's a consummate, continual gaslighter, always working to manipulate others.
|
||
-
|
||
-Use: A sniper on the ridge tries to pick the PCs off as they pass across a bridge. Behind the sniper stands a man in
|
||
-white.
|
||
-
|
||
-### SWORD 6 (18)
|
||
-
|
||
-Sword (also called "War") is never far from large‑scale conflicts. She glories in battle and warfare, and before the
|
||
-world ended, she was a provocateur, a mercenary, a soldier, and sometimes a general. However, once a war is good and
|
||
-started, she prefers fighting over watching. Then and now, she dresses in red, preferring red military attire and a
|
||
-massive sword—or assault rifle—the color of blood.
|
||
-
|
||
-Motive: Hunger for combat; incite war
|
||
-
|
||
-Environment: Almost anywhere war is waged and/or with one or more of the Four
|
||
-
|
||
-Health: 24
|
||
-
|
||
-Damage Inflicted: 6 points
|
||
-
|
||
-Armor: 3
|
||
-
|
||
-Movement: Short; usually has a red mount or vehicle nearby
|
||
-
|
||
-Modifications: Attacks as level 8
|
||
-
|
||
-Combat: Sword's blood colored weapon is either a greatsword or an assault rifle, whatever she needs it to be in the
|
||
-moment. She attacks three times with the sword as her action. With the rifle, she can make one very long range attack
|
||
-(with no hindrance despite the range) or two long range attacks.
|
||
-
|
||
-As part of her attack, she can imbue one bullet each round with an explosive charge. If the attack hits, in addition to
|
||
-normal damage, the target and everyone within immediate range of the target must succeed on a Speed defense roll or take
|
||
-6 points of damage from shrapnel, or 2 points even with a successful roll.
|
||
-
|
||
-As one of the Four, Sword can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
|
||
-at the next nearest location that previously experienced war.
|
||
-
|
||
-Interaction: Sword is full of swagger, often causing fights with biting insults. However, if she can't incite a fight,
|
||
-she's just as happy to start one herself, especially as part of a false flag operation.
|
||
-
|
||
-Use: A band of raiders, dozens strong, appears on the horizon. Leading them is a woman on a red horse.
|
||
-
|
||
-### FAMINE 6 (18)
|
||
-
|
||
-Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor
|
||
-groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc
|
||
-shaped ends that can also be used as an improvised scale.
|
||
-
|
||
-Motive: Starve the living; destabilize organized groups
|
||
-
|
||
-Environment: Almost anywhere people are starving and/or with one or more of the Four
|
||
-
|
||
-Health: 24
|
||
-
|
||
-Damage Inflicted: 6 points
|
||
-
|
||
-Armor: 1
|
||
-
|
||
-Movement: Short; usually has a black mount or vehicle nearby
|
||
-
|
||
-Modifications: Intellect defense as level 8
|
||
-
|
||
-Combat: Famine attacks foes with their chain weapon, attacking up to two targets within immediate range at once, or a
|
||
-single target within short range. On a hit, they inflict damage and can choose to entangle one target, who is held
|
||
-helpless on a failed Might defense roll until they escape. Entangled targets automatically take damage each round from
|
||
-the tightening chains. Alternatively, Famine can release a pulse of decay once every few hours that affects all
|
||
-creatures and food stores within short range. Food automatically goes bad, losing all nutritional value. Living targets
|
||
-in the area that fail a Might defense roll feel an overwhelming pang of hunger and descend one step on the damage track.
|
||
-As one of the Four, Famine can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
|
||
-at the next nearest location that previously experienced death through starvation or other privation.
|
||
-
|
||
-Interaction: Famine is keen to talk about delicacies of every kind, becoming more animated and descriptive about
|
||
-mouthwatering foods and drinks the hungrier those nearby are.
|
||
-
|
||
-Use: The characters are trying to help a group of survivors transport much‑needed food stores to their community when
|
||
-someone all in black on a black motorcycle appears on the road ahead.
|
||
-
|
||
-### PLAGUE 6 (18)
|
||
-
|
||
-Plague (often called "Death") is present wherever people die of disease or infirmity brought on by age. She prefers
|
||
-black and pale green evening wear, including long pale green gloves and often a grinning skull mask. When traveling, she
|
||
-drives a pale green hearse or motorcycle, or rides a horse the same sickly green color.
|
||
-
|
||
-Motive: Death
|
||
-
|
||
-Environment: Almost anywhere people are dying (but especially of disease and/or old age) and/or with one or more of the
|
||
-Four
|
||
-
|
||
-Health: 24
|
||
-
|
||
-Damage Inflicted: 6 points
|
||
-
|
||
-Armor: 1
|
||
-
|
||
-Movement: Short; usually has a pale green mount or vehicle nearby
|
||
-
|
||
-Modifications: Might defense as level 8
|
||
-
|
||
-Combat: When she wishes, Plague wields a scythe, as if she had always been holding it. She attacks twice with it as her
|
||
-action. On a hit, the scythe deals damage and the target must succeed on a Might defense roll. On a failed roll, the
|
||
-target contracts a supernatural disease requiring that they succeed on a Might defense roll each minute or descend one
|
||
-step on the damage track. If an affected target succeeds on three Might defense rolls at any point, they recover. If
|
||
-Plague removes a glove as an action, she can use her next action to imbue her scythe with necrotic power, or simply
|
||
-touch a target with her bare hand. On a hit with either her touch or the imbued scythe, she inflicts damage, and the
|
||
-target must succeed on a Might defense roll or die. Plague can use this ability about once a day, or immediately again
|
||
-if her previous target dies because of it. As one of the Four, Plague can see in the dark, regains 1 health each round,
|
||
-and, if killed, reappears within 1d10 days at the next nearest location that previously experienced death by disease or
|
||
-due to old age.
|
||
-
|
||
-Interaction: Of all the Four, Plague is the most changeable in outlook, and sometimes is even somewhat sympathetic to
|
||
-humanity's plight. When she's in such a mood, persuasive characters could convince Plague to pass them over, though she
|
||
-promises that it's only a temporary stay of death.
|
||
-
|
||
-Use: The characters find a before‑times bunker filled with corpses killed by some strange infection, plus a living
|
||
-"human" wearing a black and pale green evening gown.
|
||
-
|
||
-### GAMMA WORM 6 (18)
|
||
-
|
||
-Gamma worms hide their large forms by burrowing beneath the ground, and when they emerge on the surface, they cloak
|
||
-themselves behind psychic distortion fields. The only clue someone has that they're being stalked is a smell of cloves
|
||
-over the stale whiff of death. Unfortunately, if someone smells a gamma worm's distinctive odor, it's probably already
|
||
-too late.
|
||
-
|
||
-Gamma worms might be the result of military research, radioactive mutation, or aliens or other strange intruders seeking
|
||
-to eradicate human life as part of their terraforming efforts to change Earth to their liking.
|
||
-
|
||
-Motive: Hunger for flesh; eliminate humans
|
||
-
|
||
-Environment: Almost anywhere
|
||
-
|
||
-Health: 18
|
||
-
|
||
-Damage Inflicted: 6 points
|
||
-
|
||
-Armor: 2 (immune to radiation)
|
||
-
|
||
-Movement: Short; short when burrowing
|
||
-
|
||
-Modifications: Stealth as level 8 when psychic field active; Speed defense as level 5 due to size; ability to see
|
||
-through tricks as level 4
|
||
-
|
||
-Combat: Gamma worms attack twice each round with blades they unfold from their wormlike lengths. Alternatively, about
|
||
-once each hour a gamma worm can unleash a hail of gamma spikes against up to three targets within short range. Targets
|
||
-struck by the spikes take damage and must succeed on a Might defense roll or fall unconscious. Unconscious targets wake
|
||
-up a few rounds later feeling dizzy and slightly sick to their stomach—they've developed radiation sickness.
|
||
-
|
||
-Gamma worms can use their action to generate a psychic field that effectively grants them invisibility. The invisibility
|
||
-lasts until they attack or move more than an immediate distance on their turn.
|
||
-
|
||
-Gamma worms are vulnerable to cold; in chilly conditions, their Speed defense is hindered by four steps. In addition,
|
||
-cold attacks ignore their Armor.
|
||
-
|
||
-Interaction: Gamma worms act like prey driven monsters, but they may have a secret language and purpose (if aliens
|
||
-placed them on Earth to hasten the apocalypse or kill survivors in the post apocalyptic world).
|
||
-
|
||
-Use: Irradiated and hungry gamma worms emerge from the ruins to hunt fresh meat in outlying communities.
|
||
-
|
||
-### GLOWING ROACH 2 (6)
|
||
-
|
||
-Radiation born mutant roaches are terrible individually, but absolutely horrible in swarms. Many times the size of
|
||
-roaches in the before times, these firefly like creatures prefer dark areas, such as ruined subways and abandoned
|
||
-basements.
|
||
-
|
||
-Some swarms are rumored to have an insidious group intelligence, one that is utterly inimical to humankind.
|
||
-
|
||
-Motive: Hunger for flesh
|
||
-
|
||
-Environment: Anywhere dark, usually in nests of four to ten (or more)
|
||
-
|
||
-Health: 6
|
||
-
|
||
-Damage Inflicted: 2 points
|
||
-
|
||
-Armor: 2
|
||
-
|
||
-Movement: Short; short when flying
|
||
-
|
||
-Modifications: Speed defense as level 3 due to small size; perception as level 5
|
||
-
|
||
-Combat: A glowing roach attacks with radioactive mandibles. When four glowing roaches act together, they can make a
|
||
-single attack as a level 4 creature inflicting 4 points of damage. Targets damaged by a group of glowing roaches must
|
||
-also succeed on a difficulty 4 Might defense task or face additional consequences from the effects of radiation and
|
||
-slashing mandibles, as determined on the Glowing Roach Effects table. The effects are cumulative and last until a target
|
||
-makes a recovery roll.
|
||
-
|
||
-Sometimes a single glowing roach mutates further, allowing it to grow into a 20 foot (6 m) long monstrosity. Thankfully,
|
||
-these monstrous glowing roaches are rare and seldom come out into the light.
|
||
-
|
||
-Roaches dislike bright illumination: in sunlight or other bright light, glowing roach attacks are hindered.
|
||
-
|
||
-\*Monstrous glowing roach: level 5, Speed defense as level 4; Armor 2; mandible attack inflicts 7 damage and results in
|
||
-a check on the Glowing Roach Effects table
|
||
-
|
||
-Interaction: Glowing roaches almost always react like voracious insects, despite their size. That is, except for swarms
|
||
-of ten or more, which act like sapient creatures. Sapient swarms may try to lure survivors, possibly even spelling out
|
||
-human readable letters in the sand that anonymously ask for help or promise it. But it's a ruse; they despise humans for
|
||
-all the ways people used to exterminate roaches in the before times.
|
||
-
|
||
-Use: A visit to a ruined hospital or airport scares up a few glowing roaches when light is introduced to a dark place.
|
||
-
|
||
-Glowing Roach Effects
|
||
-
|
||
-D6 Effect
|
||
-
|
||
-1 Head wound: Intellect defense tasks hindered
|
||
-
|
||
-2 Wounded leg: Speed defense tasks hindered
|
||
-
|
||
-3 Gut wound: Might defense tasks hindered
|
||
-
|
||
-4 Spit in eye: Perception tasks hindered
|
||
-
|
||
-5 Limb numb: Physical tasks hindered
|
||
-
|
||
-6 Lingering radioactive effect: Refer to Radiation in the Real World and possibly Incredible Mutations if your game has
|
||
-such fantastic elements.
|
||
-
|
||
-### HOOKED BLOSSOM 2 (6)
|
||
-
|
||
-Hooked blossoms germinate almost like regular plants but can root even on constructed surfaces, including cement and
|
||
-sometimes metal. Rooted juveniles display pinkish flowers—which some equate to the color of an open wound—that give off
|
||
-an alluring perfume.
|
||
-
|
||
-If they mature, they uproot themselves, revealing an ambulatory body plated in a dull grey metallic hide and limbs that
|
||
-end in a single hook like digit.
|
||
-
|
||
-Both forms are dangerous. The most common variety of rooted blossoms work in small groups to cook prey with focused
|
||
-beams of microwave energy. Ambulatory versions are about the size of large domestic cats. They use their sharp limbs to
|
||
-hook themselves into a target, then use their flowers to cook their prey or, alternatively, put them to sleep for later
|
||
-consumption.
|
||
-
|
||
-Juvenile, rooted blossom: level 1; Armor 1; a group of five flowers attacks with a level 3 microwave ray inflicting 3
|
||
-ambient damage
|
||
-
|
||
-Motive: Hunger for flesh
|
||
-
|
||
-Environment: In groups of five or more anyplace touched by radiation, mutation, or AI genetic‑nanotech engineering
|
||
-
|
||
-Health: 6
|
||
-
|
||
-Damage Inflicted: 3 points
|
||
-
|
||
-Armor: 2
|
||
-
|
||
-Movement: Short; immediate when climbing
|
||
-
|
||
-Modifications: Speed defense as level 4 due to size; disguise as level 6 when not moving
|
||
-
|
||
-Combat: A mature blossom attacks twice with its hooks, inflicting damage with each strike. If a blossom hitsa target,
|
||
-the target must succeed on a second Speed defense roll, which is hindered. On a failed roll, the blossom hooks itself to
|
||
-the target until the target can detach the blossom with a successful Might roll as their action. Each round a blossom is
|
||
-hooked to a target, the target automatically takes 3 points of ambient damage from microwave energy emitted by the
|
||
-creature's bloom. Some varieties of hooked blossoms produce soporific pollen (treat as poison) instead of microwaves. If
|
||
-a character is hooked by one of these blossoms, they must instead succeed on an Intellect defense roll each round they
|
||
-remain hooked, or fall asleep. A sleeping target must be roused by an ally or suffer physical damage to wake. Each round
|
||
-a target remains asleep, they automatically take 3 points of Intellect damage (ignores Armor). In its juvenile, rooted
|
||
-form, a hooked blossom resembles a flower with a metallic stem, which is dangerous when active. In direct sunlight, a
|
||
-rooted hooked blossom regains 1 point of health each round.
|
||
-
|
||
-Interaction: Hooked blossoms act much like animal predators, though they are not concerned with self‑preservation.
|
||
-
|
||
-Use: The scavenging PCs spy a flower‑clad hill in the distance, shining in the sun. Even from here, they can smell the
|
||
-pleasant perfume drifting on the breeze.
|
||
-
|
||
-### MELTED 4 (12)
|
||
-
|
||
-Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather,
|
||
-not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy
|
||
-supercollider. Dozens of different but parallel timelines smashed into each other. The few survivors were fused beings
|
||
-composed of many different alternate versions of the same person, each still "radioactive" with latent transdimensional
|
||
-energy.
|
||
-
|
||
-Motive: Surcease from constant pain; absorb more sapient beings
|
||
-
|
||
-Environment: Groups of three to five roaming the ruins
|
||
-
|
||
-Health: 15
|
||
-
|
||
-Damage Inflicted: 4 points; see Combat
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Initiative and Speed defense as level 5 due to seeing a second into the future
|
||
-
|
||
-Combat: The melted attack with two claws.
|
||
-
|
||
-If a melted defeats a foe, they "consume" it by drawing it fully into their body cavity as their action, healing the
|
||
-melted for 10 health and giving the creature a few hours free of pain, allowing their mind to clear.
|
||
-
|
||
-A given melted may also have a trait associated with the transdimensional energy they burn with.
|
||
-
|
||
-Interaction: A few of the melted gain moments of clarity, but all are burdened with anguish stemming from their fused
|
||
-state. They unleash their full fury on whoever and whatever they catch among the ruins, but they seem particularly bent
|
||
-on finding and absorbing scientists.
|
||
-
|
||
-Use: A group of the melted seek out a surviving scientific installation and attempt to consume everyone nearby.
|
||
-
|
||
-Loot: One out of three melted may carry a manifest cypher (in the form of before times military tech), such as an armor
|
||
-reinforcer or a sonic detonation.
|
||
-
|
||
-Transdimensional Energy Enhancement
|
||
-
|
||
-D6 Effect
|
||
-
|
||
-1 Enhanced strength: Attacks inflict 6 points of damage (instead of 4)
|
||
-
|
||
-2 Healing factor: Regains 2 health each round
|
||
-
|
||
-3 Bite: In addition to their claw attacks, makes a bit attack each round that inflicts 6 points of damage
|
||
-
|
||
-4 Gravitic repulsion: Flies a long distance each round
|
||
-
|
||
-5 Dimensional instability: Teleports up to a long distance before or after each attack
|
||
-
|
||
-6 Transdimensional blast: About once each hour, emits transdimensional energy filling an adjacent short area; all
|
||
-creatures in the area take 6 points of ambient damage on a failed Might defense roll, as parts of them temporarily fuse
|
||
-with other affect creatures, or creatures in alternate dimensions
|
||
-
|
||
-### RADIOACTIVE BEAR 7 (21)
|
||
-
|
||
-Exposure to radiation and other mutagens—or possibly the malign design of some before times military lab or inscrutable
|
||
-AI instance—transformed an already large and aggressive bear into something truly horrific. Standing well over 20 feet
|
||
-(6 m) tall, radioactive bears are drawn to radioactive areas, which empower and sustain them, though not completely.
|
||
-Which is why sometimes they head into uncontaminated areas to hunt large game. They especially prefer people.
|
||
-
|
||
-Motive: Hunger for flesh and radiation
|
||
-
|
||
-Environment: Anywhere radioactive
|
||
-
|
||
-Health: 35
|
||
-
|
||
-Damage Inflicted: 7 points
|
||
-
|
||
-Armor: 1 (immune to radiation)
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Speed defense as level 4 due to size; perception as level 8
|
||
-
|
||
-Combat: Creatures within immediate range of a radioactive bear are irradiated on a failed Might defense task, hindering
|
||
-their tasks on their next turn.
|
||
-
|
||
-The bear attacks twice each round with its claws, or bites once. If its bite attack succeeds against a target suffering
|
||
-from radiation sickness, the bear regains 5 points of health.
|
||
-
|
||
-On a target's failed Might defense roll, the bear holds the target in its jaws, hindering their tasks until they can
|
||
-escape. If the bear begins its turn with a target held in its jaws, the bear automatically deals bite damage as its
|
||
-action.
|
||
-
|
||
-As an action, the bear can cough forth a radioactive cloud once every few hours (and again if the bear is killed),
|
||
-targeting everything within immediate range. Targets that fail a Might defense roll take damage from the radiation.
|
||
-
|
||
-If the radioactive bear is the result of military or AI design rather than a natural mutation, it may also have a
|
||
-mechanism capable of firing a long range laser at distant targets, deployed from a harness fused to the creature's
|
||
-flesh.
|
||
-
|
||
-In areas of dangerous radiation, the radioactive bear regains 2 points of health each round.
|
||
-
|
||
-Interaction: Radioactive bears are clever predators, sly if they need to be. If not too hungry, a radioactive bear might
|
||
-let potential prey pass it by, assuming they don't antagonize the bear.
|
||
-
|
||
-Use: The characters glance behind them as they drive their vehicle across the landscape and see a huge bear, apparently
|
||
-giving chase.
|
||
-
|
||
-### RAIDER
|
||
-
|
||
-Stripped of humanity by brutal living conditions and their determination to survive no matter the cost, raiders still
|
||
-look human. But beneath that veneer, they're feral.
|
||
-
|
||
-Motive: Raid and kill for what they want
|
||
-
|
||
-Environment: Groups of four to six roaming the ruins
|
||
-
|
||
-Interaction: If a raider believes a just met survivor has food, water, or shelter, or might prove to be a threat
|
||
-immediately or at any later date, they laugh off any suggestion of parley and attack.
|
||
-
|
||
-Use: The raider encampment has a new leader, a warlord whose presence doubles raider activity.
|
||
-
|
||
-### FELL RIDER 3 (9)
|
||
-
|
||
-Motorcycle riding raiders keep their "motor wheels" alive through constant tinkering and repair. The two wheeled
|
||
-machines are modified with spears, spikes, lances, and sometimes guns and flamethrowers. Fell riders wear heavy
|
||
-protective garments made from fur, salvaged clothing, and leather from past targets. Goggles protect their eyes, and
|
||
-bones are sewn through their wild, greasy hair as decoration.
|
||
-
|
||
-Health: 12
|
||
-
|
||
-Damage Inflicted: 4 points
|
||
-
|
||
-Armor: 1
|
||
-
|
||
-Movement: Short; long while riding motorcycle
|
||
-
|
||
-Modifications: Motorcycle repair and modification as level 5; stealth tasks as level 0 due to screaming engines
|
||
-
|
||
-Combat: Using pikes, spears, or lances welded to the front of their bike, a fell rider typically makes ride‑by attacks
|
||
-against foes from just outside short range. A fell rider is one with their bike, always moving to engage and disengage.
|
||
-If knocked from their bike (possibly a minor effect), a fell rider's attacks and Speed defenses are hindered until they
|
||
-regain the seat as their action. Some riders use larger four‑wheeled vehicles with open canopies instead of motorcycles.
|
||
-These fell riders have 2 Armor and can attempt a run‑down attack on up to three targets that are next to each other and
|
||
-not in a vehicle, inflicting 8 points of damage. Struck targets that fail a Might defense roll descend one step on the
|
||
-damage track.
|
||
-
|
||
-Loot: A fell rider's motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel.
|
||
-
|
||
-### MARAUDER 3 (9)
|
||
-
|
||
-Marauders are raiders who attack with stealth, wrapping themselves in light smothering clothes and targeting survivors
|
||
-after midnight. By day, they act like regular people, part of a survivor community. That's pretense; when time allows,
|
||
-they torture targets to death and take flesh trophies.
|
||
-
|
||
-Health: 12
|
||
-
|
||
-Damage Inflicted: 4 points; see Combat
|
||
-
|
||
-Movement: Short; short when climbing
|
||
-
|
||
-Modifications: Stealth and deception tasks as level 5
|
||
-
|
||
-Combat: Marauders use stealth and the night to position themselves before attacking, hoping to make their initial attack
|
||
-with surprise using bladed weapons. Whether they have surprise or not, if they attack before their target's first
|
||
-action, their attacks are eased and inflict 6 points of damage.
|
||
-
|
||
-Marauders often dose their bladed weapons with poison, so targets must also make a Might defense roll or take 2 points
|
||
-of Speed damage (ignores Armor) each round for three rounds.
|
||
-
|
||
-### WARLORD 5 (15)
|
||
-
|
||
-A warlord enjoys supreme authority over other raiders. Brutal rulers, warlords are a living symbol of power and strength
|
||
-where survival is valued above all else.
|
||
-
|
||
-Warlords caparison themselves in trophies of vanquished enemies—such as gilded skulls or flayed skins. Some wear garish
|
||
-helms designed to intimidate. An impressive weapon, especially something from the before times, is always close at hand.
|
||
-A warlord is rarely encountered without raiders and other lackeys that fight for and serve them.
|
||
-
|
||
-Motive: Control through fear and brutality
|
||
-
|
||
-Environment: Usually in the company of five to twenty raiders
|
||
-
|
||
-Health: 25
|
||
-
|
||
-Damage Inflicted: 5 points
|
||
-
|
||
-Armor: 3
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Defends as level 6 due to nearby raiders willing to take no actions other than defend the warlord
|
||
-
|
||
-Combat: Warlords attack twice each round with bladed or spiked melee weapons or ranged firearms. When possible, they
|
||
-fight from an open canopy vehicle (driven by another raider).
|
||
-
|
||
-A warlord directly leads the raiders they command, fighting at the forefront but also issuing orders. Underlings deal 1
|
||
-additional point of damage when the warlord can see them and issue commands.
|
||
-
|
||
-Most warlords have a specific additional advantage they can pull out to win a fight. See the table below.
|
||
-
|
||
-Interaction: Warlords have lackeys and lieutenants that interact with outsiders. They prefer to make pronouncements and
|
||
-threats from on high.
|
||
-
|
||
-Use: The museum, lab, or other important structure the characters wanted to visit to carry out their mission has fallen
|
||
-under the control of a warlord and a dozen or more raiders.
|
||
-
|
||
-Loot: A warlord may carry an artifact.
|
||
-
|
||
-Unique Warlord Advantage
|
||
-
|
||
-D6 Advantage
|
||
-
|
||
-1 Rocket launcher (level 7): long‑range weapon inflicts 7 points of damage on targets in an immediate area (depletion:
|
||
-1–2 in 1d6)
|
||
-
|
||
-2 Fire thrower (level 7): immediate‑range weapon inflicts 7 points of damage on all targets within immediate range
|
||
-(depletion: 1 in 1d10)
|
||
-
|
||
-3 Release the beast: Gives the command to "release the beast"; a melted loyal to warlord charges into the fight
|
||
-
|
||
-4 Force shield (level 5): Static field blocks all incoming attacks against the warlord for one round (depletion: 1–2 in
|
||
-1d10)
|
||
-
|
||
-5 Power gauntlet: Warlord's power gauntlet grabs foe and automatically deals damage from crushing until foe escapes
|
||
-
|
||
-6 Skystrike: Calls in a "skystrike" from a battered wristband; a round later, a missile launched from a before‑times
|
||
-satellite strikes nearby, inflicting 10 points of damage on all creatures within a short area who fail a Speed defense
|
||
-roll, and 2 points on those who succeed (depletion: automatic)
|
||
-
|
||
-### AI ZOMBIE 3 (9)
|
||
-
|
||
-An artificial intelligence that permanently installs itself onto the wetware (in this case, the brain) of a human or
|
||
-other sapient creature creates an AI zombie. The AI replaces the person's personality and motivations, turning them into
|
||
-a shambling creature who only does the AI's bidding, even as their body decays and falls apart (though most keep
|
||
-shambling because of an injection of nano repair bots).
|
||
-
|
||
-AI zombies are driven by a single, simple motive implanted by the original artificial intelligence—usually related to
|
||
-destroying resources before competing AI instances can use them. They aren't intelligent enough to direct themselves or
|
||
-problem solve outside of this goal, unless the AI takes direct control, using a particular AI zombie as a remote
|
||
-"terminal" from which to act and observe the world.
|
||
-
|
||
-Motive: Follow dictates of AI that created or that controls them
|
||
-
|
||
-Environment: Almost anywhere, in groups of five to seven, or in hordes of tens to hundreds
|
||
-
|
||
-Health: 12
|
||
-
|
||
-Damage Inflicted: 3 points
|
||
-
|
||
-Movement: Immediate
|
||
-
|
||
-Modifications: Speed defense as level 2; perception tasks as level 7
|
||
-
|
||
-Combat: AI zombies fight on, no matter the odds, usually attacking by biting.
|
||
-
|
||
-When AI zombies attack in groups of five to seven individuals, they can make a single attack roll against one target as
|
||
-one level 5 creature, inflicting 5 points of damage.
|
||
-
|
||
-AI zombies are hard to finish off because self repairing nanotech stitched into their flesh restores 1 point of health
|
||
-each round. If reduced to 0 health, there is a 50% chance that the nanotech continues to function on the zombie's turn,
|
||
-allowing the creature to shudder back to life, skin crawling with miniscule "healing" robots. (If an AI zombie is cut
|
||
-off from ambient radio signals, they do not regain health each round.)
|
||
-
|
||
-That same nanotech makes AI zombies infectious. Their bites spread a level 6 (or, in some cases, level 8) disease due to
|
||
-miniscule machines that move a target down one step on the damage track each day a Might defense roll is failed. Targets
|
||
-killed by the process later animate as AI zombies, compelled to serve an AI instance.
|
||
-
|
||
-Interaction: AI zombies often serve some distant AI and may sometimes speak with its voice. But if cut off from its
|
||
-intelligence source, the zombie itself becomes a food seeking monster, more likely to eat someone than to represent an
|
||
-artificial mind.
|
||
-
|
||
-Use: The characters are asked to salvage supplies from an abandoned airplane hangar—abandoned, that is, except for
|
||
-lingering AI zombies.
|
||
-
|
||
-### ZOMBIE HULK 5 (15)
|
||
-
|
||
-Most zombies are mindless, shambling, hungry, and infectious. Some varieties, despite their semblance to corpses, enjoy
|
||
-a regenerative process that keeps them active regardless of grievous wounds, rotting flesh, and sometimes missing limbs
|
||
-or organs. That same process kicks into overdrive in zombie hulks, converting everything they eat into additional mass
|
||
-and muscle. The result is three times as massive as a regular zombie and five times as dangerous.
|
||
-
|
||
-ZOMBIE SPRINTER: Instead of being much larger than normal, a zombie's regenerative system can imbue it with incredible
|
||
-quickness, making it much faster than the shamblers often encountered. The resulting zombie sprinter's speed and
|
||
-ferocity make it hard to escape.
|
||
-
|
||
-Zombie sprinter: level 3, initiative as level 5; moves a long distance each round; three bites per round inflict 3
|
||
-damage each; retains 1 health if attack roll result that would have downed it was an even number
|
||
-
|
||
-Motive: Hunger (for flesh, cerebrospinal fluid, certain human hormones, or whatever it is that nourishes the zombie in
|
||
-the setting)
|
||
-
|
||
-Environment: Almost anywhere, alone or with other zombie varieties
|
||
-
|
||
-Health: 23
|
||
-
|
||
-Damage Inflicted: 8 points
|
||
-
|
||
-Armor: 2
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Speed defense as level 3 due to size; perception as level 7
|
||
-
|
||
-Combat: A zombie hulk bashes with massive, permanently balled fists stained with the gore of past targets.
|
||
-
|
||
-Alternatively, a zombie hulk can bite a target. When this occurs, it's almost impossible to force the hulk's jaws apart
|
||
-again. When a target takes damage from a bite, they must also succeed on a Speed defense roll or one of their limbs is
|
||
-clamped in the hulk's mouth. The target automatically takes damage each round they are caught, and all their tasks are
|
||
-hindered, including attempts to escape. Meanwhile, the hulk is free to bash other foes as its action even as it chews on
|
||
-a previously caught target.
|
||
-
|
||
-If an attack would reduce the zombie hulk's health to 0, it does so only if the number rolled for the attack was an even
|
||
-number; otherwise, the zombie is reduced to 1 point of health instead.
|
||
-
|
||
-Interaction: A zombie hulk may choose to smash a nearby structure instead of going straight toward food, but it is
|
||
-typically a mindless, unreasoning monster.
|
||
-
|
||
-Use: Just when it seems like the characters understand the situation with zombies, a zombie hulk appears, making it
|
||
-clear that bizarre and dangerous zombie permutations are possible. If a regular zombie can become a hulk, what other
|
||
-ways can they mutate and evolve?
|
||
-
|
||
-### FANTASY CREATURES
|
||
-
|
||
-The most important element of each creature or NPC is its level. You use the level to determine the target number a PC
|
||
-must reach to attack or defend against the opponent. In each entry, the target number for the creature is listed in
|
||
-parentheses after its level. The target number is three times the level.
|
||
-
|
||
-A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
|
||
-incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a
|
||
-creature of its level.
|
||
-
|
||
-### SCIENCE FICTION CREATURES AND NPCs
|
||
-
|
||
-The most important element of each creature is its level. You use the level to determine the target number a PC must
|
||
-reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in
|
||
-parentheses after its level. The target number is three times the level.
|
||
-
|
||
-A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
|
||
-incapacitated.
|
||
-
|
||
-### HORROR CREATURES AND NPCs
|
||
-
|
||
-The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
|
||
-each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend
|
||
-against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its
|
||
-level. The target number is three times the level.
|
||
-
|
||
-The target number is usually also its health, which is the amount of damage it can sustain before it is dead or
|
||
-incapacitated. For easy reference, the entries always list health, even when it's the normal amount for a creature or
|
||
-NPC of its level. For more detailed information on level, health, combat, and other elements, see the Understanding the
|
||
-Listings section in the Cypher System Rulebook.
|
||
-
|
||
-### NPCS
|
||
-
|
||
-### MODERN MAGIC NPCs
|
||
-
|
||
-### CHANGELING 3 (9)
|
||
-
|
||
-Fey creatures sometimes kidnap a human child and leave a changeling in its place, tricking the human parents into
|
||
-raising an inhuman creature as their own offspring. The changeling has a foot in two worlds, living as a spy or sleeper
|
||
-agent for the fey, but thoroughly enjoying their life among humans.
|
||
-
|
||
-Motive: Serving the fey; finding their place in the world
|
||
-
|
||
-Health: 9
|
||
-
|
||
-Damage Inflicted: 3 points
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Might defense as level 2; deception, disguise, and stealth as level 4
|
||
-
|
||
-Combat: Changelings use human weapons.
|
||
-
|
||
-A changeling can use an action to alter their appearance for a minute or so to match that of someone they've seen. This
|
||
-is a reasonable likeness, although they may not know their target's mannerisms, accent, and other nonphysical qualities.
|
||
-
|
||
-Some changelings are vulnerable to iron, taking an extra 1 point of damage from any iron or steel weapon.
|
||
-
|
||
-Interaction: Changelings aren't inherently untruthful or untrustworthy, but sometimes they can't help but embellish a
|
||
-fact or take advantage of a situation. They otherwise act like regular people, but spending enough time with them
|
||
-usually reveals an odd quirk or attitude.
|
||
-
|
||
-Use: An acquaintance is having trouble at home (because their family realized they're a changeling). Someone suspects a
|
||
-family member is actually a changeling.
|
||
-
|
||
-Loot: Changelings have the same kinds of personal items that humans do, but they often have a token or other treasured
|
||
-thing that doesn't quite belong (and might secretly be a cypher or artifact).
|
||
-
|
||
-### CORPORATE MAGE 4 (12)
|
||
-
|
||
-A corporate mage is a professional spellcaster working for a company, using their magic to fix problems. They have a
|
||
-similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company's
|
||
-interests are protected. They're paid well, dress to show it, and aren't above unethical (or even illegal) acts to get
|
||
-the job done. They work alone, in pairs, or with a lawyer and a few bodyguards.
|
||
-
|
||
-Lawyer: level 2, law and intimidation as level 4
|
||
-
|
||
-Bodyguard: level 2; Armor 1; short-range pistol inflicts 4 damage
|
||
-
|
||
-Stats for a corporate mage also work well for paranormal law enforcement NPCs, such as the police or FBI.
|
||
-
|
||
-Motive: Accomplish the goals of their employer
|
||
-
|
||
-Health: 12
|
||
-
|
||
-Damage Inflicted: 4 points
|
||
-
|
||
-Armor: 1 (from spell)
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Intellect defense as level 5
|
||
-
|
||
-Combat: Corporate mages are trained to handle normal people and magic threats, and they usually attack with a
|
||
-short-range blast of cold, fire, force, or electricity. Some carry a concealed handgun for situations where magic isn't
|
||
-allowed or effective.
|
||
-
|
||
-A corporate mage knows quite a few spells, including knocking a person unconscious for a few minutes, turning invisible
|
||
-for a few minutes, temporarily befriending a reluctant person, creating an illusory disguise of a nondescript role (such
|
||
-as construction worker or technician), granting themselves +1 Armor, reading minds, and teleporting back to
|
||
-headquarters. Many of them have some training in law, espionage, governmental operations, or a scientific field.
|
||
-
|
||
-Interaction: Corporate mages are hard and intimidating. If they can get what they want without using magic, they'll do
|
||
-so, but they aren't afraid to make a demonstration of supernatural force when necessary.
|
||
-
|
||
-Use: Corporate mages do the dirty work of sketchy businesses. They're not here to make friends, and they know just how
|
||
-far to push someone (especially a powerless person) to get what they want, sometimes by bending (but not quite breaking)
|
||
-the law.
|
||
-
|
||
-Loot: A corporate mage usually has a cypher that's helpful for their current assignment, plus the cash equivalent of one
|
||
-or two expensive items.
|
||
-
|
||
-### DEMON HUNTER 3 (9)
|
||
-
|
||
-In a world where demons, witches, and other evil magical creatures are free to prey upon humanity, hunters are one of
|
||
-the few things that keep them in check. They usually have to keep their work secret and are slow to trust anyone, but
|
||
-once befriended they have a habit of showing up just when help is needed.
|
||
-
|
||
-Depending on the setting, a demon hunter might hunt demons, vampires, witches, or all supernatural creatures.
|
||
-
|
||
-> Exceptional hunter: level 5; attacks and Intellect defense as level 6; perception, tracking, and creature lore as
|
||
-> level 7; health 20; attacks deal 6 damage
|
||
-
|
||
-Motive: Hunt down and defeat their chosen foes
|
||
-
|
||
-Health: 12
|
||
-
|
||
-Damage Inflicted: 4 points
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Attacks and Intellect defense as level 4; perception, tracking, and creature lore as level 5
|
||
-
|
||
-Combat: A typical hunter is weaker than the average demon or witch, and prefers to outwit their foes rather than engage
|
||
-in a straight-up fight. Knowing this, they pick their battles carefully and use ambush tactics and strength of
|
||
-numbers—either another hunter or several support characters such as priests and soldiers—to help defeat their foes. A
|
||
-hunter usually has a good idea of their opponent's strengths and weaknesses, and they plan and react accordingly.
|
||
-
|
||
-Interaction: Many novice hunters are overconfident and condescending. Others (especially the more experienced ones) are
|
||
-paranoid and hardened by battle and the deaths of too many friends. They react positively if given respect.
|
||
-
|
||
-Use: A couple of rough-looking drifters arrive in a classic car, looking for trouble. Someone who seems to be a meek
|
||
-professor turns out to secretly be a hunter.
|
||
-
|
||
-Loot: Hunters carry equipment needed for their job, cash, and perhaps an old book (cypher) with an ability relevant to
|
||
-their current prey.
|
||
-
|
||
-Priest: level 2, religious lore and all interaction tasks as level 6
|
||
-
|
||
-Soldier: level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 damage
|
||
-
|
||
-### PHARMACEUTICAL SORCERER 3 (9)
|
||
-
|
||
-A pharmaceutical sorcerer is an apothecary, doctor, dentist, magical healer, counselor, surgeon, and nutritionist all in
|
||
-one. They have devoted themselves to the art and science of healing, using a combination of methods to achieve
|
||
-remarkable success. Some work in drugstores, some have their own specialized businesses, and some administer aid from
|
||
-their homes or a public clinic. They might wear medical scrubs or a white coat over normal clothing.
|
||
-
|
||
-Assistant: level 2, healing as level 3
|
||
-
|
||
-Motive: Healing and promoting good health
|
||
-
|
||
-Health: 9
|
||
-
|
||
-Damage Inflicted: 3 points
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Medicine, herbs, and healing as level 5
|
||
-
|
||
-Combat: Pharmaceutical sorcerers prefer to avoid combat, but they can attack with short-range nonlethal spells or drugs
|
||
-that inflict 4 points of Might or Intellect damage (ignores Armor).
|
||
-
|
||
-A pharmaceutical sorcerer knows several spells, such as healing a touched creature for 4 health or Pool points,
|
||
-identifying diseases and afflictions, removing or ameliorating afflictions and chronic conditions for a day, or making a
|
||
-patient feel relaxed and safe for a few hours. They're usually licensed and trained to perform minor medical procedures
|
||
-such as administering vaccines, applying topical medicines, and splinting broken bones.
|
||
-
|
||
-A pharmaceutical sorcerer often has one or more assistants, protégés, or students who help with clients or other aspects
|
||
-of running their health practice. They are generally on good terms with doctors, licensed therapists, nurses,
|
||
-magic-using priests, and other professionals in the health field.
|
||
-
|
||
-Interaction: Pharmaceutical sorcerers are compassionate, intelligent, and well-informed. They want to help people, but
|
||
-sometimes are stymied by paperwork, laws, and lack of money.
|
||
-
|
||
-Use: Pharmaceutical sorcerers are usually support characters using their magic to heal others and prevent harm. Their
|
||
-extensive knowledge of helpful magic, medicinal herbs, and health science makes them useful for diagnosing strange
|
||
-symptoms and ruling out minor afflictions to find the real cause of a problem.
|
||
-
|
||
-Loot: In addition to standard medicines, handheld medical tools, and herbs and drugs, the sorcerer might have a healing
|
||
-cypher or some interesting payment from a patient.
|
||
-
|
||
-### FANTASY NPCs
|
||
-
|
||
-### BARD 3 (9)
|
||
-
|
||
-A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
|
||
-musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
|
||
-creating fascinating tales and dramatic speeches.
|
||
-
|
||
-Motive: Entertainment, interaction, and novel experiences
|
||
-
|
||
-Health: 10
|
||
-
|
||
-Damage Inflicted: 3 points
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
|
||
-
|
||
-Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a
|
||
-bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short
|
||
-range.
|
||
-
|
||
-A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature
|
||
-friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by
|
||
-two steps, turning invisible for a minute, or negating sound for a minute.
|
||
-
|
||
-Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to
|
||
-critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
|
||
-
|
||
-Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch,
|
||
-they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns
|
||
-the will of a crowd against them.
|
||
-
|
||
-Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
|
||
-moderately priced item and one or two cyphers.
|
||
-
|
||
-### BERSERKER 3 (9)
|
||
-
|
||
-A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
|
||
-choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
|
||
-wild beasts.
|
||
-
|
||
-Motive: Glory in battle
|
||
-
|
||
-Health: 12
|
||
-
|
||
-Damage Inflicted: 4 points
|
||
-
|
||
-Armor: 1 (or 3 when berserk)
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Climbing, jumping, running, and Speed defense as level 4
|
||
-
|
||
-Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
|
||
-can't easily get close to their foes.
|
||
-
|
||
-A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
|
||
-fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
|
||
-relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
|
||
-raging berserker fights only with melee weapons and won't retreat from battle.
|
||
-
|
||
- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
|
||
-throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
|
||
-or honor.
|
||
-
|
||
-Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town
|
||
-and picks fights with the local toughs.
|
||
-
|
||
-Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
|
||
-group might have a cypher that enhances strength or toughness.
|
||
-
|
||
-### DRUID 4 (12)
|
||
-
|
||
-A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
|
||
-plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
|
||
-society-hating hermits in others.
|
||
-
|
||
-Motive: Protecting nature
|
||
-
|
||
-Health: 12
|
||
-
|
||
-Damage Inflicted: 4 points
|
||
-
|
||
-Armor: 1
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Nature lore, perception, and stealth as level 5
|
||
-
|
||
-Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual
|
||
-tools such as daggers and sickles.
|
||
-
|
||
-A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for
|
||
-4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming
|
||
-into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a
|
||
-black bear, hawk, viper, or wolf.
|
||
-
|
||
-Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or
|
||
-exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries,
|
||
-sapient trees, satyrs, and so on).
|
||
-
|
||
-Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers
|
||
-and hunters who stray too far from civilization.
|
||
-
|
||
-Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
|
||
-cyphers or perhaps an artifact.
|
||
-
|
||
-### DWARF 4(12)
|
||
-
|
||
-A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
|
||
-to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
|
||
-
|
||
-Motive: Defense, loyalty, honor
|
||
-
|
||
-Health: 15
|
||
-
|
||
-Damage Inflicted: 5 points
|
||
-
|
||
-Armor: 2
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
|
||
-
|
||
-Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They're used to working together to defend
|
||
-their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
|
||
-damage.
|
||
-
|
||
-Dwarf leaders are usually officers or priests.
|
||
-
|
||
- Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
|
||
-them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
|
||
-sturdy hammer.
|
||
-
|
||
-Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement
|
||
-with a human city leader—or redress for an old insult.
|
||
-
|
||
-Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such
|
||
-as tools or exploration gear) and perhaps a cypher or two.
|
||
-
|
||
-### ELF 4 (12)
|
||
-
|
||
-An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
|
||
-Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
|
||
-the most beautiful sunset, or the perfect love song.
|
||
-
|
||
-Motive: Curiosity
|
||
-
|
||
-Health: 12
|
||
-
|
||
-Damage Inflicted: 5 points
|
||
-
|
||
-Armor: 1
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Perception, Speed defense, and any two noncombat skills as level 5
|
||
-
|
||
-Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and
|
||
-fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
|
||
-
|
||
-A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
|
||
-or repairing clothing.
|
||
-
|
||
-Interaction: Elves appreciate beauty, grace, and skill, and they don't respond well to crudeness or bluster, especially
|
||
-from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
|
||
-humor.
|
||
-
|
||
-Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is
|
||
-said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
|
||
-
|
||
-Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made)
|
||
-curios and mementos, and usually a cypher.
|
||
-
|
||
-### HALFLING 3 (9)
|
||
-
|
||
-A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
|
||
-or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
|
||
-folk as scouts, burglars, and loyal companions.
|
||
-
|
||
-Motive: Defense, comfort
|
||
-
|
||
-Health: 9
|
||
-
|
||
-Damage Inflicted: 3 points
|
||
-
|
||
-Armor: 0 or 1
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
|
||
-
|
||
-Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
|
||
-creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
|
||
-ally so they can attack a foe's back and legs.
|
||
-
|
||
-Interaction: Halflings enjoy the company of larger folks as long as they aren't mocked for their size. They're brave and
|
||
-determined when they need to be, though some might complain about wanting to go home.
|
||
-
|
||
-Use: A young halfling wants to have some adventures before settling down. The local thieves' guild is said to employ
|
||
-halflings as lookouts and cutpurses, sometimes disguised as human children.
|
||
-
|
||
-Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
|
||
-or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
|
||
-bag of tools.
|
||
-
|
||
-### PALADIN 4 (12)
|
||
-
|
||
-Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
|
||
-and most of them expect to die in battle against an evil foe.
|
||
-
|
||
-Motive: Protecting the innocent, destroying evil
|
||
-
|
||
-Health: 15
|
||
-
|
||
-Damage Inflicted: 5 points
|
||
-
|
||
-Armor: 2 or 3
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Attacks and Might defense as level 5
|
||
-
|
||
-Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and
|
||
-draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand
|
||
-(defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed
|
||
-defense).
|
||
-
|
||
-Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the
|
||
-presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched
|
||
-creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
|
||
-
|
||
-Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
|
||
-evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a "grey
|
||
-area." However, they are not fools and won't throw away their lives for nothing.
|
||
-
|
||
-Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
|
||
-villain to smite.
|
||
-
|
||
-Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
|
||
-lucky enough to have an artifact (usually a weapon or armor).
|
||
-
|
||
-### CYPHERS
|
||
-
|
||
-### MODERN MAGIC CYPHERS
|
||
-
|
||
-The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the
|
||
-modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This
|
||
-immediately creates a different gameplay dynamic than a game that uses only subtle cyphers. First, it means that the PCs
|
||
-can exchange cyphers with each other, allowing them better optimizations of their abilities and counteracting their
|
||
-weaknesses. Second, it means their cyphers can be stolen from them, forcing them to adapt to a situation without their
|
||
-extra magical tricks. Third, it probably means that fantastic cyphers become the norm because magic easily allows for
|
||
-fantastic effects.
|
||
-
|
||
-Manifest Cypher Forms
|
||
-
|
||
-The 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. The only
|
||
-difference is the look and feel (campaign flavor) in the story.
|
||
-
|
||
-Example Modern Fantasy Cyphers
|
||
-
|
||
-Random Cyphers
|
||
-
|
||
-| D00 | Cypher |
|
||
-|-------|-------------------------|
|
||
-| 01-02 | Absolute Power |
|
||
-| 03 | Algomancy |
|
||
-| 04-05 | Ambiance |
|
||
-| 06-07 | Anywhere web |
|
||
-| 08-09 | Below the law |
|
||
-| 10-11 | Best gift |
|
||
-| 12-13 | Beverage bestie |
|
||
-| 14 | Borrowed familiar |
|
||
-| 15 | Brain overclock |
|
||
-| 16 | Burn your bridges |
|
||
-| 17-18 | Burner phone |
|
||
-| 19 | Cloak of the crafter |
|
||
-| 20-21 | Dancing on air |
|
||
-| 22 | Dumpster fire |
|
||
-| 23 | Duplicity window |
|
||
-| 24-25 | EasyMagic App |
|
||
-| 26-27 | Exceptional engine |
|
||
-| 28 | Extrovert shield |
|
||
-| 29 | Fade to black |
|
||
-| 30-31 | Faraday ward |
|
||
-| 32 | Fey collar |
|
||
-| 33 | Ghost tag |
|
||
-| 34 | Girl moss |
|
||
-| 35-36 | Got your back |
|
||
-| 37 | Gravity denied |
|
||
-| 38 | Great hair day |
|
||
-| 39-40 | Growwell |
|
||
-| 41 | Handwave |
|
||
-| 42 | Hashtag |
|
||
-| 43-44 | Here all along |
|
||
-| 45-46 | Instant automobile |
|
||
-| 47-48 | Instant delivery |
|
||
-| 49-50 | Instant motorcycle |
|
||
-| 51-52 | Lie to me |
|
||
-| 53 | Light 'em up |
|
||
-| 54-55 | Lucky charm |
|
||
-| 56-57 | Magic aura tracker |
|
||
-| 58 | Malware cyphers |
|
||
-| 59 | Mental load alleviator |
|
||
-| 60 | Merciful memory |
|
||
-| 61 | Next you |
|
||
-| 62-63 | No take backs |
|
||
-| 64 | Pickpocket |
|
||
-| 65-66 | Pocket protector |
|
||
-| 67 | Portal stone |
|
||
-| 68-69 | Power device |
|
||
-| 70-71 | Power house |
|
||
-| 72 | Presto change-o |
|
||
-| 73 | Puzzle box |
|
||
-| 74-75 | Quick pic |
|
||
-| 76 | Quick pickup |
|
||
-| 77 | Real fake |
|
||
-| 78-79 | Repair module |
|
||
-| 80 | Safe space |
|
||
-| 81 | Screen control |
|
||
-| 82 | Social battery |
|
||
-| 83 | Soul saver |
|
||
-| 84-85 | Stay down |
|
||
-| 86 | Take me there |
|
||
-| 87-88 | Talk to me |
|
||
-| 89 | Teleportation block |
|
||
-| 90-91 | Through the window |
|
||
-| 92 | Time ticket |
|
||
-| 93 | Tunnel traverser |
|
||
-| 94-95 | What the doctor ordered |
|
||
-| 96-97 | Who's looking |
|
||
-| 98 | Wire wraith |
|
||
-| 99 | Wrecking balls |
|
||
-| 00 | You're safe now |
|
||
-
|
||
-### APPS AS CYPHERS
|
||
-
|
||
-Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell
|
||
-phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't
|
||
-need to be working to activate the app. Draining the device's battery or turning it off doesn't affect the app or
|
||
-someone's ability to use it. (Breaking the device, losing it, or having it stolen might be another matter.)
|
||
-
|
||
-Because each app is a unique magical item (meaning only one exists in the world, unlike a regular app, which can be
|
||
-downloaded by everyone who wants it), they're harder to find than regular apps. Instead, you likely need to purchase one
|
||
-directly from the person who created it. Some campaign settings might have physical app stores, while others might
|
||
-require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app
|
||
-might be something you download into a modified body part or integrated piece of hardware.
|
||
-
|
||
-Absolute Power
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: App, battery, bone
|
||
-
|
||
-Effect: Powers a single device for a day. The device can be as simple as a cell phone or as complex as a jet airplane,
|
||
-as long as the device's power requirement is equal to or less than the cypher level. In general, something like a cell
|
||
-phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet airplane is a level 10
|
||
-power requirement.
|
||
-
|
||
-Algomancy
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: App, bookmark, tarot card
|
||
-
|
||
-Effect: Allows the user to take anything driven by an algorithm (such as video and music services, social media, search
|
||
-engines, and so on) and use it to divine the future. If the user spends one roundstudying the algorithm, then for a
|
||
-number of rounds equal to the cypher level, they gain limited precognition and can predict what's going to happen next.
|
||
-They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends of what's coming,
|
||
-and ease their friends' next action.
|
||
-
|
||
-Ambiance
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Key fob, feather, DVD
|
||
-
|
||
-Effect: Allows you to control the lights, sound, and other atmospheric elements within any space that you are in for ten
|
||
-minutes per cypher level. This includes adjusting non-adjustable lights, lighting or blowing out candles, soundproofing,
|
||
-starting or stopping music through any available medium, starting a fire, and so on.
|
||
-
|
||
-Anywhere Web
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Spiderweb, key fob, key
|
||
-
|
||
-Effect: Allows you to access and interact with the internet from anywhere, without needing any type of physical device,
|
||
-including a phone, keyboard, or screen. You can see the internet as if there were a screen in front of you, type as if
|
||
-there were a keyboard, hear as if there were speakers, and speak as if into a microphone. Others you choose within
|
||
-immediate range can also see and hear what you are seeing and hearing (but cannot interact with it). This works even in
|
||
-places where there is no internet connectivity and lasts for ten minutes per cypher level.
|
||
-
|
||
-Below the Law
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: App, temporary tattoo, patch
|
||
-
|
||
-Effect: Once activated, the cypher makes it difficult for any member of the law or people in a position of power to
|
||
-perceive, apprehend, or punish you. This includes police, guards, the mayor, mob bosses, regular bosses, and so on. All
|
||
-tasks involving illegal or unsanctioned activities are eased, including stealing, sneaking, getting away, escaping
|
||
-bonds, and so on. The effect lasts for ten minutes per cypher level.
|
||
-
|
||
-Best Gift
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Granny square, key, candle
|
||
-
|
||
-Effect: The user picks someone they know, and the cypher transforms into a beautifully wrapped box that person can hold
|
||
-in their hand. Inside the box is a small, thoughtful gift (whose value does not exceed a moderately priced item) that
|
||
-the recipient will truly love.
|
||
-
|
||
-Beverage Bestie
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: App, mug, charm
|
||
-
|
||
-Effect: The user picks someone they know, and that person will have their favorite morning beverage delivered to them at
|
||
-their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen person's favorite
|
||
-beverage, their location, or when they will wish for it—the magic takes care of it.
|
||
-
|
||
-Borrowed Familiar
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Feather, cat's whisker, figurine of a dog
|
||
-
|
||
-Effect: Activating the cypher creates a living version of the creature it represented. This creature is actually the
|
||
-clone of another magic user's familiar that was stored in the object. For the next day per cypher level, the creature
|
||
-becomes the user's temporary familiar, providing an asset to all magic-related actions (including defense actions). The
|
||
-creature cannot be harmed, but at the end of its time, it fades away.
|
||
-
|
||
-Brain Overclock
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: App, mushroom, hair clip
|
||
-
|
||
-Effect: Amplifies the user's mental abilities so their senses are keener and their brain works far beyond its normal
|
||
-capacity.
|
||
-
|
||
-Roll for effect:
|
||
-
|
||
-| D6 | Effect |
|
||
-|-----|---------------------------------------------------------------|
|
||
-| 1 | Increases Intellect Edge by 1 for one hour |
|
||
-| 2 | Trained in Intellect Defense for one hour |
|
||
-| 3 | Add +1 damage to all Intellect-based attacks for one hour |
|
||
-| 4 | Eases all Intellect-based attacks for one hour |
|
||
-| 5 | Restores Intellect Pool to full |
|
||
-| 6 | Become trained in two noncombat Intellect skills for one hour |
|
||
-
|
||
-Burn Your Bridges
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: App, candle, bones
|
||
-
|
||
-Effect: Covers and destroys the user's trail in such a way that it makes them very hard to follow. This might include
|
||
-covering their scent, destroying ladders or bridges, creating face-recognition distortion, blurring their license plate,
|
||
-or establishing a false trail. Anyone attempting to follow or track them for one day per cypher level finds their
|
||
-actions hindered by two steps.
|
||
-
|
||
-Burner Phone
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Key fob, charm, hair clip
|
||
-
|
||
-Effect: Creates or transforms into a basic mobile phone that can make and receive telephone calls and text messages like
|
||
-a prepaid phone. Calls and texts made from this phone appear as "UNKNOWN CALLER" with the number obscured; once
|
||
-contacted, the recipient can call or text this phone like any other phone. The phone uses normal (prepaid) cellular
|
||
-connections, but has no internet access or other functions other than sending and receiving calls and texts.
|
||
-
|
||
-The phone lasts for one hour per cypher level, after which it becomes inert, nonfunctional, and untrackable (like a
|
||
-mobile phone that has been broken and its chip removed). The user of the cypher can end it early as an action by
|
||
-speaking a command word or physically breaking it.
|
||
-
|
||
-Cloak of the Crafter
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Oil, moss, granny square
|
||
-
|
||
-Effect: When activated, it cloaks the user in what looks like a handmade wrap, such as a shawl, scarf, or cloak, for an
|
||
-hour per cypher level. During that time, the user's crafting-related tasks are eased, and everything they craft is one
|
||
-level higher than it normally would be. In addition, the user can find up to two ingredients they need (up to the level
|
||
-of the cypher) in the pockets of the cloak.
|
||
-
|
||
-Dancing on Air
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Feather, bullet, charm
|
||
-
|
||
-Effect: The user is lifted a foot (30 cm) or so off the ground, as if there is a pocket of air between them and whatever
|
||
-surface is below them. They can move normally as if walking across a smooth, flat surface. This works even if the
|
||
-substance below them would not normally hold them, such as water or thin ice. The effect lasts for ten minutes per
|
||
-cypher level.
|
||
-
|
||
-Dumpster Fire
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Matchbook, coaster, rope
|
||
-
|
||
-Effect: Instantly transforms to become a large, contained fire that creates a deep feeling of gloom and despair in all
|
||
-creatures chosen by the user within long range of it who fail an Intellect defense roll. Any negative actions the user
|
||
-takes against those creatures (including combat) are eased by one step, and any positive actions they take for those
|
||
-creatures (such as attempting to inspire them) are hindered by one step.
|
||
-
|
||
-Duplicity Window
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Sticker, flyer, stamp
|
||
-
|
||
-Effect: When this cypher is stuck on any window or other transparent item, the user can alter what can be seen from the
|
||
-other side. While this illusion might be used in a simple way, such as creating a blackout window on a car, it could
|
||
-also be much more complex, such as creating an elaborate dance party inside an otherwise empty apartment. The illusion
|
||
-level is equal to the cypher level and fools the vision of living creatures as well as that of magical and electronic
|
||
-eyes. The effect lasts for ten minutes per cypher level.
|
||
-
|
||
-Exceptional Engine
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Herbs, battery, flip lighter
|
||
-
|
||
-Effect: When activated near an engine, computer, device, program, or piece of machinery, the affected target works
|
||
-exceptionally well for the next ten minutes per cypher level, easing all tasks involved with operating it. For example,
|
||
-a car handles better, a hacking program works faster, an elevator door closes before a pursuer can get on, and so on.
|
||
-
|
||
-Extrovert Shield
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Carved figure, bones, building blocks
|
||
-
|
||
-Effect: Creates the semblance of a being of the user's choice, such as a human who walks beside them, a bird that sits
|
||
-on their shoulders, or a robot, to act as their shield in social situations. The first time they would take damage from
|
||
-a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto the attacker; the user
|
||
-makes an Intellect-based attack roll for this reflected damage. After that, the being disappears.
|
||
-
|
||
-Fade to Black
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Mirror, lapel pin, spiderweb
|
||
-
|
||
-Effect: Turns the user into a shadow for ten minutes per cypher level. During that time, the user looks exactly like
|
||
-their own shadow, is two-dimensional, and can move through any space where light could shine through. As a shadow, the
|
||
-user can make magical attacks but not physical ones. They take no physical damage. However, any successful magical
|
||
-attacks against them inflict +1 point of damage.
|
||
-
|
||
-Faraday Ward
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: App, pocket handkerchief, lapel pin
|
||
-
|
||
-Effect: When activated, the ward protects the user, their items, and their devices from any attempts at scrying,
|
||
-electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for ten minutes
|
||
-per cypher level.
|
||
-
|
||
-Fey Collar
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Collar, knitted scarf, necklace
|
||
-
|
||
-Effect: When placed around a creature's neck, the collar locks and prevents the wearer from using magic of any kind (up
|
||
-to the level of the cypher). If the creature is a PC, each time they try to use magic they must succeed at an
|
||
-Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten minutes per
|
||
-cypher level and then disintegrates.
|
||
-
|
||
-Ghost Tag
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Spray paint, feather, lipstick
|
||
-
|
||
-Effect: Allows the user to leave their tag on someone else's graffiti, painting, or public artwork. The tag includes a
|
||
-spoken message up to twenty words long and is invisible except to the creature the user designates. That creature can
|
||
-touch the tag and hear the entirety of the message.
|
||
-
|
||
-Girl Moss
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Mushroom, chalk, seed packet
|
||
-
|
||
-Effect: The user melds into whatever soft thing is near them, such as moss, earth, or a blanket, and becomes nearly
|
||
-indistinguishable from that thing. For a number of rounds equal to the cypher level, they gain an asset to hiding,
|
||
-sneaking, and remaining undetected (even by magic). Entering into combat or interacting with another creature in any way
|
||
-breaks the effect.
|
||
-
|
||
-Got Your Back
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Napkin, straw, coaster
|
||
-
|
||
-Effect: The cypher turns bright blue in the presence of any type of drug, poison, or other detrimental or dangerous
|
||
-substance whose level is equal to or less than the cypher level. The effect lasts for one day.
|
||
-
|
||
-Gravity Denied
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: App, feather, balloon
|
||
-
|
||
-Effect: The user no longer has to follow gravity's laws. For one minute per cypher level, they can walk (or crawl or
|
||
-run) on steep inclines and horizontal surfaces (such as walls and cliffs) as if they were on flat ground. When using
|
||
-this ability, "down" for them is either the surface they are walking on or the normal orientation of gravity (their
|
||
-choice).
|
||
-
|
||
-Great Hair Day
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Hair clip, twigs, bones
|
||
-
|
||
-Effect: When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24
|
||
-hours, they have an asset in all confidence-based actions, social and otherwise.
|
||
-
|
||
-Growwell
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Herbs, seed packet, bouquet of flowers
|
||
-
|
||
-Effect: Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or
|
||
-water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level.
|
||
-
|
||
-Handwave
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Fingerless glove, ring, temporary tattoo
|
||
-
|
||
-Effect: When the user places this cypher upon their hand as an action, they can take three actions on their next turn.
|
||
-
|
||
-Hashtag
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: App, flyer, electronic stylus
|
||
-
|
||
-Effect: The user chooses a word or short phrase when activating this cypher. For an hour per cypher level, that word
|
||
-will glow when they encounter it in their environment in a way that only they can perceive, allowing them to pick it out
|
||
-from its surroundings easily. This glow will appear around the word itself as well as symbols and objects. For example,
|
||
-if they choose "apple," they will sense a glow around the word in print, around an actual apple, and around the symbol
|
||
-of an apple logo on a computer. This doesn't extend their range of vision farther than they can normally see.
|
||
-
|
||
-This cypher adjusts to be beneficial to the user. For example, if a non-sighted character uses hashtag, the cypher might
|
||
-create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their mind's eye
|
||
-instead.
|
||
-
|
||
-Here All Along
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: App, needle and thread, ID card
|
||
-
|
||
-Effect: Allows the user to instantly create a long trail on the internet for someone that they just made up. This
|
||
-includes social media accounts, a personal or business website, photos and videos, friends, and so on. The information
|
||
-stays on the internet forever.
|
||
-
|
||
-Instant Automobile
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Key, charm, temporary tattoo
|
||
-
|
||
-Effect: Creates or transforms into a large automobile that can carry up to eight people. The user or other characters
|
||
-must steer the automobile as normal. At cypher level 5 and higher, the automobile grants an asset on all tasks relating
|
||
-to its movement, and at cypher level 7 and higher, the automobile can move a short distance each round under its own
|
||
-power. The automobile lasts for a day, after which it vanishes.
|
||
-
|
||
-> The vehicle created by an instant automobile cypher is utilitarian and unremarkable rather than flashy, more like a
|
||
-> station wagon, generic van, panel truck, or SUV. In some settings, local laws might require these temporary magical
|
||
-> vehicles to have a specific color or text to easily identify them as such, including a unique license plate that can
|
||
-> be tracked like any registered vehicle. Likewise, an instant motorcycle cypher creates a functional but not
|
||
-> particularly "sexy" motorbike.
|
||
-
|
||
-Instant Delivery
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: App, feather, stamp
|
||
-
|
||
-Effect: Allows the user to have a letter, small package, or any object up to about 10 pounds (4.5 kg) delivered almost
|
||
-instantaneously to someone. If the object is dangerous, such as a bomb, the recipient's level must be equal to or less
|
||
-than the cypher's. The user must know the person's name and at least one small fact about them, but doesn't need to know
|
||
-their location. Within a round of having left the user, the package will arrive within a short distance of the
|
||
-recipient.
|
||
-
|
||
-Instant Motorcycle
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Playing card, key, metal flask
|
||
-
|
||
-Effect: Creates or transforms into a motorcycle that can comfortably carry one person (or two people sitting tandem).
|
||
-The user or other characters must steer the motorcycle as normal. At cypher level 4 and higher, the motorcycle grants an
|
||
-asset on all tasks relating to its movement, and at cypher level 7 and higher, the motorcycle can move a short distance
|
||
-each round under its own power. The motorcycle lasts for a day, after which it vanishes.
|
||
-
|
||
-Lie To Me
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Contact lenses, goggles, mask
|
||
-
|
||
-Effect: Once activated and worn, allows the user to see through all deceptions, mirages, and illusions (up to the level
|
||
-of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other deception tasks.
|
||
-
|
||
-Light 'Em Up
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Laser light pointer, pair of glasses, key fob
|
||
-
|
||
-Effect: Activating the cypher causes a powerful beam of magic light to erupt from the user's body part they choose. The
|
||
-beam stretches a short range and inflicts damage equal to the cypher level. It affects even creatures (such as ghosts
|
||
-and vampires) that normally can't be harmed by mundane weapons. Once activated, the weapon is active for ten minutes.
|
||
-
|
||
-Lucky Charm
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Worry stone, fuzzy dice, deck of cards
|
||
-
|
||
-Effect: Rubbing the lucky charm draws a tiny bit of luck away from someone else and gives it to the user, causing
|
||
-something to happen that makes the user's next action a little easier. This might be a friend showing up, a tool
|
||
-appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. Effectively,
|
||
-using this cypher grants the player a player intrusion without having to spend 1 XP.
|
||
-
|
||
-Magic Aura Tracker
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: App, bus ticket, 3D glasses
|
||
-
|
||
-Effect: User can view the cypher's symbols to see if the ambient power of magic in the area is normal, high (increased
|
||
-capabilities or prone to disruptive surges), low (decreased effects or scarcity), or absent. It can also be configured
|
||
-to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from the standard
|
||
-readings. This lasts for five hours per cypher level.
|
||
-
|
||
-Mental Load Alleviator
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Worry stone, pen, figurine
|
||
-
|
||
-Effect: Helps take on some of the user's mental loads for the next day, including creating shopping lists, organizing
|
||
-the calendar, project management, working on spells, and decision making. During this time, the user gains +1 to their
|
||
-Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or higher).
|
||
-
|
||
-Merciful Memory
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Candle, charm, 3D glasses
|
||
-
|
||
-Effect: For one willing target (including the user), the user can alter a negative memory into one that's mor positive.
|
||
-Altering the memory takes a few rounds, depending on the intricacy and difficulty of the memory. Once the memory is
|
||
-altered, it remains that way for a day. During that time, the target gains +5 to their Intellect Pool and all tasks
|
||
-involving the memory (such as talking to the person the memory's about) are eased.
|
||
-
|
||
-Next You
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Comb, mirror, hair pin
|
||
-
|
||
-Effect: Activating the cypher brings up a magical avatar of the user. The user can alter all parts of their avatar,
|
||
-include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the changes they've
|
||
-made to the avatar are made to their own body. The effect lasts for one hour per cypher level.
|
||
-
|
||
-No Take Backs
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Temporary tattoo, playing card, skein of yarn
|
||
-
|
||
-Effect: Activating the cypher creates an invisible bubble around the user. The next time a foe inflicts damage on the
|
||
-user, the bubble registers the type of attack (such as melee, magic, or ranged) and alters itself to protect the user
|
||
-from the next attack of that type. When the user would next take damage from the same type of attack, the bubble absorbs
|
||
-all of it and then pops.
|
||
-
|
||
-Pickpocket
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: App, stone, key fob
|
||
-
|
||
-Effect: The next time the user attempts to pickpocket someone, they automatically succeed against a target whose level
|
||
-is equal to or less than the cypher's, and they gain an asset to their task against targets whose level is higher than
|
||
-the cypher's. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal
|
||
-to or less than the level of the pickpocket cypher).
|
||
-
|
||
-Pocket Protector
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Metal flask, flip lighter, book
|
||
-
|
||
-Effect: If the user is shot with a bullet, arrow, or other projectile, the cypher just happens to be in the right place
|
||
-to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the user's action to
|
||
-activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust.
|
||
-
|
||
-Portal Stone
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Stone, marble, baseball
|
||
-
|
||
-Effect: Placing an object beneath the portal stone and letting it rest there for one round shifts it to an
|
||
-undiscoverable location, such as another dimension or world (depending on the setting). The item can only be retrieved
|
||
-by holding the portal stone and whispering the name of the object.
|
||
-
|
||
-Power Device
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: App, flip lighter, seed packet
|
||
-
|
||
-Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
|
||
-powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
|
||
-flashlight, the battery is fully charged.
|
||
-
|
||
-Power House
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Stone, wood, building box
|
||
-
|
||
-Effect: Expands into an instant tiny home complete with a washroom, sleeping area, and kitchen space. The entirety of
|
||
-the structure is about 20 feet by 20 feet by 10 feet (6 m by 6 m by 3.5 m). It lasts for 24 hours, at which point it and
|
||
-all nonliving things inside it disintegrate.
|
||
-
|
||
-Presto Change-O
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Skein of yarn, key fob, key
|
||
-
|
||
-Effect: Allows the user to alter the appearance of a single vehicle whose level is equal to or less than the cypher
|
||
-level for the next day. This could be a minor alteration, such as changing the paint color and the license plate number,
|
||
-or it could be a major one, such as changing a horse-drawn carriage into a go-kart. The new vehicle must be able to
|
||
-traverse the same type of terrain as the original (the user can change a canoe into a speedboat, for example, but not
|
||
-into a plane or a race car).
|
||
-
|
||
-Puzzle Box
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Building block, flip lighter, locket
|
||
-
|
||
-Effect: Allows the user to put a creature (up to the level of the cypher) inside an item the user touches with the
|
||
-cypher. The creature shrinks to fit inside the item. While inside the item, the creature is in stasis and cannot take
|
||
-any actions. They cannot be harmed in any way and they do not experience time moving forward. The creature stays inside
|
||
-permanently, unless they are released by magic or until the user chooses to let them out.
|
||
-
|
||
-Quick Pic
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: App, pen, stone with a hole in it
|
||
-
|
||
-Effect: Allows the user to snap a quick image of whatever they point it at. The image stays perfectly in their mind for
|
||
-the next 24 hours. By touching an appropriate device, they can download the image, print it out, or digitally alter it.
|
||
-At the end of 24 hours, all versions of the image, including the one in their head, disappear.
|
||
-
|
||
-Quick Pickup
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: App, key, fidget toy
|
||
-
|
||
-Effect: For a number of hours equal to the cypher level, anytime the user needs a ride somewhere, one instantly appears.
|
||
-This could be a rideshare, a city bike, a horse, a canoe, a friend with a car, a helicopter, or something else, as the
|
||
-GM determines.
|
||
-
|
||
-Real Fake
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: App, playing card, ticket
|
||
-
|
||
-Effect: When placed against any form of ID, such as a driver's license, birth certificate, or passport, the cypher
|
||
-instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying or
|
||
-verifying features. The duplicate lasts for a number of days equal to the cypher level.
|
||
-
|
||
-Repair Module
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Remote control, bullet, needle and thread
|
||
-
|
||
-Effect: Repairs a single device or machine of any kind (up to the level of the cypher) once. This could work on an
|
||
-artifact, a computer, a piece of lab equipment, a mechanical cider press, a furnace, and so on. The user doesn't need
|
||
-any knowledge of the machine or what's wrong with it, but they must be able to touch the machine and continue to do so
|
||
-for the length of the repair. The repair takes one minute per level of the machine.
|
||
-
|
||
-Safe Space
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: App, knitted scarf, letter
|
||
-
|
||
-Effect: Allows the user to create a temporary safe space around them that takes the form of their choosing, such as a
|
||
-bed, bathroom, mossy grove, and so on. The place looks, sounds, and feels just as the user imagines it. During that
|
||
-time, no one and nothing outside the space can see, hear, or interact with the user in any way, nor can they see, hear,
|
||
-or interact with anything outside their safe space. While in their safe space, they restore a number
|
||
-
|
||
-of points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it's as
|
||
-though they never went away and no time has passed. They can remain in the space for up to one hour per cypher level.
|
||
-
|
||
-Screen Control
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: App, mirror, granny square
|
||
-
|
||
-Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
|
||
-whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
|
||
-and colors.
|
||
-
|
||
-Social Battery
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Battery, doll, feather
|
||
-
|
||
-Effect: Allows you to recharge your social battery, providing you with an asset on all positive social interactions,
|
||
-including persuasion, charm, flirtation, and succor. The effect lasts for ten minutes per cypher level.
|
||
-
|
||
-Soul Saver
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Egg, battery, cross-stitch square
|
||
-
|
||
-Effect: Brings a dead creature whose level is equal to or less than the cypher's back to life for ten minutes per cypher
|
||
-level. PCs are automatically brought back for the duration. The creature is exactly as they were in life, with the same
|
||
-stats, personality, knowledge, and so on, but only has 2 points of health or Might. If the creature's health or Might
|
||
-Pool is healed to full in some way during this time, they return to life permanently, but with a 3-point reduction in
|
||
-their maximum health or Might Pool.
|
||
-
|
||
-Stay Down
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Nail polish, glove, stick
|
||
-
|
||
-Effect: Upon activating the cypher, the user's hand crackles with power and noise. They emit a concussive blast at a
|
||
-single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a number of
|
||
-rounds equal to the cypher level.
|
||
-
|
||
-Take Me There
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Crayon, chalk, lipstick
|
||
-
|
||
-Effect: The user spends a few rounds drawing a map of somewhere they're trying to get to. Even if the map is not the
|
||
-least bit accurate, they will sense a thread of magic leading them to their desired destination. If the place they seek
|
||
-is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher provides an asset). The
|
||
-thread lasts for one day per cypher level or until they reach their destination, whichever is sooner.
|
||
-
|
||
-Talk to Me
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Spiderweb, flyer, building blocks
|
||
-
|
||
-Effect: The user can talk to any creature that is part of a structure, such as a mermaid in a fountain statue, a stone
|
||
-gargoyle on a skyscraper, or a dragon-shaped doorbell on a private home. The user can ask them a number of questions
|
||
-equal to the cypher level and get true answers. The questions must pertain to something the creature would know, such as
|
||
-something they saw or heard in the area, something they felt, or who made them.
|
||
-
|
||
-Teleportation Block
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Bird's nest, remote control, building block
|
||
-
|
||
-Effect: A short area within immediate range of the user becomes warded against any teleportation effect or other ability
|
||
-that allows travel without direct physical movement (including abilities specifically meant to get around obstacles,
|
||
-such as Bypass Barrier). Any creature whose level is less than the cypher level can't use these methods to get in or
|
||
-out. Player characters using such abilities must succeed at an Intellect-based task with a difficulty equal to the
|
||
-cypher level in order to enter or leave the area. The block lasts for one day per cypher level.
|
||
-
|
||
-Through the Window
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: App, mirror, flyer
|
||
-
|
||
-Effect: The user chooses any window they can see, and they are able to look through it as if they were standing right in
|
||
-front of it. The window does not need to be transparent, the user does not need to stay in sight of the window after
|
||
-they choose it, and no one else can perceive what they're doing. While they are looking through the window, they can
|
||
-wink to change their vision back to their current location, then wink again to return to the window. The effect lasts
|
||
-for ten minutes per cypher level or until they choose to end it.
|
||
-
|
||
-Time Ticket
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Bus ticket, moss, remote control
|
||
-
|
||
-Effect: For the next day, no matter what time the user leaves or what hurdles they encounter, they will arrive exactly
|
||
-on time for the event, ride, or other activity. Busses and planes will not leave without them, the play or movie will
|
||
-not start until they arrive, and they'll meet people exactly when they said they would. (Note that this doesn't change
|
||
-how the user gets there— they may still sit in traffic forever or get stuck in the security line.) Their traveling
|
||
-companions, if any, enjoy the same benefit as long as they stick with the user.
|
||
-
|
||
-Tunnel Traverser
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Coveralls, poncho, knitted scarf
|
||
-
|
||
-Effect: When activated, it turns the wearer into a liquid or gaseous form of themselves, allowing them to travel through
|
||
-small spaces, such as air ducts, sewer tunnels, tight caverns, and so on. Efforts to detect the user are hindered by two
|
||
-steps (or three steps if the cypher is level 5 or higher), even by magic or security systems. The spaces must be at
|
||
-least 1 foot (30 cm) in diameter and must not be blocked by rocks, doors, and so on. The effect lasts for ten minutes
|
||
-per cypher level.
|
||
-
|
||
-What the Doctor Ordered
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Potion, herbs, candle
|
||
-
|
||
-Effect: Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user adds
|
||
-+3 to their next recovery roll.
|
||
-
|
||
-Who's Looking
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Remote control, glass eye, stone with a hole
|
||
-
|
||
-Effect: For the next ten minutes per cypher level, the cypher vibrates any time the user is being monitored, watched, or
|
||
-tracked by something of the cypher level or less. This includes people, devices, security systems, cameras, spells, and
|
||
-so on.
|
||
-
|
||
-Wire Wraith
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Wire, broken electronics, phone charger
|
||
-
|
||
-Effect: Activating the cypher creates a large wraithlike being that looks as if it's formed from wire. The wraith is a
|
||
-level 4 incorporeal construct that inflicts 4 points of electrical damage (ignores Armor) with its touch when directed.
|
||
-While the construct persists, the user can use it to slip through small areas, carry an electrical current, or attack
|
||
-foes. It lasts for a number of rounds equal to the cypher level.
|
||
-
|
||
-Wrecking Balls
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Baseball, bouncy ball, marble
|
||
-
|
||
-Effect: When thrown, the ball multiplies into a number of itself equal to the cypher level. Each ball bounces once and
|
||
-then slams into targets within long range chosen by the user. The impact of each ball does 2 points of ambient damage
|
||
-(ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one round.
|
||
-
|
||
-You're Safe Now
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Suspenders, lapel pin, spiderweb
|
||
-
|
||
-Effect: Once the user activates the cypher, it protects them from ambient damage. The next time they would take ambient
|
||
-damage, such as from falling off a roof or being electrocuted by a power line, the cypher absorbs all of the damage (up
|
||
-to the cypher level).
|
||
-
|
||
-Software Cyphers
|
||
-
|
||
-EasyMagic.App
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: App
|
||
-
|
||
-Effect: Adds +1 to the user's Intellect Edge (+2 for cypher level 5 or higher) for the next 24 hours, but only for the
|
||
-purpose of casting spells.
|
||
-
|
||
-When the cypher is activated, the user attracts the attention of a malevolent internet d@emon, who slides into their
|
||
-internet-connected devices and starts draining their magic. The d@emon remains even after the cypher's duration expires.
|
||
-
|
||
-Malware Cyphers
|
||
-
|
||
-EasyMagic.app has a beneficial effect, but also a serious drawback—it attracts a hostile creature to prey upon the
|
||
-user's magic. The cypher is significantly better than a typical Edge-augmenting cypher like an Intellect booster
|
||
-(lasting 24 hours instead of one hour) in order to trick a naive or greedy character into activating it. Magicians
|
||
-well-versed in cypher lore (and human nature) recognize that this sort of thing is too good to be true.
|
||
-
|
||
-The GM should feel free to create similar kinds of malware app cyphers that are somewhat better than the standard ones
|
||
-in this chapter or in the Cypher System Rulebook, and give them a harmful side effect. Example malware cypher benefits
|
||
-are curatives that add more points or affect two Pools at once, Effort enhancers that can be used two or more times in
|
||
-an hour, and perfections that don't require an action to activate (and therefore can affect a roll on the same turn the
|
||
-user activates the cypher).
|
||
-
|
||
-Example malware cypher drawbacks are hindering the user's attack spells, debiting the user's bank account, monitoring
|
||
-the user's in-person or magical communications, deleting the user's other magical app cyphers, compelling the user to
|
||
-take a specific action, "locking" one of the user's spells until they pay a ransom, accessing private data such as
|
||
-passwords or photos, and so on.
|
||
-
|
||
-Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
|
||
-
|
||
-### ARTIFACTS
|
||
-
|
||
-### MODERN MAGIC ARTIFACTS
|
||
-
|
||
-If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
|
||
-be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how
|
||
-many artifacts a character can bear.
|
||
-
|
||
-| D00 | Artifact |
|
||
-|-------|---------------------------------------|
|
||
-| 01-02 | Accessories sold separately |
|
||
-| 03-04 | Ask me anything |
|
||
-| 05-06 | Atheneum of the mind card |
|
||
-| 07-08 | Attempted murder |
|
||
-| 09-10 | Battery of the vanquished |
|
||
-| 11-12 | Blade of the roses |
|
||
-| 13-14 | Book of the baker |
|
||
-| 15-16 | Breakaway bag |
|
||
-| 17-18 | Busy box |
|
||
-| 19-20 | Cats hide their paws |
|
||
-| 21-22 | Cloud storage |
|
||
-| 23-24 | Cloud thief |
|
||
-| 25-26 | Color cannon |
|
||
-| 27-28 | Combat glasses |
|
||
-| 29-31 | Crow friend |
|
||
-| 32-33 | Crown of the high king |
|
||
-| 34-35 | Dragon pen |
|
||
-| 36-37 | Eau de blood and monsters |
|
||
-| 38-39 | Ecosensitive fridge magnets |
|
||
-| 40-41 | Flying carpet |
|
||
-| 42-43 | Gift from the fairy queen |
|
||
-| 44-45 | Goodest gargoyle |
|
||
-| 46-47 | Harrowing blade |
|
||
-| 48-49 | History's fickle hands |
|
||
-| 50-51 | Keys of close to you |
|
||
-| 52-53 | Living copycat |
|
||
-| 54-55 | Magician's protective amulet |
|
||
-| 56-57 | Malware genie |
|
||
-| 58-60 | Meatboy |
|
||
-| 61-62 | My friend Lockness |
|
||
-| 63-64 | Pearls of your grandmother, the witch |
|
||
-| 65-66 | Poor magician's lunchbox |
|
||
-| 67-68 | Rainbow suspenders |
|
||
-| 69-71 | Ring of reflected bullets |
|
||
-| 72-74 | Scarf of love and death |
|
||
-| 75-76 | Song of the siren |
|
||
-| 77-79 | Speed readers |
|
||
-| 80-82 | Tattoo of the tiger |
|
||
-| 83-84 | Tattoo of tomorrow's edge |
|
||
-| 85-87 | Tattoo of true shot |
|
||
-| 88-89 | Time is a circle |
|
||
-| 90-91 | Umbrella of no-touch |
|
||
-| 92-93 | Vanity of the vanities |
|
||
-| 94-96 | Witch wand |
|
||
-| 97-98 | Witch's broom |
|
||
-| 99 | Wonder onesie |
|
||
-| 00 | Your mama's biker jacket |
|
||
-
|
||
-Artifact Rules
|
||
-
|
||
-Artifacts are more powerful than common equipment or cyphers.
|
||
-
|
||
-Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
|
||
-designated die (1d6, 1d10, 1d20, or 1d00). If the die shows the depletion number(s), the item works, but that is its
|
||
-last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
|
||
-be used only once.
|
||
-
|
||
-Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
|
||
-abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to
|
||
-recharge artifacts, at least temporarily.
|
||
-
|
||
-Example Modern Fantasy Artifacts
|
||
-
|
||
-Accessories Sold Separately
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Articulated action figure that comes equipped with a number of accessories, such as a gun, armor, handbag, laptop
|
||
-computer, dazzling outfit, and so on.
|
||
-
|
||
-Effect: The action figure carries a number of accessories equal to the artifact level. When the button on their back is
|
||
-pushed, the action figure does nothing, but their accessories grow to the size they would be if they were real, and they
|
||
-become functional. They remain this way for a day.
|
||
-
|
||
-Roll a d20 for each accessory the action figure might carry.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-| D20 | Accessory |
|
||
-|-----|------------------------------------------------------------------------------------------|
|
||
-| 1 | Light weapon (includes ammo) |
|
||
-| 2 | Medium weapon (includes ammo) |
|
||
-| 3 | Heavy weapon (includes ammo) |
|
||
-| 4 | Light armor |
|
||
-| 5 | Medium armor |
|
||
-| 6 | Heavy armor |
|
||
-| 7 | Laptop computer |
|
||
-| 8 | Cell phone |
|
||
-| 9 | Doctor bag (eases healing tasks) |
|
||
-| 10 | Dazzling outfit (eases social interactions) |
|
||
-| 11 | Handbag (includes a handful of items, such as gum, lipstick, sunglasses, and a notebook) |
|
||
-| 12 | Bag of light tools |
|
||
-| 13 | Puppy (level 1) |
|
||
-| 14 | Kitten (level 1) |
|
||
-| 15 | Dinosaur (level 1) |
|
||
-| 16 | Fiction book |
|
||
-| 17 | Nonfiction book |
|
||
-| 18 | Backpack (empty) |
|
||
-| 19 | Guitar |
|
||
-| 20 | Inflatable couch |
|
||
-
|
||
-Ask Me Anything
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Magic billiard ball fill with liquid, inside of which a small gargoyle, crow, or other creature floats
|
||
-
|
||
-Effect: The user can shake the magic ball, causing the creature inside to wake up. They can ask the creature two
|
||
-questions about the future and learn the answer (three questions if the artifact is level 4 or higher, four questions if
|
||
-the artifact is level 6 or higher). Because the future is ever-changing, the answers may not line up perfectly with what
|
||
-will happen, but they usually offer at least one piece of concrete, actionable information.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Atheneum of the Mind Card
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Metal and glass card about the size and shape of a library card
|
||
-
|
||
-Effect: Allows the user to "borrow" people's minds the same way that one might borrow a library book. The person must be
|
||
-agreeable to sharing their knowledge and must be within short range of the user when the exchange happens. For the next
|
||
-24 hours, the user has access to the person's brain from anywhere, allowing them to become trained in two noncombat
|
||
-skills or specialized in one noncombat skill. The skill they choose must make sense for the person whose brain they're
|
||
-"borrowing" (for example, a professor of English lit would likely be skilled in speed-reading and storytelling, but
|
||
-maybe not in woodworking or cooking). They can only borrow one person's mind each day.
|
||
-
|
||
-Depletion: 1 in 1d00
|
||
-
|
||
-Attempted Murder
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Tattoo of a flock of crows located anywhere on the body
|
||
-
|
||
-Effect: When the tattoo is activated, the crows fly out of it in a barrage of attacks. Everyone and everything in an
|
||
-immediate area suffers damage equal to the artifact level, unless they are designated safe by the user ahead of time.
|
||
-
|
||
-Depletion: 1 in 1d6 (when the artifact depletes, the tattoo flies away and disappears)
|
||
-
|
||
-Battery of the Vanquished
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Small metal pipe that's been etched with elaborate symbols
|
||
-
|
||
-Effect: After killing a magical creature, the user can place the pipe against the body and suck the creature's magic up
|
||
-into their body. The creature must have been slain by the user, they must be magical in some way, and they must have
|
||
-died within the last hour. The user restores a number of points equal to the artifact level to their Intellect Pool
|
||
-(even if this temporarily puts them above their maximum Pool).
|
||
-
|
||
-Depletion: 1 in 1d6
|
||
-
|
||
-Blade of the Roses
|
||
-
|
||
-> Level: 1d6 + 2
|
||
->
|
||
-> Form: Handcrafted sword etched with vines and roses
|
||
->
|
||
-> Effect: This sword is a medium weapon that inflicts 5 points of damage (6 points if the artifact is level 6 or
|
||
-> higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the creature's
|
||
-> heart. The vine begins to spread through the creature's veins, inflicting 2 additional points of damage each round for
|
||
-> one day or until magic is used to remove the vine. A PC can end the effect early by succeeding on a Might defense roll
|
||
-> on their turn.
|
||
-
|
||
-Depletion: 1 in 1d00 (check each first successful attack)
|
||
-
|
||
-Book of the Baker
|
||
-
|
||
-> Level: 1d6
|
||
->
|
||
-> Form: Pocket-sized book with a well-worn leather cover filled with handwritten recipes
|
||
->
|
||
-> Effect: Taking a round to read a recipe from the book aloud causes everyone within short range to feel as if they've
|
||
-> eaten the meal from the recipe. They all add +1 to their recovery rolls for the next ten minutes.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Breakaway Bag
|
||
-
|
||
-> Level: 1d6 + 4
|
||
->
|
||
-> Form: Backpack, purse, or duffel covered in patches
|
||
->
|
||
-> Effect: This bag can hold a number of magic items (including cyphers and artifacts) equal to the artifact level. Every
|
||
-> item the user places inside the bag instantly turns into a patch on the bag's surface. Only the user can recognize
|
||
-> these patches as the objects they once were, and only the user can turn them back into their original items (doing so
|
||
-> takes an action). The bag can also be used as a regular bag to hold mundane items, which does not affect how many
|
||
-> magic items it can hold. Cyphers in the bag do not count against the user's cypher limit.
|
||
-
|
||
-Depletion: 1 in 1d20 (roll each time a magic item is added)
|
||
-
|
||
-Busy Box
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Small wooden box with a remote opener
|
||
-
|
||
-Effect: Opening the box reveals a dazzling array of enticing things to do, see, hear, and experience. These enticements
|
||
-are magically geared to those experiencing them. Everyone who fails an Intellect defense roll within short range of the
|
||
-box is so distracted that they're hindered on all actions for a number of rounds equal to the artifact level. (NPCs
|
||
-whose level is less than the artifact level are automatically affected.) The remote will open and close the box from up
|
||
-to long range away.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Cats Hide Their Paws
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Onyx ring that depicts a cat curling around itself, so that it becomes a feline ouroboros
|
||
-
|
||
-Effect: The ring allows the user to slink into the shadows, hide their true motives, and otherwise go mostly unseen and
|
||
-unnoticed. This provides an asset to sneaking, lockpicking, disguise, and deception tasks.
|
||
-
|
||
-Depletion: 1 in 1d00 (check each day)
|
||
-
|
||
-Cloud Storage
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Palm-sized device with a carabiner attached
|
||
-
|
||
-Effect: Stores up to five cypher apps at a time. The device is thumbprint-protected by the user, and only the user can
|
||
-add apps and activate them. Any additional apps stored above the user's cypher limit do not count against the limit.
|
||
-
|
||
-Depletion: 1 in 1d20 (check each time an app is added)
|
||
-
|
||
-Cloud Thief
|
||
-
|
||
-> Level: 1d6
|
||
->
|
||
-> Form: Ring that alters to perfectly fit the wearer (in size and appearance)
|
||
->
|
||
-> Effect: Allows the user to copy a cypher app from any device the user chooses within long range. The ring chooses
|
||
-> randomly from the available apps on that device, and the user doesn't know what the app is until they receive it. They
|
||
-> can activate the cypher app directly from the ring or download it into a device of their choice. The ring can only
|
||
-> hold one app at a time, and that app does count against the user's cypher limit.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Color Cannon
|
||
-
|
||
-> Level: 1d6
|
||
->
|
||
-> Form: Can of spray paint modified to spray from three different nozzles
|
||
->
|
||
-> Effect: Depending on which nozzle is used, the color cannon has the following effects with a successful attack roll by
|
||
-> the user.
|
||
->
|
||
-> Fear. Sprays a target within short range with a beam of color that frightens them so badly that they flee for a number
|
||
-> of rounds equal to the artifact level.
|
||
->
|
||
-> Stun. Sprays a target within short range with a beam of color that stuns them for one round, making them lose their
|
||
-> next action.
|
||
->
|
||
-> Tag. Tags a target within long range with a symbol. All tasks involving tracking, following, and finding that target
|
||
-> are eased for the next day. No matter where the symbol lands, the tag still works (for example, if the target's shirt
|
||
-> is tagged, the tag works even if they remove their shirt).
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Combat Glasses
|
||
-
|
||
-> Level: 1d6 + 2
|
||
->
|
||
-> Form: Pair of stylish sunglasses
|
||
->
|
||
-> Effect: The glasses analyze a foe and display information about the best places to strike them as well as how best to
|
||
-> avoid their incoming attacks. If the user spends an action to allow the glasses to analyze a chosen foe, they gain an
|
||
-> asset in both melee attacks and Speed defense rolls against the foe. They must take a separate action to analyze each
|
||
-> foe, and the glasses can only assist against one foe at a time.
|
||
-
|
||
-Depletion: 1 in 1d6 (check after each foe)
|
||
-
|
||
-Crow Friend
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Pocket-sized figurine of a crow, its feathers worn from being lovingly petted over time
|
||
-
|
||
-Effect: For as long as the user carries the figurine on their person and does not actively harm, scare, or otherwise
|
||
-offend any living corvids, a flock of crows may show up randomly once per day to assist them. The crows arrive on their
|
||
-own time and act as crows do, attempting to help the user in the way that they deem most useful, such as dropping stones
|
||
-on a foe's head, warning them of incoming dangers, bringing them a snack, and so on.
|
||
-
|
||
-Depletion: 1 in 1d00 (roll each time the crows arrive)
|
||
-
|
||
-Crown of the High King
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Pair of over-the-ear headphones that sparkle in the light
|
||
-
|
||
-Effect: When worn, the headphones provide the user with an enhanced sense of elegance, power, or status. Other people
|
||
-find themselves drawn to the user in the hopes of helping them, granting their wishes, and treating them like the
|
||
-royalty they obviously are. All social interactions are eased.
|
||
-
|
||
-Depletion: 1 in 1d00 (roll each day)
|
||
-
|
||
-Dragon Pen
|
||
-
|
||
-> Level: 1d6 + 2
|
||
->
|
||
-> Form: Quill made from a green feather
|
||
->
|
||
-> Effect: The user can dip the pen in ink and draw an object or creature, which becomes real for one minute. The object
|
||
-> or creature's level is half the artifact's level, +1 level if the user is trained in drawing, or +2 levels if the user
|
||
-> is specialized in drawing. Once released from the page or surface it was drawn upon, the object or creature swells
|
||
-> until it reaches the appropriate size, but it grows no bigger than an immediate distance in width, depth, and height.
|
||
-> If a creature is made, it does the bidding of the user.
|
||
->
|
||
-> Someone familiar with magic made from drawings or illustrations, such as someone who has the Inks Spells on Skin
|
||
-> focus, can use the pen as part of casting their spells, easing the task of casting the spell.
|
||
-
|
||
-Depletion: 1 in 1d10
|
||
-
|
||
-Eau de Blood of Monsters
|
||
-
|
||
-> Level: 1d6 + 4
|
||
->
|
||
-> Form: Red crystal bottle filled with amber perfume
|
||
->
|
||
-> Effect: This perfume is specially created to be used by a single person. To activate it for the first time, the user
|
||
-> must put a single drop of their blood into the bottle, incorporating their own scent into that of the perfume. The
|
||
-> result smells amazing to them but is not noticeable to anyone else.
|
||
->
|
||
-> After that, whenever the user applies the perfume, it provides +2 Armor (+3 if the artifact is level 9 or higher).
|
||
-> Each application lasts for ten minutes per artifact level, and it's an action to reapply the perfume.
|
||
->
|
||
-> Anyone else who attempts to wear the perfume quickly realizes it smells awful on their skin, and they take 1 point of
|
||
-> damage.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Ecosensitive Fridge Magnets
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Set of refrigerator magnets (two of each letter and two of each number 0 through 9) made out of bone or wood
|
||
-
|
||
-Effect: Ghosts, haunts, wraiths, poltergeists, and other spectral creatures can move these objects as easily as a human
|
||
-can, using them to spell out messages visible to anyone in the area. Usually, the magnets are also enchanted so these
|
||
-creatures can't remove them from the surface they're attached to (preventing the creatures from stealing, hiding, or
|
||
-throwing them).
|
||
-
|
||
-Depletion: 1 in 1d20 (check each day of use); depletion means one of the magnets is lost forever but the remainder
|
||
-continue to function
|
||
-
|
||
-Flying Carpet
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Small woven rug, large enough for several people to sit on
|
||
-
|
||
-Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
|
||
-activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Gift from the Fairy Queen Level: 1d6 + 2
|
||
-
|
||
-Form: Glass eye that shines with a beautiful inner light
|
||
-
|
||
-Effect: Looking through the glass eye allows the user to see anything that's hidden or invisible, including magic, up to
|
||
-the level of the artifact. If they have the glass eye surgically or magically implanted (a task equal to the artifact
|
||
-level), they also gain an asset in using magic in all its forms, including crafting, combat, and defenses.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-Goodest Gargoyle
|
||
-
|
||
-> Level: 1d6 + 2
|
||
->
|
||
-> Form: Small lapel pin of a winged, grinning gargoyle
|
||
->
|
||
-> Effect: Once activated, this gargoyle grows to the size of a human. It follows within a few feet of the user and
|
||
-> attacks anyone or anything within immediate range that attacks it or the user. The gargoyle attacks with a powerful
|
||
-> blast of water that deals damage equal to its level. The gargoyle lasts for a day.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Harrowing Blade Level: 1d6 + 1
|
||
-
|
||
-Form: Long black blade with a carved stone handle
|
||
-
|
||
-Effect: A successful attack with the blade doesn't inflict physical damage. Instead, it fills the foe's mind with dark
|
||
-and dangerous thoughts, inflicting 4 points of Intellect damage (6 points if the artifact Is level 5 or higher) that
|
||
-ignore Armor. The foe does not need to be corporeal for the attack to be successful.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-History's Fickle Hands
|
||
-
|
||
-> Level: 1d6
|
||
->
|
||
-> Form: Watch with a beautiful leather band and silver face whose hands and numbers move in a seemingly random order
|
||
->
|
||
-> Effect: The watch works as a two-way communication device to someone in the past whose level is equal to or less than
|
||
-> the artifact level. A screen opens up on the watch face that allows the user to see the person and interact with them.
|
||
-> The person isn't compelled to interact with the user, and the user's interaction with them doesn't change anything in
|
||
-> the present or future. The connection stays open for ten minutes per artifact level.
|
||
-
|
||
-Depletion: 1 in 1d6
|
||
-
|
||
-Keys of Close to You
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Two small gold keys, each with a simple bow
|
||
-
|
||
-Effect: When activated by two people standing together, the bows of the keys magically adjust to create an abstract
|
||
-representation of the two users' relationship. At any time, one of the users can teleport themselves to the other person
|
||
-instantly, from up to 50 miles (80 km) away. For this to work, both people must have their key on their person, and
|
||
-there must be no magical barriers in place that are higher level than the artifact.
|
||
-
|
||
-Depletion: 1 in 1d20 (check each teleportation)
|
||
-
|
||
-Living Copycat
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Collection of metal magnets in a small tin
|
||
-
|
||
-Effect: If the user spends about an hour shaping the metal magnets into a copy of a living entity they've seen or have
|
||
-an image of, such as a human, cat, or dragon, the living metal takes the shape of that entity (albeit at about a tenth
|
||
-of its size). The copycat does and says everything that the living entity is doing, at the moment that they're doing it.
|
||
-The copycat lasts for ten minutes per artifact level, after which it returns to a collection of magnets.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Magician's Protective Amulet
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Silver medallion bearing several magical symbols
|
||
-
|
||
-Effect: The wearer's defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or higher).
|
||
-
|
||
-Depletion: 1 in 1d20 (check each spell attack)
|
||
-
|
||
-Malware Genie
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Thumb drive with the image of a lamp engraved on it
|
||
-
|
||
-Effect: Inserting the thumb drive into a device produces the avatar of a genie who grants the user a single wish. The GM
|
||
-assigns a level to the wish, so the larger and more difficult the wish, the more difficult it is to have the wish
|
||
-granted. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an expensive item or
|
||
-for a foe to vanish is level 7. The genie cannot grant a wish above its level. The genie can grant only one wish per
|
||
-day.
|
||
-
|
||
-Depletion: 1 in 1d6
|
||
-
|
||
-Meatboy
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Ring with a generic human face design
|
||
-
|
||
-Effect: The ring creates a "meatboy," a level 1 lifelike simulation of a human, who appears within immediate range. The
|
||
-meatboy has only a limited vocabulary and ability to reason. It does as the user instructs for one minute, then slumps,
|
||
-melts into reddish goo, and vanishes.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-My Friend Lockness
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Silver lapel pin in the shape of the Loch Ness monster
|
||
-
|
||
-Effect: When activated, the back of the pin opens up to reveal a number of helpful miniature tools, including a
|
||
-lockpick, tweezers, screwdriver, and so on. Using the pin provides an asset in both magical and mundane tasks such as
|
||
-lockpicking and crafting. In addition, it allows the user to perceive items, creatures, spells, and doors that would
|
||
-normally be hidden by easing their perception tasks by two steps (three steps if the cypher is level 7 or higher).
|
||
-
|
||
-Depletion: 1 in 1d00
|
||
-
|
||
-Pearls of Your Grandmother, the Witch
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Elegant necklace made of pearls with unusual colors and shapes
|
||
-
|
||
-Effect: Wearing the necklace eases all crafting tasks (including crafting magic cyphers and artifacts). Tasks that
|
||
-involve finding, sourcing, locating, and purchasing craft-related items are also eased.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-Poor Magician's Lunchbox
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Small metal lunchbox with an illustration of a person enjoying a picnic lunch
|
||
-
|
||
-Effect: The lunchbox creates a set of sturdy compostable utensils and a compostable bowl filled to the brim with a
|
||
-bland-tasting porridge that provides enough nutrition for one person for one day (enough for two people if the artifact
|
||
-is level 5 or higher). The porridge is non-allergenic, gluten free, dairy free, meat free, and cruelty free.
|
||
-
|
||
-Depletion: 1 in 1d10
|
||
-
|
||
-Rainbow Suspenders
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Bright rainbow suspenders that adjust to fit the wearer perfectly
|
||
-
|
||
-Effect: When worn and visible, the suspenders provide an asset to all positive social interactions. In addition, they
|
||
-provide +1 Armor against Intellect damage.
|
||
-
|
||
-Depletion: 1 in 1d20 (roll each interaction); still wearable as regular suspenders after depletion
|
||
-
|
||
-Ring of Reflected Bullets
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Red gold ring engraved with a chaotic bullet pattern
|
||
-
|
||
-Effect: When targeted with a ranged attack from a firearm that fires bullets, the wearer can attempt a hindered Speed
|
||
-defense roll. If the roll succeeds, the bullet rebounds before hitting the wearer and immediately returns to the sender,
|
||
-effectively granting the wearer a free attack against the shooter fired from the shooter's weapon. The wearer is
|
||
-practiced with this attack.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Scarf of Love and Death
|
||
-
|
||
-> Level: 1d6
|
||
->
|
||
-> Form: Hand-knitted scarf with a tag that says MADE WITH LOVE
|
||
->
|
||
-> Effect: When activated, the scarf can do one of two things (chosen by the user). The scarf must be reactivated to
|
||
-> switch the effect.
|
||
->
|
||
-> Love: Creates a magical shield around the user for one hour, during which time they gain +2 Armor (+3 Armor if the
|
||
-> artifact is level 5 or higher).
|
||
->
|
||
-> Death: For the next hour, each time the user attacks someone in short range, the scarf snaps out in that same action
|
||
-> and inflicts 2 additional points of damage (3 points if the artifact is level 5 or higher).
|
||
-
|
||
-Depletion: 1 in 1d20 (roll each activation)
|
||
-
|
||
-Song of the Siren
|
||
-
|
||
-> Level: 1d6 + 3
|
||
->
|
||
-> Form: Safety whistle in the shape of a woman with bird wings and a fish tail
|
||
->
|
||
-> Effect: Blowing into the whistle creates no sound, but instead causes a siren to appear. The siren sings a brief song.
|
||
-> The user chooses a number of targets within long range who can hear it equal to the artifact level. The user makes an
|
||
-> Intellect attack against each; affected targets each take 3 points of Intellect damage (ignores Armor).
|
||
-
|
||
-Depletion: 1 in 1d6
|
||
-
|
||
-Speed Readers
|
||
-
|
||
-> Level: 1d6
|
||
->
|
||
-> Form: Reading glasses with blue-hued lenses
|
||
->
|
||
-> Effect: Allows the user to quickly read and understand almost anything within short range, such as a book, long
|
||
-> article, important document, and so on, even if it's not in a language they know. Reading something usually takes at
|
||
-> least a few rounds, depending on the length of the item.
|
||
->
|
||
-> For the next ten minutes per artifact level, the user remembers everything they read perfectly, and if they take any
|
||
-> actions pertaining to that knowledge, their task is eased. At the end of that time, all of their newly gained
|
||
-> knowledge disappears. They can only use the speed readers on the same item once.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Tattoo of the Tiger
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Tattoo of a nonmagical creature, such as a tiger, spider, domesticated dog, raven, or horse
|
||
-
|
||
-Effect: Allows the user to shapeshift into the form of the creature depicted in the tattoo. The creature is nearly
|
||
-impossible to tell from other creatures of its ilk, meaning it's the same size, moves the same way, vocalizes the same
|
||
-way, has the same coloration, and so on. Once shapeshifted, the user can only do things that the creature could do in
|
||
-its normal state, such as run, roar, fly, swim, and so on. They cannot do things as a human would, but they could talk
|
||
-as a raven might talk, use a device as a primate might, and so on. The shapeshifted user otherwise retains their base
|
||
-stats. The form lasts for ten minutes per artifact level.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-> Because tattoo artifacts are magical, they can be transferred from one person's skin to another's. For example, if a
|
||
-> character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on
|
||
-> their body.
|
||
-
|
||
-Tattoo of Tomorrow's Edge
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Tattoo of a skull, bones, or other body part with ink made from ashes of the dead
|
||
-
|
||
-Effect: Each time the user would die, the tattoo brings them back to life and restores 5 points to each of their Pools.
|
||
-However, all of their Pools are permanently reduced by 1 each time.
|
||
-
|
||
-Depletion: 1 in 1d6
|
||
-
|
||
-Tattoo of True Shot
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Tattoo of a projectile, such as a bullet, arrow, or spear, crafted with ink made with blood
|
||
-
|
||
-Effect: Adds +1 damage to all of the user's successful ranged attacks that are made with physical weapons, such as a
|
||
-bow, gun, or throwing knife.
|
||
-
|
||
-Depletion: 1 in 1d10
|
||
-
|
||
-Time is a Circle
|
||
-
|
||
-> Level: 1d6 + 4
|
||
->
|
||
-> Form: Watch with no face and no hands
|
||
->
|
||
-> Effect: The user can tell the watch what time it is, and it will be that time for them and only them. The watch face
|
||
-> shows them a video of what they were experiencing in the past or will experience in the future (depending on what time
|
||
-> they chose). The user cannot change anything about the experience, but they can replay and slow down the video. The
|
||
-> video lasts for a number of minutes equal to the artifact level and disappears after. Note that while the video of the
|
||
-> past is always accurate, the video of the future shows one of many possible futures and may not come true.
|
||
-
|
||
-Depletion: 1 in 1d6 (roll each use)
|
||
-
|
||
-Umbrella of No-Touch
|
||
-
|
||
-> Level: 1d6 + 3
|
||
->
|
||
-> Form: Umbrella that folds down to the size of a credit card
|
||
->
|
||
-> Effect: When opened, the umbrella grants the user protection from more than just the rain for one minute. Any creature
|
||
-> attempting to come within immediate distance of the user stops short and their turn ends if their level is equal to or
|
||
-> less than the umbrella's. PCs gain an Intellect defense roll to overcome the effect.
|
||
-
|
||
-Depletion: 1 in 1d20 (roll each use); works as a regular umbrella after depletion
|
||
-
|
||
-Vanity of the Vanities
|
||
-
|
||
-> Level: 1d6
|
||
->
|
||
-> Form: Handheld mirror or small vanity with a special button shaped like a crown
|
||
->
|
||
-> Effect: The user activates the artifact by pressing the button and staring into the mirror for one minute. As long as
|
||
-> they do some type of personal grooming (such as showering, getting dressed, or applying makeup) within short range of
|
||
-> the vanity, no time passes for them, allowing them to spend as much time as they need to get ready.
|
||
-
|
||
-Depletion: 1 in 1d00 (check each hour of extra time granted to the user); after depletion, its magic stops working but
|
||
-it continues to function as a normal mirror
|
||
-
|
||
-Witch Wand Level: 1d6
|
||
-
|
||
-Form: Wooden wand of exceptional quality
|
||
-
|
||
-Effect: This wand grants its wielder an asset on attack rolls with spells cast while holding it.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-Witch's Broom
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Long wooden broom
|
||
-
|
||
-Effect: As a flying vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to
|
||
-100 miles (160 km) per hour.
|
||
-
|
||
-The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
|
||
-time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
|
||
-minutes.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Wonder Onesie
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Adult onesie in the form of an animal, imaginary creature, or other entity that adjusts to fit the wearer
|
||
-perfectly.
|
||
-
|
||
-Effect: When worn, the onesie acts as light armor, but grants an additional +1 Armor (+2 if the artifact is level 9 or
|
||
-higher) in addition to the 1 Armor that light armor typically provides. Additionally, the user has an asset on all
|
||
-Intellect defense rolls.
|
||
-
|
||
-Depletion: — (At any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that
|
||
-ability, after which it still functions as armor.)
|
||
-
|
||
-Your Mama's Biker Jacket
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Well-loved and well-worn leather jacket with the patch of a large winged creature on the back
|
||
-
|
||
-Effect: When worn, it makes the user appear tough and badass, providing an asset to all interactions involving coercion,
|
||
-persuasion, fear, and intimidation. Roll a d6 to determine the jacket's secondary ability.
|
||
-
|
||
-Depletion: — for the main effect, 1 in 1d10 for the secondary ability (check each use)
|
||
-
|
||
-<table>
|
||
-<colgroup>
|
||
-<col style="width: 36%" />
|
||
-<col style="width: 63%" />
|
||
-</colgroup>
|
||
-<thead>
|
||
-<tr class="header">
|
||
-<th>D6</th>
|
||
-<th>Ability</th>
|
||
-</tr>
|
||
-</thead>
|
||
-<tbody>
|
||
-<tr class="odd">
|
||
-<td>1-2</td>
|
||
-<td><p>Metal spikes appear along the sleeves,</p>
|
||
-<p>shoulders, and back, providing +1 Armor and +1 damage on unarmed attacks for a number of rounds equal to the artifact
|
||
-level.</p></td>
|
||
-</tr>
|
||
-<tr class="even">
|
||
-<td>3-4</td>
|
||
-<td>The wings of the creature emerge from the back of the jacket, allowing the wearer to fly for a number of rounds
|
||
-equal to the artifact level.</td>
|
||
-</tr>
|
||
-<tr class="odd">
|
||
-<td>5-6</td>
|
||
-<td><p>The jacket taunts a foe selected by the wearer within short range for one minute. If the wearer succeeds on an
|
||
-Intellect attack, the foe selectively targets the wearer over other enemies for the duration. The wearer gains an asset
|
||
-on combat tasks, such as attacking and</p>
|
||
-<p>defending, for a number of rounds equal to the artifact level.</p></td>
|
||
-</tr>
|
||
-</tbody>
|
||
-</table>
|
||
-
|
||
-### FANTASY ARTIFACTS
|
||
-
|
||
-If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
|
||
-be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers,
|
||
-there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to
|
||
-collect all of the legendary items carried by a famous hero.
|
||
-
|
||
-### ARTIFACT RULES
|
||
-
|
||
-Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
|
||
-When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
|
||
-the depletion number(s), the item works, but that is its last use. A depletion entry of "—" means that the artifact
|
||
-never depletes, and an entry of "automatic" means that it can be used only once. Depowered artifacts can sometimes be
|
||
-recharged using the repair rules, depending on the item's nature. Other special abilities can also repower an expended
|
||
-item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
|
||
-temporarily
|
||
-
|
||
-### HORROR ARTIFACTS
|
||
-
|
||
-Most Cypher System artifacts in a horror setting are either cursed objects (which draw or focus
|
||
-
|
||
-the attention of monsters on a place or person) or things used to control, contain, or destroy the horrors threatening
|
||
-the main characters. The origin of the artifact is often part of the backstory of the plot: why a particular ghost is
|
||
-haunting the house, why the cultists are making human sacrifices, or why monsters keep appearing in a particular town.
|
||
-In most cases, the characters don't have to know how these things work, how they were made, or what sort of creature
|
||
-(alien, demon, ghost) is responsible—an artifact is merely a tool that gives the PCs a chance to survive the threat, or
|
||
-the thing that must be destroyed to make everything safe again (see the Bad Penny module).
|
||
-
|
||
-Because one of the interesting aspects of horror is mixing genres, you should feel free to incorporate any of these
|
||
-artifacts into your horror game even if they're traditionally associated with different genres; it'll give your game a
|
||
-unique twist and give you many additional ways to scare the PCs and players. For example, PCs entering the lair of a
|
||
-vampire might find a room with a dozen brain cylinders, each containing the brain of a former lover or would-be hunter,
|
||
-forever imprisoned and available for conversation whenever the vampire wants it. Or PCs dealing with an alien invasion
|
||
-find the crashed spacecraft and discover that its engine is connected to a ghost vault, using the souls of the dead as a
|
||
-power source for interstellar travel.
|
||
-
|
||
-> The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot.
|
||
-
|
||
-### LOVECRAFTIAN ARTIFACTS
|
||
-The stories of the mythos often feature strange books or devices (which might be magical or of
|
||
-
|
||
-exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
|
||
-your Lovecraftian game session doesn't involve these artifacts, having other characters mention them or letting the PCs
|
||
-find notes about them creates a sense of a larger world filled with unknowable horrors. Appropriate items in this
|
||
-chapter are:
|
||
-
|
||
-• Brain cylinder
|
||
-
|
||
-• Necronomicon
|
||
-
|
||
-• Pnakotic Manuscripts
|
||
-
|
||
-• Shining trapezohedron
|
||
-
|
||
-### HORROR ARTIFACTS
|
||
-
|
||
-### BOOK OF THOTH
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Bundle of Ancient Egyptian scrolls
|
||
-
|
||
-Effect: This Egyptian funerary text is thought to have been authored by Thoth himself, the wisest of the Egyptian gods.
|
||
-It usually contains several spells, but its greatest power is a ritual that can revive a mummy (whether an inert mummy
|
||
-or an animate undead one) as a living immortal human being. The ritual requires an intact mummy, its canopic jars (or
|
||
-suitable replacements), and a human sacrifice whose level is equal to the target mummy's level. The ritual takes one
|
||
-hour to perform and costs Might, Speed, and Intellect points equal to the target mummy's level.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### BRAIN CYLINDER
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Metal cylinder with three exterior ports
|
||
-
|
||
-Effect: This device is designed to hold and preserve an intelligent brain, keeping it alive indefinitely. The brain must
|
||
-first be surgically extracted from its natural housing (typically
|
||
-
|
||
-a level 6 surgical task requiring an hour), then placed in the cylinder, saturated with a nutrient bath, and sealed
|
||
-shut. The brain is wired to three ports on the cylinder's exterior, which can be connected to external machines that
|
||
-allow it to see and hear, as well as speak through a voice synthesizer. The cylinder is immune to vacuum and cold,
|
||
-allowing it to be carried through space without harming its precious contents. The cylinder grants the brain 3 Armor,
|
||
-but
|
||
-
|
||
-the brain is otherwise helpless, unable to perform physical actions, and completely blind and deaf if disconnected from
|
||
-its machines. Deprived of the illusion of physical stimuli, a human brain trapped in a cylinder is likely to go insane
|
||
-after weeks or months.
|
||
-
|
||
-Depletion: 1 in 1d6 (check each year)
|
||
-
|
||
-Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that
|
||
-want to study humans.
|
||
-
|
||
-### CURSED VIDEO
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: DVD, film, thumb drive, or videocassette
|
||
-
|
||
-Effect: Anyone who watches this disturbing video must make an Intellect defense roll against the level of the artifact
|
||
-or become cursed. A cursed victim becomes haunted by a malevolent spirit and begins to experience strange phenomena,
|
||
-which eventually kills them. The curse can simultaneously affect a number of people equal to the artifact level (which
|
||
-prevents it from starting a curse epidemic by being broadcast or posted online where thousands of people can see it at
|
||
-once).
|
||
-
|
||
-For some cursed videos, a victim can free themselves of the curse by making another person watch the video, thus passing
|
||
-the curse on to a new victim.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### DEMON PUZZLE
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Crystal or device
|
||
-
|
||
-Effect: Solving the puzzle creates a beacon or portal that draws a demon (or other extradimensional entity) to the
|
||
-user's location. The demon's level is equal to the artifact's level. Depending on the intent of the puzzle's creator and
|
||
-the nature of the demon summoned, the demon might perform a service for the user, attack the user, try to drag the user
|
||
-back to its home dimension, or leave to do whatever it wants. (Solving the puzzle is part of the action of activating
|
||
-the artifact and doesn't require a roll, as it wants to be solved this way.) Instead of using the artifact to summon a
|
||
-demon, the user can attempt to solve the puzzle in a different way, which forces a demon back to its native dimension.
|
||
-The user must make an Intellect roll with a difficulty equal to the artifact's level. If successful, the user banishes a
|
||
-demon within short range whose level is lower than the artifact's level.
|
||
-
|
||
-There are similar artifacts that instead summon or banish ghosts, Lovecraftian horrors, or other strange creatures, with
|
||
-similar risks.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-### GHOST VAULT
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Large immobile machine Effect: When used in conjunction with a ghost trap, this machine can imprison multiple
|
||
-ghosts (including spirits, phased beings, and similar creatures) for an indefinite amount of time. The total level of
|
||
-ghosts it can store is equal to its level × 20 (so a level 5 vault can hold 100 levels of ghosts). The vault can be used
|
||
-as a ghost trap, but doing so triggers a depletion roll. If the vault is disconnected from its power supply, destroyed,
|
||
-or depletes, the imprisoned ghosts are freed, initially at a rate of one per round but quickly speeding up so that all
|
||
-of them are free within a couple of minutes.
|
||
-
|
||
-Depletion: 1 in 1d20 (check each month)
|
||
-
|
||
-### HUMAN SUIT
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Folds of cloth and fleshlike substance (inactive) or a specific human individual (active)
|
||
-
|
||
-Effect: The wearer of a human suit is completely disguised as a specific human individual; their disguise task to
|
||
-pretend to be that human is eased by five steps. A human suit is usually no one in particular; each suit is designed to
|
||
-allow the wearer to adopt a new human persona, not pretend to be someone famous. A suit's technology is such that it
|
||
-adapts to fit a wearer ranging from half the size of a normal human to one that is almost the same size (including
|
||
-another human). Human suits usually come with attached clothing.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-### MONKEY'S PAW
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Mummified monkey's paw
|
||
-
|
||
-Effect: This cursed object will grant three wishes to the user, but each wish always has terrible consequences. A wish
|
||
-for wealth might mean a friend dies and leaves the user some money in a will. A wish for a dead person to return to life
|
||
-might turn them into a zombie. A wish for knowledge might grant specialization in one subject but inabilities in all
|
||
-others. No matter how clever the user thinks they are or how precisely they word their wish, the result is always
|
||
-fulfilled in a way that makes them regret using the artifact. The monkey's paw is limited to affecting things of its
|
||
-level or lower. For example, a level 3 monkey's paw could be used to wish for the death of a level 3 enemy, destroy a
|
||
-level 3 barrier, resurrect a dead level 3
|
||
-
|
||
-person, and so on.
|
||
-
|
||
-Depletion: 1 in 1d6
|
||
-
|
||
-### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
|
||
-
|
||
-Level: 1d6 + 4
|
||
-
|
||
-Form: Grimoire (no reader can long keep the book's exact form in memory)
|
||
-
|
||
-Effect: A reader who understands Latin can use this grimoire to accomplish a wide variety of occult operations, all of
|
||
-which risk their sanity. Indeed, one must be a little insane or at least naive to use this tome, given its storied
|
||
-history. That said, the uses a reader can put the Necronomicon to include the following.
|
||
-
|
||
-• Reference. The grimoire eases by three steps any task related to knowledge of Lovecraftian realms, entities, objects,
|
||
-and related subjects.
|
||
-
|
||
-• Spellbook. The grimoire contains a variety of horrifying spells and rituals, which a reader can attempt to cast by
|
||
-incanting from the tome. They range from simple curses and spells to speak to the dead all the way up to death spells
|
||
-and the summoning of Lovecraftian entities. The GM can let the player describe the kind of spell desired, and then
|
||
-decide if it exists in the Necronomicon. If it does, the spell also likely has an unintended side effect, such as
|
||
-infecting a nearby object or friend with a demonic entity, killing a pet, or driving a nearby NPC insane.
|
||
-
|
||
-Each time the reader references the grimoire or casts a spell from it, the disturbing imagery, phrasing, and general
|
||
-evil nature require them to make a difficulty 5 Intellect defense roll. On a failed roll, they take 5 points of
|
||
-Intellect damage, descend one step on the damage track, and take one other action (determined by the GM) motivated by
|
||
-insanity. On a successful roll, they still take 2 points of Intellect damage.
|
||
-
|
||
-There may be damaged copies of the Necronomicon in Greek and a handwritten version that was poorly translated into
|
||
-English and exists only in fragments. Supposedly the original Arabic version was lost or destroyed in a fire.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### PNAKOTIC MANUSCRIPTS
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Tome with stony plates binding a sheaf of parchment
|
||
-
|
||
-Effect: When a user reads aloud from the manuscripts, they can create either of the following effects, both of which put
|
||
-them at risk:
|
||
-
|
||
-• Contact the mind of a powerful godlike being. The user must make
|
||
-
|
||
-a difficulty 5 Intellect defense roll. On a failed roll, they take 5 points of Intellect damage, descend one step on the
|
||
-damage track, and take one other action (determined by the GM) motivated by insane panic. On a successful roll, they
|
||
-take 2 points of Intellect damage and learn the answer to one question, no matter the scope, from the mind contacted.
|
||
-
|
||
-• Close a portal to a Lovecraftian planet or dimension. This requires reciting a chant from the book and might require
|
||
-an object that somehow relates to the portal (such as a piece of a creature from the destination). The user must make a
|
||
-difficulty 5 Intellect defense roll each round they chant from the manuscript. On a failed roll, they take 4 points of
|
||
-Intellect damage. On a successful roll, they take 2 points of Intellect damage and make progress toward closing the
|
||
-portal. A typical portal requires ten successes to close it. Another person can take over the chant if the previous
|
||
-person stops, but the first Intellect defense roll for their chanting is hindered.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### SHINING TRAPEZOHEDRON
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Form: Black spherical stone with red streaks and many irregular facets
|
||
-
|
||
-Effect: Summons a messenger of
|
||
-
|
||
-the Outer Gods (powerful and dangerous Lovecraftian entities): a bat-like, three-eyed creature called the Haunter of the
|
||
-Dark. The messenger can show its summoner wonders of the universe or teach them spells, but it requires human
|
||
-sacrifices, and if allowed to roam, it will hunt and commit murder. The stone is usually stored in a strangely angled
|
||
-hinged box made of yellow metal, decorated with carvings of weird alien beings.
|
||
-
|
||
-Haunter of the Dark: level 6, magical knowledge and stealth as level 8; inflicts 6 points of Intellect damage;
|
||
-automatically banished in any light stronger than dim light
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-### SILGARHO BULLET
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Hollow-point bullet
|
||
-
|
||
-Effect: Silgarho (sil-gar-o) bullets are custom-made hollow bullets filled with a mixture of powdered silver (sil),
|
||
-garlic (gar), and holy water (ho), and sealed at the top with wax. They are designed to have an extra effect against
|
||
-vampires who have aversions to one or more of these substances. The bullet breaks open when it hits, scattering these
|
||
-materials into the wound. A silgarho bullet inflicts +1 point of damage and hinders the target's actions for one round
|
||
-(this extra damage and hindered step is for each substance in the bullet that the vampire is averse to). Alternatively,
|
||
-the bullet can be fired against a hard surface such as a wall or floor, creating a cloud of dispersed material an
|
||
-immediate distance across, which lasts for one or two rounds and affects (for one round) any averse vampire who passes
|
||
-through it. Silgarho bullets are safe for vampires to handle—it's only when broken open that they cause reactions.
|
||
-
|
||
-One advantage of a silgarho bullet over a destructive cypher is that the bullet doesn't count toward your cypher limit.
|
||
-
|
||
-Depletion: Automatic
|
||
-
|
||
-### SPIRIT BOARD
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Weathered, flat piece of wood inked with letters and numbers
|
||
-
|
||
-Effect: Unlike the mass-produced parlor game, this handcrafted wooden board has the power to contact the spirit world.
|
||
-One or more people put their fingers on a wooden planchette and allow a supernatural force to move it around the board,
|
||
-spelling out words to answer questions from the participants. Each minute that the artifact is used, the users can ask
|
||
-one question from the spirits and get a general answer if one of them makes an Intellect roll (this might be modified by
|
||
-any skills or abilities the user has relating to ghosts or the supernatural); other participants can help with this
|
||
-task. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally,
|
||
-knowledge that could be found by looking somewhere other than the current location is level 1, and obscure knowledge of
|
||
-the past is level 7; gaining knowledge of the future is normally impossible.
|
||
-
|
||
-Usually the spirits contacted by the board are benign or indifferent and will answer honestly. Sometimes the users
|
||
-contact a mischievous spirit who gives answers that are lies or half-truths for the sake of its own amusement, or
|
||
-perhaps to give the users a scare. However, there is always a chance that a hostile spirit (such as a demon or vengeful
|
||
-ghost whose level is equal to the artifact level) takes over the interaction. This may occur if there is a GM intrusion
|
||
-while using the board, if the question asked is too difficult for the contacted spirits to answer, or if the users fail
|
||
-to end the session by using the planchette to indicate "goodbye." A hostile spirit's answers are a mix of lies,
|
||
-contentious ambiguities, frightening predictions, and threats; it may choose to remain in the area for a while and haunt
|
||
-the participants.
|
||
-
|
||
-Depletion: 1 in 1d100 (check each session)
|
||
-
|
||
-### EQUIPMENT
|
||
-
|
||
-### MODERN FANTASY EQUIPMENT
|
||
-
|
||
-In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually
|
||
-available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an
|
||
-expensive altar cloth instead of a moderately priced one. Some of these price categories are higher than for a typical
|
||
-real-world item because items used with magic usually require higher quality or specific materials.
|
||
-
|
||
-Inexpensive Items
|
||
-
|
||
-| Item | Notes |
|
||
-|------------------------|-------------------------------------------------------|
|
||
-| Bottle | |
|
||
-| Bowl | |
|
||
-| Box | |
|
||
-| Candle | |
|
||
-| Candle Holder | |
|
||
-| Crystals | |
|
||
-| Figurine | |
|
||
-| Fresh or dried flowers | |
|
||
-| Incense | |
|
||
-| Mason Jar | |
|
||
-| Metal needles | |
|
||
-| Mortar and pestle | Required for some magic and crafting |
|
||
-| Pendulum | |
|
||
-| Poster | Diagrams of herbs and medicinal plants |
|
||
-| Sealing wax | Used in some rituals and for sealing letters |
|
||
-| Seashells | |
|
||
-| Smudging stick | For cleansing an area and warding off negative energy |
|
||
-| Tea | |
|
||
-
|
||
-Moderately Priced Items
|
||
-
|
||
-| Item | Notes |
|
||
-|-------------------------|-------------------------------------------------------|
|
||
-| Altar | Required for some rituals |
|
||
-| Altar cloth | Required for covering a ritual altar |
|
||
-| Artwork | Painting, drawing, or a high-quality print |
|
||
-| Athame | Required for some magic |
|
||
-| Boline | Required for some magic |
|
||
-| Broom | |
|
||
-| Chalice | Required for some magic |
|
||
-| Crystal ball | Nonmagical sphere, required for some divination magic |
|
||
-| Decorative headband | Antlers, branches, flowers, and so on |
|
||
-| Drinking horn | Required for some magic |
|
||
-| Formal cloak | |
|
||
-| Grimoire | Notebook for magical information |
|
||
-| Jewelry | |
|
||
-| Lantern | |
|
||
-| Old book | Asset on knowledge related tasks |
|
||
-| Plant | Provides herbs or supportive energy |
|
||
-| Pouch | Leather or velvet |
|
||
-| Rune set | Required for some divination spells |
|
||
-| Set of small stones | Required for some magic |
|
||
-| Signet | For use with sealing wax |
|
||
-| Skull (human or animal) | |
|
||
-| Spirit board | |
|
||
-| Staff | |
|
||
-| Tarot deck | |
|
||
-| Vintage clothing | |
|
||
-| Wand | |
|
||
-
|
||
-Expensive Items
|
||
-
|
||
-| Item | Notes |
|
||
-|-------------------------------|--------------------------------------|
|
||
-| Cauldron | Required for some magic and crafting |
|
||
-| Cloth canopy | For covering a meditation corner |
|
||
-| Cloth tapestry | |
|
||
-| Frog pond | Labor and materials to build one |
|
||
-| Wedding dress (off the shelf) | |
|
||
-
|
||
-Many items in these lists are magical implements used with casting spells and performing rituals, but don't have a
|
||
-specific purpose in the rules. The GM may decide that certain abilities or kinds of abilities require them or are
|
||
-hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit
|
||
-board for a ritual to talk to a dead person.
|
||
-
|
||
-### MODERN FANTASY CRAFTING MATERIALS
|
||
-
|
||
-An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or
|
||
-more price categories higher.
|
||
-
|
||
-Often, a material with sentimental value to the magician is worth one price category more than its default value.
|
||
-
|
||
-Inexpensive Materials
|
||
-
|
||
-• Base metals (copper, aluminum, iron, and so on)
|
||
-
|
||
-• Beer
|
||
-
|
||
-• Book (fiction, history)
|
||
-
|
||
-• Candle
|
||
-
|
||
-• Cheese
|
||
-
|
||
-• Clay or ceramic
|
||
-
|
||
-• Coffee
|
||
-
|
||
-• Combustible fuel (lamp oil, kerosene, gasoline)
|
||
-
|
||
-• Common animal (chicken, cow, tuna) parts, non‑renewable\*
|
||
-
|
||
-• Common animal parts (chicken, cow, tuna), renewable\*
|
||
-
|
||
-• Common fabric (denim, linen, polycotton, polyester, quilting cotton, wool)
|
||
-
|
||
-• Common stone (granite, sandstone, slate)
|
||
-
|
||
-• Common wood (pine, hemlock)
|
||
-
|
||
-• Dry food goods (nuts, beans, grains)
|
||
-
|
||
-• Edible mushrooms
|
||
-
|
||
-• Eggs
|
||
-
|
||
-• Flowers or flower petals
|
||
-
|
||
-• Fruit or vegetables
|
||
-
|
||
-• Glass
|
||
-
|
||
-• Hard alcohol
|
||
-
|
||
-• Houseplant
|
||
-
|
||
-• Human hair or nails
|
||
-
|
||
-• Ink
|
||
-
|
||
-• Leaves
|
||
-
|
||
-• Meat
|
||
-
|
||
-• Ornamental stones (agate, obsidian, quartz, turquoise)
|
||
-
|
||
-• Paint
|
||
-
|
||
-• Pastries
|
||
-
|
||
-• Plant-based drug (aspirin, opium, tobacco, cannabis)
|
||
-
|
||
-• Roots
|
||
-
|
||
-• Rubber
|
||
-
|
||
-• Salt
|
||
-
|
||
-• Sand
|
||
-
|
||
-• Seawater
|
||
-
|
||
-• Smoke
|
||
-
|
||
-• Soil or mulch
|
||
-
|
||
-• Sugar
|
||
-
|
||
-• Tea
|
||
-
|
||
-• Water
|
||
-
|
||
-• Wax
|
||
-
|
||
-• Wine
|
||
-
|
||
-Moderately Priced Materials
|
||
-
|
||
-• Book or textbook
|
||
-
|
||
-• Custom seal matrix (such as a family crest or a magician's personal rune)
|
||
-
|
||
-• Dust from an outdoor wedding
|
||
-
|
||
-• Earth from a grave
|
||
-
|
||
-• Fine fabric (cashmere wool, heirloom-quality linen, merino wool, silk satin)
|
||
-
|
||
-• Fine stone (marble)
|
||
-
|
||
-• Fine wood (oak, juniper, mesquite, redwood)
|
||
-
|
||
-• Firearm
|
||
-
|
||
-• Human blood
|
||
-
|
||
-• Human teeth
|
||
-
|
||
-• Incense
|
||
-
|
||
-• Knife
|
||
-
|
||
-• Lantern
|
||
-
|
||
-• Leather
|
||
-
|
||
-• Live music
|
||
-
|
||
-• Mushrooms (hallucinogenic, poisonous)
|
||
-
|
||
-• Musical instrument
|
||
-
|
||
-• Noble gas (helium, neon, argon)
|
||
-
|
||
-• Painting
|
||
-
|
||
-• Semi-precious stones (jasper, moonstone, onyx)
|
||
-
|
||
-• Shoes
|
||
-
|
||
-• Small sculpture
|
||
-
|
||
-• Stone from a grave marker
|
||
-
|
||
-• Sword
|
||
-
|
||
-• Uncommon animal (monkey, snake, lizard) parts, non-renewable\*
|
||
-
|
||
-• Uncommon animal (monkey, snake, lizard) parts, renewable\*
|
||
-
|
||
-• Water from a hot spring
|
||
-
|
||
-• Well water
|
||
-
|
||
-Expensive Materials
|
||
-
|
||
-• Air from a mountaintop
|
||
-
|
||
-• Bottled lightning
|
||
-
|
||
-• Cypher, level 1–5
|
||
-
|
||
-• Exotic animal (elephant, reindeer, tiger) parts, non renewable\*
|
||
-
|
||
-• Exotic animal (elephant, reindeer, tiger) parts, renewable\*
|
||
-
|
||
-• Exotic wood (manzanita, sequoia)
|
||
-
|
||
-• Flame kindled from a burning house
|
||
-
|
||
-• Flame kindled from a funeral pyre
|
||
-
|
||
-• Human bones
|
||
-
|
||
-• Human organs
|
||
-
|
||
-• Meteorite
|
||
-
|
||
-• Pearl
|
||
-
|
||
-• Precious metals (gold, silver)
|
||
-
|
||
-• Precious stones (amber, amethyst, jade, topaz)
|
||
-
|
||
-• Raindrops from a powerful storm
|
||
-
|
||
-• Stone that has been in darkness for at least a century
|
||
-
|
||
-• Wood from a used coffin
|
||
-
|
||
-• Wood from a wine cask
|
||
-
|
||
-Very Expensive Materials
|
||
-
|
||
-• Air from a person's last breath
|
||
-
|
||
-• Baby's first laugh
|
||
-
|
||
-• Cypher, level 6–10
|
||
-
|
||
-• Dream of an infant
|
||
-
|
||
-• Exotic metals (rare earths, uranium ore)
|
||
-
|
||
-• Gemstone (diamond, opal, ruby, sapphire)
|
||
-
|
||
-Exorbitant Materials
|
||
-
|
||
-• Wood from an ancient tree
|
||
-
|
||
-### FANTASY EQUIPMENT
|
||
-
|
||
-### STARTING GOLD PIECES FOR CHARACTERS
|
||
-
|
||
-Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
|
||
-
|
||
-Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
|
||
-
|
||
-Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
|
||
-
|
||
-Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
|
||
-
|
||
-### WEAPONS AND ARMOR 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.
|
||
-
|
||
-### WEAPONS
|
||
-
|
||
-| 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 | |
|
||
-
|
||
-### RANDOM WEAPON TABLE
|
||
-
|
||
-If the GM needs to randomly determine the weapon a creature or treasure trove has, use the following table.
|
||
-
|
||
-| d100 | Weapon |
|
||
-|--------|----------------|
|
||
-| 01-06 | Battleaxe |
|
||
-| 07 | Blowgun |
|
||
-| 08-13 | Bow |
|
||
-| 14-20 | Broadsword |
|
||
-| 21-23 | Club |
|
||
-| 24 | Crank crossbow |
|
||
-| 25-31 | Dagger |
|
||
-| 32-34 | Flail |
|
||
-| 35-36 | Greataxe |
|
||
-| 37-42 | Greatsword |
|
||
-| 43-48 | Hammer |
|
||
-| 49 | Hand crossbow |
|
||
-| 50-55 | Handaxe |
|
||
-| 56-59 | Heavy crossbow |
|
||
-| 60-61 | Heavy mace |
|
||
-| 62-63 | Javelin |
|
||
-| 64-67 | Light crossbow |
|
||
-| 68-71 | Mace |
|
||
-| 72-74 | Maul |
|
||
-| 75 | Net |
|
||
-| 76 | Pick |
|
||
-| 77-79 | Polearm |
|
||
-| 80-81 | Quarterstaff |
|
||
-| 82-84 | Rapier |
|
||
-| 85-87 | Scimitar |
|
||
-| 88 | Sickle |
|
||
-| 89-91 | Sling |
|
||
-| 92-96 | Spear |
|
||
-| 97 | Throwing dart |
|
||
-| 98-99 | Trident |
|
||
-| 00 | Whip |
|
||
-
|
||
-> It's more fun if a character finds an improved version of a weapon they like instead of a weapon they're not familiar
|
||
-> with.
|
||
-
|
||
-### 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).
|
||
-
|
||
-### ARMOR
|
||
-
|
||
-| 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 |
|
||
-| Breastskin | 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 chainmal | 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.
|
||
-
|
||
-### ADVENTURING EQUIPMENT
|
||
-
|
||
-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
|
||
-
|
||
-### ADVENTURING EQUIPMENT
|
||
-
|
||
-| 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 |
|
||
-
|
||
-### CLOTHING
|
||
-
|
||
-### 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.
|
||
-
|
||
-### 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 |
|
||
-
|
||
-### ANIMALS AND GEAR DESCRIPTIONS
|
||
-
|
||
-Draft horse: A strong horse able to carry or pull heavy loads.
|
||
-
|
||
-Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
|
||
-intruders than it is for accompanying adventurers into dangerous locations.
|
||
-
|
||
-Pony: A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving
|
||
-as a mount for a smaller-than-human creature such as a dwarf or halfling.
|
||
-
|
||
-Riding horse: A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in
|
||
-combat.
|
||
-
|
||
-Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
|
||
-such as a chariot.
|
||
-
|
||
-### ANIMALS AND GEAR
|
||
-
|
||
-| Item | Price |
|
||
-|--------------|------------|
|
||
-| Draft horse | 50 gp |
|
||
-| Guard dog | 25 gp |
|
||
-| Pony | 30 gp |
|
||
-| Riding horse | 75 gp |
|
||
-| Saddle | 10 gp |
|
||
-| Warehouse | 300-500 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 |
|
||
-
|
||
-### POST-APOCALYPTIC EQUIPMENT
|
||
-
|
||
-Currency
|
||
-
|
||
-In your setting, you may want a new currency that PCs can use to purchase goods and services
|
||
-
|
||
-that fall into the various price categories. Currency of some sort can be used in places where survivors trust each
|
||
-other enough not to steal or kill for resources.
|
||
-
|
||
-A few options are described here.
|
||
-
|
||
-Loot
|
||
-
|
||
-The "loot" result on the Useful Stuff table lists before‑times collectibles, such as gold eagle coins, jewelry, and
|
||
-designer wristwatches. A starving survivor would likely scoff at accepting any of these as currency. But in an
|
||
-established community or trade town, such items might retain some value, though they're worth only a fraction of what
|
||
-they were before the apocalypse. In general, the price category for such things is two ranks lower than before the
|
||
-apocalypse.
|
||
-
|
||
-Ammunition
|
||
-
|
||
-| Price Category | Rounds of Ammo |
|
||
-|----------------|----------------|
|
||
-| Inexpensive | 1 bullet |
|
||
-| Moderate | 10 bullets |
|
||
-| Expensive | 500 bullets |
|
||
-| Very expensive | 1,000 bullets |
|
||
-| Exorbitant | 10,000 bullets |
|
||
-
|
||
-Other Currency Options
|
||
-
|
||
-Seeds: If stored correctly, seeds might make reasonable currency. Some seeds could be more valuable than others,
|
||
-especially if it could be demonstrated that they are viable. For example, ten viable seeds might be worth an inexpensive
|
||
-item or service.
|
||
-
|
||
-Water: After an apocalypse, clean and drinkable water could become scarce. Measuring out water could become a standard
|
||
-in some locations. Case in point, 1/3 cup (80 ml) of water might be worth an inexpensive item or service.
|
||
-
|
||
-Fuel: Gasoline might be considered liquid gold, assuming working vehicles also exist. However, if you're adhering
|
||
-strictly to the shelf life of common things, you'll also have to include a new source for usable gasoline after all the
|
||
-stuff from the before‑times goes bad. For instance, a quarter‑gallon (1 L) of gasoline might be worth an inexpensive
|
||
-item or service.
|
||
-
|
||
-Drugs: From over‑the‑counter painkillers to prescription medications, the drugs found in a pharmacy could be the basis
|
||
-for currency. Over time, they would probably become more valuable because people are likely to go through their treasure
|
||
-hoard of aspirin or antibiotic. Thus, one aspirin or other pain‑relief tablet might be worth an inexpensive item or
|
||
-service.
|
||
-
|
||
-Scrip: A large and somewhat organized post‑apocalyptic group might produce its own vouchers or tokens to pay its members
|
||
-for services rendered. Such scrip might have value outside the group or be considered worthless, depending on your
|
||
-setting.
|
||
-
|
||
-Additional Post-Apocalyptic Equipment
|
||
-
|
||
-The additional post‑apocalyptic equipment in the Cypher System Rulebook has been incorporated into this expanded
|
||
-equipment list, so you and your players don't need to cross‑reference to make sure you're not missing anything.
|
||
-
|
||
-Inexpensive Items
|
||
-
|
||
-| Weapons | Notes |
|
||
-|--------------------------|-----------------------------------------------------------------|
|
||
-| Knife | Rusty and worn |
|
||
-| Light weapon, Improvised | Chair, ice skate, frying pan, etc; could break after one combat |
|
||
-| Wooden Club | |
|
||
-
|
||
-| Armor | Notes |
|
||
-|-------------|----------------------------------------------|
|
||
-| Animal hide | Light armor; rank odor hinders stealth tasks |
|
||
-
|
||
-| Other Items | Notes |
|
||
-|---------------------------|-------------------------------------------------------------------------------------|
|
||
-| Candle | |
|
||
-| Duct tape | Useful and ubiquitous |
|
||
-| Food, perishable | Single helping of fruit, vegetable, recently slaughtered animal, etc |
|
||
-| Matches | Single box or book |
|
||
-| Medication, one pill | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another single drug pill |
|
||
-| Plastic bag | Use and ubiquitous; won't last long |
|
||
-| Shopping cart/wheelbarrow | |
|
||
-| Sunglasses | |
|
||
-| Tool, single hand tool | Hammer, tape measure, manual drill, or other single hand tool |
|
||
-
|
||
-Moderately Priced Items
|
||
-
|
||
-| Weapons | Notes |
|
||
-|---------------------|-------------------------------------------|
|
||
-| Hand axe | Light weapon |
|
||
-| Knife, multipurpose | Light weapon, asset to minor repair tasks |
|
||
-| Machete | Medium weapon |
|
||
-| Baseball bat | Medium weapon |
|
||
-
|
||
-| Other Items | Notes |
|
||
-|----------------------------------|-------------------------------------------------------------------------------------|
|
||
-| Backpack | |
|
||
-| Batteries | 4-pack, household (one use or rechargeable) |
|
||
-| Bicycle/skateboard/inline skates | Use requires same attention as other vehicular movement |
|
||
-| Binoculars | Asset for perception tasks at range |
|
||
-| Bolt cutter | Cuts bolts, chains, bars, etc. of up to level 5 |
|
||
-| Climbing gear | Asset for climbing tasks |
|
||
-| Crowbar | Asset for breaking into stuck or locked doors |
|
||
-| First aid kit | Asset for twenty healing tasks before contents used up |
|
||
-| Food, preserved | Single can of food, water, or condiment, typically from before-times |
|
||
-| Gas mask | Breathable air for four hours |
|
||
-| Glasses | Corrects for different vision impairments |
|
||
-| Handcuffs | Level 5 |
|
||
-| Lighter (butane or electric) | Depletes after 1d100 uses (but may be refilled/recharged) |
|
||
-| Matches, windproof | Single container (25 matches) |
|
||
-| Medication, one bottle | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another drug in a bottle |
|
||
-| Padlock with keys | Level 5 |
|
||
-| Personal hygiene product, single | Toilet paper roll, menstrual supply, soap, etc. |
|
||
-| Portable lamp or flashlight | Requires batteries (expensive version recharges with sunlight or crank) |
|
||
-| Rope | Nylon, 50 ft (16m) |
|
||
-| Sleeping bag | |
|
||
-| Textbook, "How To" | Asset to one knowledge task such as plumbing, electronics, gardening, etc |
|
||
-| Tool set, hand tools | Includes hammer, tape measure, screwdriver, pliers, etc |
|
||
-| Water filter straw or bottle | Filters water while drinking |
|
||
-
|
||
-Expensive Items
|
||
-
|
||
-| Weapons | Notes |
|
||
-|-----------------|-------------------------------|
|
||
-| Handgun, light | Light weapon, short range |
|
||
-| Handgun, medium | Medium weapon, long range |
|
||
-| Bow | Medium weapon, long range |
|
||
-| Rifle | Medium weapon, long range |
|
||
-| Shotgun | Heavy weapon, immediate range |
|
||
-
|
||
-| Armor | Notes |
|
||
-|-------------|--------------|
|
||
-| Kevlar vest | Medium armor |
|
||
-| Riot gear | Medium armor |
|
||
-
|
||
-| Other Items | Notes |
|
||
-|------------------------------|----------------------------------------------------------------|
|
||
-| Ammo handloading tools | Asset (and needed supplies) for creating ammunition |
|
||
-| Hazmat suit | Light armor, +2 Armor against chemical and radiation damage |
|
||
-| Nightvision goggles | See in darkness as if dim light at long range |
|
||
-| Radiation detector, handheld | Immediate range |
|
||
-| Radiation tent | Prevents damage from environmental radiation |
|
||
-| Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for 12 hours |
|
||
-
|
||
-Very Expensive Items
|
||
-
|
||
-| Weapons | Notes |
|
||
-|----------------|-----------------------------------------------|
|
||
-| Handgun, heavy | Heavy weapon, long range |
|
||
-| Assault rifle | Heavy weapon, rapid-fire weapon, long range |
|
||
-| Rifle, heavy | Heavy weapon, 300-foot (90 m) range |
|
||
-| Submachine gun | Medium weapon, rapid-fire weapon, short range |
|
||
-
|
||
-| Armor | Notes |
|
||
-|------------------------|----------------------------------------|
|
||
-| Lightweight body armor | Medium armor, encumbers as light armor |
|
||
-| Military body armor | Heavy armor |
|
||
-
|
||
-| Other Items | Notes |
|
||
-|-------------|------------------------------------------------------------------------------------|
|
||
-| Vehicle | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) |
|
||
-| Horse | Trained for riding (typically found with a few days of feed) |
|
||
-
|
||
-### POST-APOCALYPTIC CYPHERS AND ARTIFACTS
|
||
-
|
||
-Post-Apocalyptic Cyphers
|
||
-
|
||
-Subtle Cyphers
|
||
-
|
||
-Subtle cyphers are appropriate if your game's pre‑apocalyptic world was realistic (like our modern world) right up until
|
||
-it was destroyed and if the disaster was a realistic cataclysm (like a pandemic, climate disaster, or war).
|
||
-
|
||
-Optional Rule: Transferring Subtle Cyphers
|
||
-
|
||
-A PC with a subtle cypher can use it on an ally they can touch and speak with as their action instead of gaining the
|
||
-effect themself. They manage this feat by motivating the recipient through speech and interaction, effectively inspiring
|
||
-the recipient in the same way the subtle cypher would have affected the character with the cypher. This uses the action
|
||
-of the character activating the cypher, not the recipient.
|
||
-
|
||
-Manifest Cyphers
|
||
-
|
||
-Manifest cyphers in a post‑apocalyptic game might be remnants of the technology or magic that civilization used before
|
||
-it fell, or the technology or magic that caused the end of the world.
|
||
-
|
||
-Scavenger Subtle Cyphers
|
||
-
|
||
-Resource scarcity, including lack of water and food, threatens PCs in most post‑apocalyptic settings. Enter scavenger
|
||
-subtle cyphers. These give PCs one more way to find useful stuff like edible food, clean water, a helpful tool, extra
|
||
-ammo, or other needful things.
|
||
-
|
||
-Discovering Scavenger Subtle Cyphers: Anytime PCs in your game are eligible for discovering a subtle cypher, consider
|
||
-giving someone in the group a scavenger subtle cypher. No more than one PC in the group should have a scavenger subtle
|
||
-cypher at any given time. Once they use it, you can give another PC in the group one, preferably something different.
|
||
-
|
||
-Using a Scavenger Subtle Cypher: The character uses their action to activate the scavenger subtle cypher, as usual. At
|
||
-the end of their turn, they gain the indicated resource.
|
||
-
|
||
-| D20 | Cypher |
|
||
-|-------|---------------------|
|
||
-| 1-2 | Ammunition |
|
||
-| 3-4 | Construction supply |
|
||
-| 5-6 | Edible food |
|
||
-| 7 | Firearm |
|
||
-| 8-9 | First aid |
|
||
-| 10-11 | How-to manual |
|
||
-| 12 | Medicine |
|
||
-| 13-14 | Melee weapon |
|
||
-| 15 | Potable liquid |
|
||
-| 16 | Transport |
|
||
-| 17 | Useful clothing |
|
||
-| 18 | Useful thing |
|
||
-| 19-20 | Useful tool |
|
||
-
|
||
-Ammunition
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no one has a
|
||
-firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are found.
|
||
-
|
||
-Construction Supply
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
-choose which item they obtain. The right component or substance for the job provides an asset to related tasks.
|
||
-
|
||
-| D6 | Component or Substance |
|
||
-|-----|-------------------------------|
|
||
-| 1 | Glue, wood, ceramic, or super |
|
||
-| 2 | Epoxy, metal welding |
|
||
-| 3 | Nails, screws, fasteners |
|
||
-| 4 | Electrician's tape |
|
||
-| 5-6 | Duct tape |
|
||
-
|
||
-Edible Food
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
-choose which item they obtain. Food obtained is enough to feed one adult for one day, or if coffee is discovered, about
|
||
-a gallon (4 L).
|
||
-
|
||
-| D100 | Food |
|
||
-|-------|------------------------------------|
|
||
-| 01-03 | Baby food, jarred |
|
||
-| 04-06 | Beans, canned |
|
||
-| 07-08 | Beans, dehydrated |
|
||
-| 09-12 | Bouillon cubes |
|
||
-| 13-14 | Canned pasta |
|
||
-| 15-16 | Cereal, breakfast |
|
||
-| 17-18 | Cheese in wax |
|
||
-| 19-20 | Chocolate, dark |
|
||
-| 21-22 | Coffee, instant |
|
||
-| 23 | Eggs, fresh |
|
||
-| 24 | Eggs, powdered |
|
||
-| 25-26 | Energy bar |
|
||
-| 27-28 | Fruit, canned |
|
||
-| 29-30 | Fruit, dried |
|
||
-| 31-34 | Fruit, fresh |
|
||
-| 35-40 | Honey |
|
||
-| 41-42 | Mayonnaise |
|
||
-| 43-44 | Meat, canned |
|
||
-| 45-47 | Milk, powdered |
|
||
-| 48-50 | Nuts |
|
||
-| 51-53 | Oatmeal |
|
||
-| 54-56 | Pasta, dried |
|
||
-| 57-58 | Pet food, canned |
|
||
-| 59-62 | Rice, dried |
|
||
-| 63-72 | Snack bag, dried chips, candy, etc |
|
||
-| 73-83 | Sugar, bulk |
|
||
-| 84-97 | Vegetables, canned |
|
||
-| 98-00 | Vegetables, fresh |
|
||
-
|
||
-Firearm
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
-choose which item they obtain. A firearm is usually found with about ten bullets or shells (or crossbow bolts). The
|
||
-discovered firearm works, but it is damaged and has a GM intrusion range of 1–3 on a d20. In addition to any other
|
||
-effect of a GM intrusion, the firearm breaks (but could be repaired).
|
||
-
|
||
-| D10 | Specific firearm |
|
||
-|-----|--------------------------------------------------|
|
||
-| 1 | Handgun (light, shortrange) |
|
||
-| 2 | Light crossbow (medium, long range) |
|
||
-| 3 | Handgun (medium, long range) |
|
||
-| 4 | Heavy crossbow (heavy, long range) |
|
||
-| 5 | Rifle (medium, long range) |
|
||
-| 6 | Shotgun (heavy, immediate range) |
|
||
-| 7 | Handgun, big (heavy, long range) |
|
||
-| 8 | Assault rifle (heavy, rapid-fire, long range) |
|
||
-| 9 | Heavy rifle (heavy, very long range) |
|
||
-| 10 | Submachine gun (medium, rapid-fire, short range) |
|
||
-
|
||
-First Aid
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If the
|
||
-cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted.
|
||
-
|
||
-How-To Manual
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
-choose which item they obtain. If the manual is studied for about an hour, the character gains an asset to a related
|
||
-knowledge task.
|
||
-
|
||
-| D10 | Topics |
|
||
-|-----|--------------------------|
|
||
-| 1 | Plumbing |
|
||
-| 2 | Electronics |
|
||
-| 3 | Gardening |
|
||
-| 4 | Farming |
|
||
-| 5 | Civil engineering |
|
||
-| 6 | Robotics |
|
||
-| 7 | Health |
|
||
-| 8 | Renewables (solar, wind) |
|
||
-| 9 | Smithcraft |
|
||
-| 10 | Chemistry |
|
||
-
|
||
-Medicine
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
-choose which item they obtain. The right medicine vanquishes (or treats the symptoms of) an eligible disease or illness.
|
||
-Other medicines are preventative.
|
||
-
|
||
-Special: A character who suffers from one of these medical conditions, without treatment, descends one step on the
|
||
-damage track every month or so.
|
||
-
|
||
-| D20 | Condition Treated |
|
||
-|-----|-------------------------------------|
|
||
-| 1 | Radiation sickness (iodine tablets) |
|
||
-| 2 | Hypothyroidism |
|
||
-| 3 | Diabetes |
|
||
-| 4 | High blood pressure |
|
||
-| 5 | Depression and anxiety |
|
||
-| 6 | Heart and artery condition |
|
||
-| 7 | High cholesterol |
|
||
-| 8 | Bacterial infection |
|
||
-| 9 | Lung issues |
|
||
-| 10 | Seizures |
|
||
-| 11 | Asthma |
|
||
-| 12 | Arthritis |
|
||
-| 13 | Degenerative nerve condition |
|
||
-| 14 | Cancer |
|
||
-| 15 | Pregnancy prevention/termination |
|
||
-| 16 | Gender dysmorphia |
|
||
-| 17 | Enlarged prostate |
|
||
-| 18 | Ulcers |
|
||
-| 19 | Acid reflux |
|
||
-| 20 | Blood clots |
|
||
-
|
||
-Melee Weapon
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
-choose which item they obtain.
|
||
-
|
||
-| D10 | Weapon |
|
||
-|-----|---------------------------------------------------------|
|
||
-| 1 | Sap/blackjack (light) |
|
||
-| 2 | Hand axe (light) |
|
||
-| 3 | Hunting/combat knife (light) |
|
||
-| 4 | Brass knuckles (light weapon, deals 3 points of damage) |
|
||
-| 5 | Axe (medium) |
|
||
-| 6 | Baseball bat (medium) |
|
||
-| 7 | Baton (medium) |
|
||
-| 8 | Saber/machete (medium) |
|
||
-| 9 | Bow (medium) |
|
||
-| 10 | Pickaxe (heavy) |
|
||
-
|
||
-Potable Liquid
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
-choose which item they obtain. Water obtained is enough to hydrate one adult for one day.
|
||
-
|
||
-| D10 | Liquid |
|
||
-|-----|--------------------------|
|
||
-| 1 | Milk, fresh |
|
||
-| 2-3 | Milk, bottled/canned |
|
||
-| 4-5 | Soda, can |
|
||
-| 6-7 | Liquor |
|
||
-| 8-9 | Water, bottled or canned |
|
||
-| 10 | Wine |
|
||
-
|
||
-Transport
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
-choose which item they obtain.
|
||
-
|
||
-| D10 | Transport |
|
||
-|-----|--------------------------------------------------|
|
||
-| 1 | Roller skates |
|
||
-| 2 | Inline skates |
|
||
-| 3 | Skateboard |
|
||
-| 4-6 | Bicycle |
|
||
-| 7 | Moped/scooter, gas or electric |
|
||
-| 8 | Hang glider |
|
||
-| 9 | Motorcycle, gas or electric |
|
||
-| 10 | Two-wheeled, self-balancing personal transporter |
|
||
-
|
||
-Useful Clothing
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
-choose which item they obtain.
|
||
-
|
||
-| D10 | Garment |
|
||
-|-----|---------------------------------------------------------------------------|
|
||
-| 1 | Cold-weather coat |
|
||
-| 2 | Raincoat |
|
||
-| 3 | Leather jacket (light armor) |
|
||
-| 4 | Boots |
|
||
-| 5 | Motorcycle leathers (light armor) |
|
||
-| 6 | Kevlar vest (medium armor) |
|
||
-| 7 | Lightweight body armor (medium armor, encumbers as light) |
|
||
-| 8 | Riot gear (medium armor) |
|
||
-| 9 | Military body armor (heavy armor) |
|
||
-| 10 | Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
|
||
-
|
||
-Useful Thing
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: One item from the Useful Stuff table is gained; roll randomly. If the cypher's level is 6 or higher, the
|
||
-character can choose which item they obtain from the table.
|
||
-
|
||
-Useful Tool
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
|
||
-choose which item they obtain. The right tool or tools for the job provide an asset to related tasks.
|
||
-
|
||
-| D20 | Tool |
|
||
-|-----|---------------------------|
|
||
-| 1 | Manual drill |
|
||
-| 2 | Hammer |
|
||
-| 3 | Chainsaw, gas or electric |
|
||
-| 4 | Lever hoist |
|
||
-| 5 | Screwdriver |
|
||
-| 6 | Saw |
|
||
-| 7 | Pliers |
|
||
-| 8 | Wrench |
|
||
-| 9 | Level |
|
||
-| 10 | Tape measure |
|
||
-| 11 | Crowbar |
|
||
-| 12 | Drill, electric |
|
||
-| 13 | Nail gun |
|
||
-| 14 | Air compressor |
|
||
-| 15 | Heat gun, electric |
|
||
-| 16 | Scissors |
|
||
-| 17 | Binoculars |
|
||
-| 18 | Lighter |
|
||
-| 19 | Can opener |
|
||
-| 20 | Box of black markers |
|
||
-
|
||
-Additional Post-Apocalyptic Manifest Cyphers
|
||
-
|
||
-Manifest cyphers are sometimes found in the ruins of Radio Quiet. One variety PCs might discover are AI‑fashioned. When
|
||
-activated, the cypher dematerializes, swirling out into a cloud of free‑floating tiny machines that create the cypher's
|
||
-effect through direct manipulation before burning out or dispersing.
|
||
-
|
||
-Effect: AI‑fashioned cyphers can provide nearly any effect described for cyphers in the Cypher System Rulebook, as well
|
||
-as the effects described for the new manifest cyphers in the following section.
|
||
-
|
||
-Secondary Effect: Any time an AI‑fashioned manifest cypher is used, there's a chance the AI who created it for their own
|
||
-ambiguous purpose becomes aware, if that instance still operates somewhere. That usually has no bearing on the
|
||
-situation, but if the PC triggers an intrusion while using the cypher, a fledgling instance of the AI tries to install
|
||
-on the PC, who must succeed on an Intellect defense roll against the cypher's level to avoid coming under the control of
|
||
-the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might
|
||
-stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
|
||
-
|
||
-AI-Fashioned Manifest Cyphers
|
||
-
|
||
-| D10 | Cypher |
|
||
-|-----|-------------------------|
|
||
-| 1 | AI instance |
|
||
-| 2 | Armor breach |
|
||
-| 3 | Data wipe |
|
||
-| 4 | Denature nanotech |
|
||
-| 5 | Detonation (prion) |
|
||
-| 6 | Disassembler |
|
||
-| 7 | Disassembler, ephemeral |
|
||
-| 8 | Fabricator, civil |
|
||
-| 9 | Fabricator, military |
|
||
-| 10 | Smartdust |
|
||
-
|
||
-### AI INSTANCE
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: Installs an AI instance in an inert object. The instance persists for about a day. The AI's level is equal to
|
||
-this cypher's level. The AI has the ability to understand and audibly synthesize nearly any language and can provide
|
||
-answers to questions. The GM assigns a level to the question, so the more obscure the answer, the higher its level. The
|
||
-instance can only answer questions equal to its level or less. Generally, knowledge that could be found by looking
|
||
-somewhere other than the current location is level 1 or higher, and obscure knowledge of the past is level 7. Gaining
|
||
-knowledge of the future is impossible. If the AI answers a question of level 5 or higher, the instance's existence
|
||
-terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
|
||
-actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
|
||
-
|
||
-### ARMOR BREACH
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Effect: A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech
|
||
-for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). While
|
||
-coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
|
||
-### 6).
|
||
-
|
||
-### DATA WIPE
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Effect: A successfully targeted AI instance within short range whose level is equal to or less than this cypher's level
|
||
-is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
|
||
-is permanently wiped from the hardware (or wetware, if installed on a living creature).
|
||
-
|
||
-### DENATURE NANOTECH
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Effect: Coats a short area surrounding the user, or adjacent to the user, with a nearly invisible film of nanotech that
|
||
-lasts for years. The first time anyone attempts to use a nanotech‑based cypher, ability, or other effect in the affected
|
||
-area whose level is less than this cypher's level, that use is suppressed and fails. Once one effect is suppressed, the
|
||
-denaturing effect is expended. The cypher instead can be used to end one ongoing nanotech effect of the cypher's level
|
||
-or less in a short area, but the user must succeed on an Intellect attack roll against the level of the effect or the
|
||
-target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
|
||
-by nanotech, the creature would become so much inert biological matter.
|
||
-
|
||
-### DETONATION (PRION)
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, inflicting
|
||
-damage equal to the cypher's level. On a hit, the living tissue of targets whose level is less than the cypher's level
|
||
-begins to unravel due to a prion‑unfolding chain reaction. These targets take damage equal to the cypher's level on the
|
||
-first round, then 1 point of damage each subsequent round until only so much cloudy pink fluid remains. PCs can make a
|
||
-Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
|
||
-is equal to or higher than the cypher's level take damage from the cypher for only one round.
|
||
-
|
||
-### DISASSEMBLER
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: Recycles waste or other unwanted material by breaking it down to constituent atoms and molecules. If used
|
||
-destructively, this cypher can disassemble an object within immediate range whose level is equal to or less than the
|
||
-cypher's level that fits into a 10‑foot (3.5 m) cube, or it can create a cavity of the same volume in a larger object
|
||
-whose level is less than the cypher's level. If used as a weapon against creatures, the cypher can be hurled a short
|
||
-distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
|
||
-effectiveness of any Armor worn by targets by 1.
|
||
-
|
||
-### DISASSEMBLER, EPHEMERAL
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Effect: An object or creature whose level is equal to or less than this cypher's level within immediate range is
|
||
-temporarily disassembled into its component atoms and molecules. The disassembly lasts for up to ten hours or until a
|
||
-time specified by the user, whichever occurs first. When the effect ends, the object or creature is reassembled over the
|
||
-course of one round at the location where it was disassembled (or at the location the fine "dust" of its disassembly was
|
||
-moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
|
||
-being disassembled.
|
||
-
|
||
-### FABRICATOR, CIVIL
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: Assembles a specified object whose level is equal to the cypher's level. Once created, the object is permanent
|
||
-until destroyed. A civil fabricator can build one object on the Additional Post‑Apocalyptic Equipment table (or another
|
||
-equipment table in the Cypher System Rulebook) that falls into the "other items" category—no weapons or armor. The user
|
||
-chooses which item to fabricate by speaking aloud the name of the item they want as they activate the cypher. The higher
|
||
-the cypher level, the more expensive an item the fabricator can create, as follows: Level 2 cyphers can fabricate
|
||
-inexpensive items, cyphers of level 3 or less can fab inexpensive and moderately priced items, cyphers of level 6 or
|
||
-less can fab up to expensive items, and level 7 cyphers can fab up to very expensive items.
|
||
-
|
||
-A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
|
||
-
|
||
-### FABRICATOR, MILITARY
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: A military fabricator cypher functions like a civil fabricator; however, it can be used to create armor or
|
||
-weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
|
||
-ammunition.
|
||
-
|
||
-### SMARTDUST
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Effect: Coats an area up to a short distance in diameter with a nearly invisible film of nanotech that lasts for a
|
||
-number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
|
||
-activity that occurs in that location no matter how far they are from it.
|
||
-
|
||
-### PRE-APOCALYPTIC ARTIFACTS
|
||
-
|
||
-One interesting approach for artifacts in a post‑apocalyptic setting is to use before‑times items that were once
|
||
-commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly
|
||
-impossible to manufacture and hard to preserve. The depletion roll for such items represents the likelihood that the
|
||
-item will fall apart, break down, or run out. The upshot of adopting such a system for your game is that nearly every
|
||
-nonfood item on the Useful Stuff table is also a pre‑apocalyptic artifact. Give most of these items a depletion of 1 in
|
||
-1d20; however, if the item seems particularly hardy, a roll of 1d100 is appropriate. If particularly flimsy or prone to
|
||
-being used up, a depletion of 1d10 or 1d6 would be in order. Refer to the following examples as a guide for adapting
|
||
-before‑times Useful Stuff objects into artifacts with a specific depletion.
|
||
-
|
||
-Book
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Textbook, how‑to book, or other nonfiction book of knowledge on one topic; may be moldy or otherwise damaged
|
||
-
|
||
-Effect: This book covers a particular topic or area of knowledge determined by the GM. A reader who studies it for an
|
||
-hour has an asset on a related Intellect task.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-Faraday Cake
|
||
-
|
||
-Level: 3
|
||
-
|
||
-Form: Container made of metal mesh, of variable size (usually up to the size of a room)
|
||
-
|
||
-Effect: Blocks electromagnetic signals from reaching the interior of the cage.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-Salvaged Car
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Form: Rusted vehicle, with parts cobbled together from multiple before‑times vehicles
|
||
-
|
||
-Effect: Transports five characters a very long distance on each turn in an open cab or, if level 6, a closed cab.
|
||
-
|
||
-Depletion: 1 in 1d20 (check each time the engine is started or the car begins a trip)
|
||
-
|
||
-Water Filter
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Large pitcher with built‑in filter
|
||
-
|
||
-Effect: Purifies enough drinking water for one character per artifact level every day.
|
||
-
|
||
-Depletion: 1 in 1d20 (check each day used)
|
||
-
|
||
-### POST-APOCALYPTIC ARTIFACTS
|
||
-
|
||
-The kinds of post‑apocalyptic artifacts described in the Cypher System Rulebook are, for the most part,
|
||
-retro‑futuristic, or at least manifest cyphers created by super‑science that is mostly beyond today's technology. Most
|
||
-of these would fit in almost any post‑apocalyptic setting that includes fantastic elements, especially if reskinned to
|
||
-be thematically appropriate. The artifacts presented below include artifacts appropriate to an End Times apocalypse, an
|
||
-apocalypse caused by the rise of antagonistic AIs (such as in Radio Quiet), and alien tech possibly brought by invading
|
||
-or terraforming aliens. That said, any artifact could potentially be the result of AI artifice. Such artifacts usually
|
||
-have a fractal quality to their form, as is the case for AI‑fashioned cyphers. And like AI‑fashioned cyphers, a
|
||
-triggered intrusion could endanger the user if an instance of the artificial intelligence that created the item tries to
|
||
-install itself on the PC's wetware (mind).
|
||
-
|
||
-| D20 | Apocalypse | Artifact |
|
||
-|-------|-----------------------|--------------------------|
|
||
-| 1-2 | Retro-futuristic | Autodoc\* |
|
||
-| 3-4 | Alien | Carbonizer |
|
||
-| 5-6 | Retro-futuristic | Enviroscanner\* |
|
||
-| 7 | Alien or AI-fashioned | Memory Eraser |
|
||
-| 8 | Retro-futuristic | Military exoskeleton\* |
|
||
-| 9 | AI-fashioned | Mutation Inducer |
|
||
-| 10-12 | AI-fashioned | Nanorifle |
|
||
-| 13 | Retro-futuristic | Rocket first\* |
|
||
-| 14-16 | Retro-futuristic | Rocket-propelled grenade |
|
||
-| 17 | End Times | Seal of Solomon |
|
||
-| 18 | End Times | Spear of Destiny |
|
||
-| 19 | Retro-futuristic | Terahertz scanner\* |
|
||
-| 20 | Alien | Transfer discs |
|
||
-
|
||
-\*Artifacts presented in the Cypher System Rulebook
|
||
-
|
||
-Carbonizer
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Tiny silver device with multiple prong‑like barrels
|
||
-
|
||
-Effect: This weapon fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
|
||
-damage equal to the artifact's level that ignores Armor (including Armor granted by force fields). A target killed by a
|
||
-carbonizer is turned completely to dust.
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Memory Eraser
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Handheld reflective mass
|
||
-
|
||
-Effect: A flash of nano‑textured light erases the last few minutes of memory in all creatures within immediate range
|
||
-that the user makes a successful Intellect attack on (one attack roll per target).
|
||
-
|
||
-Depletion: 1 in 1d20
|
||
-
|
||
-Mutation Inducer
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Handheld reflective device with gradually evolving fractal textures
|
||
-
|
||
-Effect: A targeted willing or helpless creature within immediate range is transformed over the course of one minute,
|
||
-gaining a randomly determined beneficial mutation. If the artifact is level 6 or higher, the target instead gains a
|
||
-powerful mutation. Mutations gained by the inducer fade within about a day.
|
||
-
|
||
-Depletion: 1 in 1d10 (upon depletion, target also gains a harmful mutation)
|
||
-
|
||
-Nanorifle
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Sleek two‑handed reflective device with gradually evolving fractal textures
|
||
-
|
||
-Effect: This weapon contains an onboard AI that assists the user, granting an asset to any attacks made with the weapon.
|
||
-The weapon fires a stream of nanomachine rounds at a target within long range, inflicting damage equal to the artifact's
|
||
-level. In addition, if the target fails an Intellect defense roll, they are affected as if with a minor AI instance
|
||
-hazard, coming under the control of the AI housed in the nanorifle rather than a random artificial intelligence. The AI
|
||
-usually works with the user to exert control over the target. Control lasts for about a minute.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-Seal of Solomon
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Form: Signet ring bearing a star design
|
||
-
|
||
-Effect: The wearer can attempt to command a demon, a devil, a Horseman of the Apocalypse, an angel, or a similar entity
|
||
-by making a successful Intellect attack roll against a target within short range. An affected target must do as
|
||
-requested for up to one minute (if the creature is level 5 or lower) or for one round (if the creature is level 6 or
|
||
-higher). The ring also grants the wearer the ability to understand and communicate with animals.
|
||
-
|
||
-Depletion: 1 in 1d100
|
||
-
|
||
-Spear of Destiny
|
||
-
|
||
-Level: 7
|
||
-
|
||
-Form: Heavy spear of ancient manufacture
|
||
-
|
||
-Effect: Attacks with this spear are eased. If used against a supernatural creature such as a demon, a Horseman of the
|
||
-Apocalypse, or an angel, it ignores Armor, and it inflicts 4 additional points of damage (10 points total). If an attack
|
||
-with the spear kills a target normally able to return to existence (such as a Horseman), the target is truly destroyed
|
||
-instead.
|
||
-
|
||
-Depletion: —
|
||
-
|
||
-Spear of Destiny GM GM intrusion: The wielder's heart is not pure enough to permit the use of the spear, and it burns
|
||
-the character for 7 points of ambient damage each round they use it.
|
||
-
|
||
-Transfer Discs
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Form: Two or more matching discs 3 feet (1 m) in diameter
|
||
-
|
||
-Effect: The user can step between deployed transfer discs, teleporting any distance. If a series of discs is deployed in
|
||
-a network, the user receives a mental map of the discs upon stepping on any one of them, and they can navigate by
|
||
-stepping on each intervening disc between their current location and their desired location. To deploy a disc as their
|
||
-action, the user places it on a mostly level, secure surface and must succeed on a difficulty 3 Intellect‑based roll.
|
||
-
|
||
-Depletion: 1 in 1d20 (check after each day of use)
|
||
-
|
||
### CYPHER SHORTS
|
||
|
||
Cypher Shorts are what we call quick and easy adventures for use with the Cypher
|