write up a Cypher System version of icon relationships
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				| @ -175,6 +175,55 @@ cost and investment. Others focus on an particular style or school, you prefer f | ||||
| * *Sky/Air (2 Intellect points).* You or a creature you touch can fly short distances for ten minutes. You must land at | ||||
|   the end of your movement, or otherwise fall. Action. | ||||
| 
 | ||||
| ## Optional Rules | ||||
| 
 | ||||
| ### Relationship Connections | ||||
| 
 | ||||
| > This rule is inspired by 13th Age's Icon Relationships, though not a direct copy. It tries to get the same feel but in | ||||
| > a Cypher System framework. ~bss | ||||
| 
 | ||||
| To more closely connect characters with the (other) significant movers and shakers of the game, relationship connections | ||||
| generate free 1 XP spends that represent a close mystical, operational, or situational tie with a major world NPC (or | ||||
| their factions). As a reminder, 1 XP can be spent by players on: | ||||
| 
 | ||||
| * Immediate benefits (a reroll, or refuse a GM intrusion) | ||||
| * Player intrusions (varies, see the rules as they are pretty open-ended) | ||||
| 
 | ||||
| **Obtaining relationship points:** As an extra step in character creation, you receive 4 relationship points, which you | ||||
| allocate to 1 to 3 significant NPCs. These NPCs may be provided by the GM ahead of time, or GMs may allow players to | ||||
| define key NPCs and organizations themselves, at their discretion. Each point represents an increasingly stronger | ||||
| connection between the player character and that NPC and agents of that NPC, and makes obtaining connections more | ||||
| likely. | ||||
| 
 | ||||
| **Regularly obtaining relationship connections:** After taking ten hours of rest (or otherwise making the recovery roll | ||||
| associated with a ten hour rest), roll a difficulty 5 generic (not associated to a pool) task for each relationship you | ||||
| put points into during character creation. Each point eases the task by one step. For example, a character with all of | ||||
| their points in one particular relationship makes one difficulty 1 roll after each ten hour rest, all but guaranteeing | ||||
| that their relationship will factor in to one of the upcoming scenes or conflicts, whereas a character with their points | ||||
| spread across three relationships makes three rolls that are together to succeed on but may yield more points to use. | ||||
| Since this roll is not associated to a pool, Effort cannot be used to ease the roll. | ||||
| 
 | ||||
| If a player fails all of their relationship connection rolls, they get one connection to a relationship of the GM's | ||||
| choosing (whether or not the character is normally aligned with the relationship), which can be spent as normal, but | ||||
| it comes with a GM intrusion as an extra little gotcha when used. | ||||
| 
 | ||||
| **Obtaining relationship connections ad hoc:** The GM can call for connection rolls for a specific relationship, as | ||||
| above, at any point if the story warrants it --- for example, if the party is encountering a site blessed by a related | ||||
| deity or meeting with officials of a related faction. The results of these rolls do not invalidate any existing | ||||
| relationship connections, but also do not yield a "gotcha" consolation connection. | ||||
| 
 | ||||
| Generally, a player can only roll for the relationships they have, unless the GM feels the situation warrants otherwise. | ||||
| The GM may also grant free relationship connections as desired, for example if the party receives a boon from the | ||||
| emperor of the kingdom. | ||||
| 
 | ||||
| **Using relationship connections:** Any time before their character's ten hour rest, the player has the option at any | ||||
| time to spend a connection as if it was 1 XP. The player should frame the use in light of some sort of positive or | ||||
| negative influence from the connection's people, factions, magical effects, or so on. A sudden ally appears, they recall | ||||
| some off-camera intel, the relationship's spirits suddenly appear to whisper a secret or bless their attack roll, and so | ||||
| on. | ||||
| 
 | ||||
| Connections not spent by the time the next ten hour rest is rolled are lost. | ||||
| 
 | ||||
| ## Rituals | ||||
| 
 | ||||
| ### Read Object | ||||
|  | ||||
| @ -22,6 +22,7 @@ homebrew](homebrew). Additionally, I use the following house rules: | ||||
| * [Optional spellcasting uses pool points, not recovery rolls](homebrew#cost-of-optional-spellcasting) | ||||
| * [Recovery rolls can be applied in any | ||||
|   order](https://callmepartario.github.io/og-csrd/#house-rule-making-recovery-rolls-in-any-order) | ||||
| * [Relationship connections](https://orb.moe/cypher/homebrew#relationship-connections) | ||||
| * [Weapon properties](https://callmepartario.github.io/og-csrd/#optional-rule-weapon-properties) | ||||
| 
 | ||||
| ### General Advice | ||||
|  | ||||
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