tweaks to the fungoid and character formatting
* spore ability * linking to the homebrew page * also putting the Fan Use Policy on the homebrew page
This commit is contained in:
parent
aaf868e7ef
commit
43d9639015
|
@ -13,19 +13,24 @@ Work in progress.
|
|||
*Ramaria is an inquisitive fungoid cleric [speaker] who channels divine blessings.*
|
||||
|
||||
* **Might 12, Speed 10, Intellect 18**
|
||||
* Effort: 1
|
||||
* Intellect Edge: 1
|
||||
* Cyphers: 2
|
||||
* Skills: trained in learning something new, trained in geography and history, trained in dungeon and cavern ecology,
|
||||
trained in Intellect defense; inability to hear or notice dangers, inability to Initiative actions.
|
||||
* Equipment: ...
|
||||
* Weapons: can use light and medium weapons without penalty, inability with heavy weapons
|
||||
* Abilities: Blessing of the Gods (health, protection), Practiced With Medium Weapons, Terrifying Presence,
|
||||
Encouragement, Enthrall
|
||||
* Fungal Companion: You sprout a tiny fungal familiar which can aid you. It is intelligent, and you share a mental
|
||||
connection with the fungal companion, but it cannot itself speak. It can act as a scout and inform you of an area it
|
||||
is running reconnaissance on.
|
||||
* Arc: ...
|
||||
* **Effort:** 1
|
||||
* **Intellect Edge:** 1
|
||||
* **Cyphers:** 2
|
||||
* **Skills:** Trained in learning something new, trained in geography and history, trained in dungeon and cavern
|
||||
ecology, trained in Intellect defense; inability to hear or notice dangers, inability to Initiative actions.
|
||||
* **Equipment:** *TODO:* Appropriate clothing, a light weapon, three books, and 3d6+90 gp.
|
||||
* **Weapons:** Can use light and medium weapons without penalty, inability with heavy weapons
|
||||
* **Abilities:** Blessing of the Gods (health, protection), Practiced With Medium Weapons, Terrifying Presence,
|
||||
Encouragement, Enthrall.
|
||||
* **Fungal Companion (2 Might points):** During a rest, before making your recovery roll, you sprout a tiny fungal
|
||||
familiar which can aid you. It is intelligent, and you share a mental connection with the fungal companion, but it
|
||||
cannot itself speak. It can act as a scout and inform you of an area it is running reconnaissance on, and can be given
|
||||
simple commands to follow as part of a normal action. The familiar is a loyal companion and lives until it takes
|
||||
damage, or would be otherwise destroyed (see below).
|
||||
* **Burst:** You may command the fungal companion to explode in a burst of poisonous spores. Make a Might roll, on a
|
||||
success, the poison inflicts 3 points of damage or hinders the poisoned creature's actions for one minute (your
|
||||
choice). The fungal companion is destroyed in the process. Action.
|
||||
* **Arc:** *TODO*
|
||||
|
||||
[I went with a traditional cleric, support (especially healing) with some combat ability and commanding abilities. This
|
||||
lead me more towards Speaker than Adept, which you could probably go either way on with a different vision than mine. I
|
||||
|
|
|
@ -1,4 +1,9 @@
|
|||
Title: Cypher System Homebrew
|
||||
Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
|
||||
trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
|
||||
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
|
||||
Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
|
||||
Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
|
||||
|
||||
# Cypher System Homebrew
|
||||
|
||||
|
@ -9,6 +14,11 @@ Title: Cypher System Homebrew
|
|||
* **Hardy:** +2 to your Might Pool.
|
||||
* **Skill:** You are trained in dungeon and cavern ecology.
|
||||
* **Skill:** Your mind is unlike most other living creatures'; you are trained in Intellect defense.
|
||||
* **Fungal Companion:** You sprout a tiny fungal familiar which can aid you. It is intelligent, and you share a mental
|
||||
connection with the fungal companion, but it cannot itself speak. It can act as a scout and inform you of an area it
|
||||
is running reconnaissance on.
|
||||
* **Fungal Companion (2 Might points):** During a rest, before making your recovery roll, you sprout a tiny fungal
|
||||
familiar which can aid you. It is intelligent, and you share a mental connection with the fungal companion, but it
|
||||
cannot itself speak. It can act as a scout and inform you of an area it is running reconnaissance on, and can be given
|
||||
simple commands to follow as part of a normal action. The familiar is a loyal companion and lives until it takes
|
||||
damage, or would be otherwise destroyed (see below).
|
||||
* **Burst:** You may command the fungal companion to explode in a burst of poisonous spores. Make a Might roll, on a
|
||||
success, the poison inflicts 3 points of damage or hinders the poisoned creature's actions for one minute (your
|
||||
choice). The fungal companion is destroyed in the process. Action.
|
||||
|
|
|
@ -12,6 +12,11 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
|
|||
|
||||
* [Adventuring!](adventuring/)
|
||||
|
||||
## Homebrew
|
||||
|
||||
Custom content (descriptors, etc.) I've created for games in the Cypher system can be found at [this page of
|
||||
homebrew](homebrew).
|
||||
|
||||
## Resources
|
||||
|
||||
* [Online Cypher System SRD](http://www.cyphersrd.com/) --- freely available rules text for the Cypher System
|
||||
|
|
Loading…
Reference in New Issue