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