diff --git a/pages/cypher/dark-sun/index.md b/pages/cypher/dark-sun/index.md new file mode 100644 index 0000000..f770bf0 --- /dev/null +++ b/pages/cypher/dark-sun/index.md @@ -0,0 +1,134 @@ +Title: Dark Sun in the Cypher System +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. Full Disclaimer.
+ Dark Sun in the Cypher System is unofficial Fan Content permitted under the Fan Content Policy. Not + approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. + ©Wizards of the Coast LLC.
+ Requires the (4e) Dark Sun Campaign Setting (2010, Wizards of the Coast) and the (revised) + Cypher System Rulebook (2019, Monte Cook Games). + +# Dark Sun in the Cypher System + +The following is my attempt to convert the Dark Sun campaign setting (owned by Wizards of the Coast) to the Cypher +System (from Monte Cook Games). There have been other attempts that I am personally obligated to shout out --- [Living 4 +Crits's conversion](http://ilive4crits.blogspot.com/2016/03/sand-and-cyphers-running-dark-sun-with.html?m=1) using Dark +Sun 2e and the original Cypher System, and [Wyrm Works's Dark Sun Future](https://wyrmworks.com/cypher-system/) --- but +this is instead yet another remix of the idea. + +Dark Sun in the Cypher System is written for the "revised" *Cypher System Rulebook*, using the D&D 4e *Dark Sun Campaign +Setting* as a base for timeline and similar considerations. The conversion also uses some concepts from *Godforsaken*, +so that should also be considered when collecting sources. This isn't a standalone product or game, so definitely rely +on those books for anything not addressed here. + +This is also a living document; I will keep it up to date with changes, additions, and the like. I also accept feedback, +you can reach me via [email](mailto:bss@orb.moe) or [the fediverse](https://ill.moe/bss). + +## Character Creation + +### Species + +This conversion uses the Two Descriptors variant rule from *Godforsaken* (p.86) --- as such, characters should take two +descriptors, one representing their species (or cultural heritage for humans) and one representing their personality. In +addition to allowing for personality descriptors while also including fantasy species, having two descriptors also helps +provide the power level perceived necessary for starting player characters to survive Athas. + +#### Aarakocra + +#### Dray + +#### Dwarves + +#### Elves + +#### Half-elves + +#### Half-giants + +#### Halflings + +#### Humans + +#### Mul + +#### Thri-kreen + +### Wild Talents + +Player characters are encouraged to take a psionic wild talent at character creation, in the form of a spell (themed as +a psionic ability) granted under the Spellcasting optional rule from the *Cypher System Rulebook* (p.259). Any further +spells learned under this rule should also be themed as psionics. + +### Themes + +Cypher System types and foci can model many thematic concepts. The following list isn't meant to be exhaustive or +definitive, but note that these themes are described in greater detail in the *Dark Sun Campaign Setting*. + +#### Athasian Minstrel + +Entertainers with an inside connection to the courts and social elite, minstres are as often as not assassins, spymasters, +and the like. + +* Type: Speaker flavored with stealth, Explorer +* Foci: Entertains, Infiltrates, Murders + +#### Dune Trader + +#### Elemental Priest + +#### Gladiator + +#### Noble Adept + +#### Primal Guardian + +#### Templar + +Templars have broad discretion to enforce the laws of the city --- so long as they do not go against the will of the +sorcerer-king or higher-ranking templars. Many wield power ruthlessly, and represent a powerful, wealthy social class. + +* Type: Speaker flavored with magic, Adept +* Foci: Channels Royal Might [as Channels Divine Blessings, themed for one's particular sorcerer-king/queen], Interprets the Law [templars are the law], Leads, Metes Out Justice + +#### Veiled Alliance + +#### Wasteland Nomad + +#### Wilder + +### Magic + +#### Arcane Casters + +Final judgment on which characters, foci, and/or abilities are arcane is left to each individual table, but this list +recommended list of arcane foci should be a good start: + +### Discouraged Foci + +The following foci don't seem to make a ton of sense for the world of Athas. Include them only after careful +consideration: + +* Absorbs Energy [technology level too high] +* Battles Robots [technology level too high] +* Brandishes an Exotic Shield [special equipment] +* Builds Robots [technology level too high] +* Conducts Weird Science [technology level too high] +* Crafts Unique Objects [special equipment] +* Drives Like a Maniac [special equipment] +* Employs Magnetism [metal is rare] +* Flies Faster Than a Bullet [too supers] +* Fuses Flesh and Steel [metal is rare] +* Fuses Mind and Machine [technology level too high] +* Grows to Towering Heights [too supers] +* Is Idolized By Millions [no real concept of celebrity] +* Is Licensed to Carry [technology level too high] +* Loves the Void [technology level too high] +* Pilots Starcraft [technology level too high] +* Plays Too Many Games [technology level too high] +* Siphons Power [technology level too high] +* Talks to Machines [technology level too high] +* Travels Through Time [too supers] +* Wears Power Armor [special equipment] +* Works the System [technology level too high]