move the Faerunian races to the Cypher homebrew section

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Brian S. Stephan 2024-05-21 08:49:44 -05:00
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2 changed files with 70 additions and 64 deletions

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@ -61,70 +61,8 @@ Descriptor](https://callmepartario.github.io/og-csrd/#species-as-descriptor).
### Faerûnian Races
The *Forgotten Realms Campaign Setting (3e)* presents a number of racial options for D&D characters. For a character
that hews a bit closer to the Forgotten Realms line, you can apply these conversions:
* **Humans:** take two non-species descriptors.
* **Dwarves:**
* **Gold:** as the Cypher dwarf, except as follows:
* **Skill:** Gold dwarves receive training against the bizarre creatures of the Underdark. Replace the practice
in axes and skill in shaping and mining stone with a skill against abberations; tasks involving
opposing or attacking abberations are eased one step.
* **Gray:** as the Cypher dwarf, except as follows:
* **Inability:** You have difficulty relating to other species due to your withdrawn and guarded nature. Any
task involving social interaction with them is hindered.
* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
bright sunlight are hindered.
* **Darkvision:** You can see in the dark up to 120 feet.
* **Skill:** The Underdark has led your people to stealth. Tasks involving stealth are eased one step.
* **Shield:** as the Cypher dwarf.
* **Elves:**
* **Drow:** as the Cypher elf, except as follows:
* **Weapons:** replace the practice in a bow, and starting equipment, with that of a rapier or shortsword.
* **Stealth:** the specialization in stealth tasks applies to cave areas rather than natural woodland.
* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
bright sunlight are hindered.
* **Darkvision:** You can see in the dark up to 120 feet.
* **Moon:** as the Cypher elf.
* **Sun:** as the Cypher elf, except as follows:
* **Studious:** apply the +2 bonus to your Intellect Pool instead of your Speed Pool.
* **Wild:** as the Cypher elf.
* **Wood:** as the Cypher elf.
* **Gnomes:**
* **Deep:** as the Cypher gnome, except as follows:
* **Inability:** svirfneblin are suspicious to a fault. Tasks involving positive or pleasant social interaction
are hindered.
* **Darkvision:** You can see in the dark up to 120 feet.
* **Rock:** as the Cypher gnome.
* **Half-elves:** take two non-species descriptors as per human, providing yourself with some elven features.
* **Half-orcs:** as the Cypher half-giant, except as follows:
* **Tough:** the bonus to your Might Pool is +2, not +4.
* **Not Too Large:** you do not suffer the hindrance to initiative, stealth, or fine manipulation.
* **Halflings:**
* **Ghostwise:** as the Cypher halfling, except as follows:
* **Speak Without Sound:** you can communicate telepathically with any one creature within 20 feet, as long as
they share a common language.
* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
* **Lightfoot:** as the Cypher halfling.
* **Strongheart:** as the Cypher halfling, except as follows:
* **Small Yet Strong:** you are still small, but do not suffer the hindrance to Might-based tasks.
* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
* **Planetouched:**
* **Aasimar:** as the Cypher helborn, except as follows:
* **Of the Heavens:** replace the underworld, evil, etc. themes with that of a celestial.
* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
* **Of A Safer Plane:** You do not have +2 to Armor against damage from fire.
* **Not Innerly Evil:** You do not suffer from the chance of losing control.
* **Trustworthy:** Your celestial nature makes people trust you. Replace the hindrance to tasks to persuade or
deceive with training in doing so.
* **Genasi:** as the Cypher helborn, except as follows:
* **Of an Element:** replace the underworld, evil, etc. themes with that of your element.
* **Forces of Nature:** replace the +2 to your Intellect Pool with a +2 to your Might Pool for fire or earth, or
Speed Pool for air or water genasi.
* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
* **Elementally Resistant:** replace the +2 to Armor against damage from fire with that of your element.
* **Nature's Fury:** as **Inner Evil**, but it is more accidental than inherent evil; you do not suffer the -1
penalty to all rolls following the fury.
* **Tiefling:** as the Cypher helborn.
that hews a bit closer to the Forgotten Realms line, you can apply [the Faerûnian races conversions on the homebrew
page](../homebrew).
## Foci

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@ -9,6 +9,74 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
## Descriptions
### Faerûnian Races
The *Forgotten Realms Campaign Setting (3e)* presents a number of racial options for D&D characters. For a Cypher
character that hews a bit closer to the Forgotten Realms line, you can apply these conversions:
* **Humans:** take two non-species descriptors.
* **Dwarves:**
* **Gold:** as the Cypher dwarf, except as follows:
* **Skill:** Gold dwarves receive training against the bizarre creatures of the Underdark. Replace the practice
in axes and skill in shaping and mining stone with a skill against abberations; tasks involving
opposing or attacking abberations are eased one step.
* **Gray:** as the Cypher dwarf, except as follows:
* **Inability:** You have difficulty relating to other species due to your withdrawn and guarded nature. Any
task involving social interaction with them is hindered.
* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
bright sunlight are hindered.
* **Darkvision:** You can see in the dark up to 120 feet.
* **Skill:** The Underdark has led your people to stealth. Tasks involving stealth are eased one step.
* **Shield:** as the Cypher dwarf.
* **Elves:**
* **Drow:** as the Cypher elf, except as follows:
* **Weapons:** replace the practice in a bow, and starting equipment, with that of a rapier or shortsword.
* **Stealth:** the specialization in stealth tasks applies to cave areas rather than natural woodland.
* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
bright sunlight are hindered.
* **Darkvision:** You can see in the dark up to 120 feet.
* **Moon:** as the Cypher elf.
* **Sun:** as the Cypher elf, except as follows:
* **Studious:** apply the +2 bonus to your Intellect Pool instead of your Speed Pool.
* **Wild:** as the Cypher elf.
* **Wood:** as the Cypher elf.
* **Gnomes:**
* **Deep:** as the Cypher gnome, except as follows:
* **Inability:** svirfneblin are suspicious to a fault. Tasks involving positive or pleasant social interaction
are hindered.
* **Darkvision:** You can see in the dark up to 120 feet.
* **Rock:** as the Cypher gnome.
* **Half-elves:** take two non-species descriptors as per human, providing yourself with some elven features.
* **Half-orcs:** as the Cypher half-giant, except as follows:
* **Tough:** the bonus to your Might Pool is +2, not +4.
* **Not Too Large:** you do not suffer the hindrance to initiative, stealth, or fine manipulation.
* **Halflings:**
* **Ghostwise:** as the Cypher halfling, except as follows:
* **Speak Without Sound:** you can communicate telepathically with any one creature within 20 feet, as long as
they share a common language.
* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
* **Lightfoot:** as the Cypher halfling.
* **Strongheart:** as the Cypher halfling, except as follows:
* **Small Yet Strong:** you are still small, but do not suffer the hindrance to Might-based tasks.
* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
* **Planetouched:**
* **Aasimar:** as the Cypher helborn, except as follows:
* **Of the Heavens:** replace the underworld, evil, etc. themes with that of a celestial.
* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
* **Of A Safer Plane:** You do not have +2 to Armor against damage from fire.
* **Not Innerly Evil:** You do not suffer from the chance of losing control.
* **Trustworthy:** Your celestial nature makes people trust you. Replace the hindrance to tasks to persuade or
deceive with training in doing so.
* **Genasi:** as the Cypher helborn, except as follows:
* **Of an Element:** replace the underworld, evil, etc. themes with that of your element.
* **Forces of Nature:** replace the +2 to your Intellect Pool with a +2 to your Might Pool for fire or earth, or
Speed Pool for air or water genasi.
* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
* **Elementally Resistant:** replace the +2 to Armor against damage from fire with that of your element.
* **Nature's Fury:** as **Inner Evil**, but it is more accidental than inherent evil; you do not suffer the -1
penalty to all rolls following the fury.
* **Tiefling:** as the Cypher helborn.
### Fungoid
* **Hardy:** +2 to your Might Pool.