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@ -34,7 +34,9 @@ benefit of burning one stays the same. Meanwhile, we have resource pools *right
> logical choice. Or, perhaps lean towards Intellect as a default, to represent the willpower necessary to pull from
> reserves and to match the spellcasting flavor. This strain cannot be reduced by Edge.
## Descriptions
## Descriptors
General purpose and setting-specific descriptors, species or otherwise.
### Faerûnian Races
@ -118,6 +120,21 @@ character that hews a bit closer to the Forgotten Realms line, you can apply the
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.
### High Elf
Sometimes also known as eladrin, your kind are generally more cosmopolitan, studious, and aloof than your
nature-dwelling brethren. You are more likely to be a spellcaster, and your heritage trains most of your kind in the way
of the longsword rather than the bow.
You gain the following characteristics:
* **Studious:** +2 to your Intellect Pool.
* **Long-Lived:** Your natural lifespan (unless tragically cut short) is thousands of years.
* **Skill:** You are specialized in tasks related to studying or recalling magical lore.
* **Skill:** You are practiced in using a longsword.
* **Skill:** You are trained in interaction tasks where you take a position of intellectual authority.
* **Fragile:** When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
## Foci
### Does Not Tread Lightly
@ -132,12 +149,12 @@ technology, or some kind of unnatural being, but you use your size and strength
* Tier 5: **Specialized Basher**
* Tier 6: **Regenerate**
### Wields a Vast Magical Array
### Wields a Vast Magical Grimoire
> ***WARNING: DRAFT***
You collect spells in a spellbook and focus on a breadth of magic at your disposal, though it comes with considerable
cost and investment. Others focus on an particular style or school, you prefer flexibility.
cost and investment. Others focus on an particular style or school, you prefer flexibility --- or is it collecting?
* Tier 1: **Spellcasting** --- you follow the Spellcasting optional rule even if it is not available to others in your game.
You are considered a specialized spellcaster with a spellbook (or similar).
@ -191,31 +208,31 @@ This combines the [SRD weapons](https://callmepartario.github.io/og-csrd/#mediev
[weapon properties](https://callmepartario.github.io/og-csrd/#optional-rule-weapon-properties) rule, and adds a couple
less typical fantasy weapons (guns).
| Light Weapons (2 points of damage) | Price | Property | Notes |
|---------------------------------------|-------|---------------|-----------------------------------|
| Blowgun | 5 gp | | Short range |
| Blowgun darts (20) | 1 gp | Piercing | |
| Dagger | 2 gp | Piercing | Can be thrown up to short range |
| Hand crossbow | 75 gp | | Short range |
| Crossbow bolts (20) | 1 gp | Piercing | |
| Handaxe | 5 gp | Slashing | Can be thrown up to short range |
| Light smokepowder pistol | 100 gp| | Short range |
| Smokepowder bullets | - | Piercing | Needs to be crafted |
| Net | 1 gp | | Can be thrown up to short range |
| Rapier | 25 gp | Slashing | |
| Sickle | 1 gp | | Short range |
| Sling | 1 sp | | Short range |
| Sling bullets (20) | 5 cp | Bludgeoning | |
| Throwing dart | 5 cp | Piercing | Short range |
| Unarmed (punch, kick, etc.) | - | Bludgeoning | |
| Whip | 2 gp | Bludgeoning | |
| Light Weapons (2 points of damage) | Price | Property | Notes |
|---------------------------------------|-------|---------------------------|-----------------------------------|
| Blowgun | 5 gp | | Short range |
| Blowgun darts (20) | 1 gp | Piercing | |
| Dagger | 2 gp | Piercing | Can be thrown up to short range |
| Hand crossbow | 75 gp | | Short range |
| Crossbow bolts (20) | 1 gp | Piercing | |
| Handaxe | 5 gp | Slashing | Can be thrown up to short range |
| Light smokepowder pistol | 100 gp| | Short range |
| Smokepowder bullets | - | Piercing | Needs to be crafted |
| Net | 1 gp | | Can be thrown up to short range |
| Rapier | 25 gp | Slashing or piercing | |
| Sickle | 1 gp | | Short range |
| Sling | 1 sp | | Short range |
| Sling bullets (20) | 5 cp | Bludgeoning | |
| Throwing dart | 5 cp | Piercing | Short range |
| Unarmed (punch, kick, etc.) | - | Bludgeoning | |
| Whip | 2 gp | Bludgeoning | |
| Medium Weapons (4 points of damage | Price | Property | Notes |
| Medium Weapons (4 points of damage) | Price | Property | Notes |
|---------------------------------------|-------|-----------------------|-----------------------------------|
| Battleaxe | 10 gp | Slashing | |
| Bow | 30 gp | | Long range |
| Arrows (20) | 1 gp | Piercing | |
| Broadsword | 15 gp | Slashing | |
| Broadsword or longsword | 15 gp | Slashing | |
| Club | 1 sp | Bludgeoning | |
| Crank crossbow | 250 gp| | Long range |
| Crossbow bolts (20) | 1 gp | Piercing | |
@ -235,7 +252,7 @@ less typical fantasy weapons (guns).
| Spear | 1 gp | Piercing, reach | Can be thrown up to long range |
| Trident | 5 gp | Piercing | |
| Heavy Weapons (6 points of damage | Price | Property | Notes |
| Heavy Weapons (6 points of damage) | Price | Property | Notes |
|---------------------------------------|-------|-----------------------|-----------------------------------|
| Greataxe | 30 gp | Slashing | |
| Greatsword | 50 gp | Slashing | |

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@ -20,6 +20,19 @@ the material plane which is considered to be Etra herself. The war between the s
pantheon --- darkness and light combining chaotically to produce divine concepts of Sun, Moon, Life, Death, and so on
--- countless immortal forces that govern the universe.
## The Material Plane
The world of Etravar is known as Etra based on the goddess's influence and divine history, and consists of five primary
continents, each separated from the other by large oceans. Travel between the continents is quite rare, but not unknown;
due to their relative isolation, their histories and culture tend to differ, and even the recognized pantheon can vary
as some deities are known by multiple names or unknown in a region entirely.
### Trezuria
Trezuria is a long continent, spanning most of the latitudes, leading to a diverse climate over the span of the
continent. It is roughly divided into a north and south Trezuria, divided by a vast mountain range that runs from ocean
to ocean.
## Themes
* The universe is a wide assortment of planes, including forces of law/chaos, good/evil, and light/dark, connected via an

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@ -1,200 +0,0 @@
Title: Strata: C-I. Shadows of the Past
Description: A solo Cypher System campaign by bss.
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>.
# Shadows of the Past
> I started by rolling for my two cyphers, disguise module and heat attack.
Cyne crawls through the muddy ditch, rain beating on his cloak and furthering the miserable conditions he finds himself
in, attempting to evade the local guard searching for him. His previous attempts to slip into the library in plain sight
having failed, his next plan was to attempt a night infiltration, where he now finds himself ducking from alley to
alley, hiding in ditches, and the like, until he can no longer hear the guards. He must give them every sense that what
they saw was just an errant townsperson, or perhaps a figment of their imagination, before he can continue.
> The guard is decent but not amazing, I figure, so let's call them level 3, but it's dark and rainy, and Cyne is
> trained in sneaking, so eased two steps...
>
> 1d20 = 2; **failure**
>
> welp
The guard, three of them in the immediate area, find Cyne, who pulls himself out of the muck while he is surrounded,
raising his arms slightly, in a somewhat insincere surrender. *What is my move here?* he wonders. *There's always
lying...*
"Just on my way home," Cyne somewhat awkwardly sputters, definitely not prepared with a practiced lie.
> D3 Intellect task, hindered one: 1d20 = 11; **failure**
The guards are not buying it, and begin to close in. *I don't need to kill them,* Cyne thinks, drawing his greatsword
from overhead, attempting to get the jump on them. *But I do need to get out of here.*
> D3 Speed task for initiative: 1d20 = 16; **success**
>
> D3 Might to hit a guard, one level of effort, also using Charge Weapon: 1d20 = 5; **failure**; 3-1 Might, 2-1
> Intellect cost (current levels: Might 13, Speed 10, Intellect 12)
>
> geez
Cyne strikes first, rushing in for the attack, but slightly misses, unable to make contact. His enchanted blade hums
with energy, but strikes nothing but air.
> Three attacks from the guards, going to take things one at a time. D3 Speed defense, with one level of training.
>
> 1d20 = 6; **success**, 1d20 = 14; **success**; 1d20 = 14; **success**
>
> let's just roll right into another attack, trying to get something going here. Cyne attacks again, same as last time
>
> D3 Might to hit a guard, one level of effort, also using Charge Weapon: 1d20 = 1; **fumble**; 3-1 Might, 2-1
> Intellect cost (current levels: Might 11, Speed 10, Intellect 11)
>
> you've got to be kidding me
Cyne and the guards trade ineffective blows, Cyne deftly dodging, and the guard focused on by Cyne deftly side-stepping
his blow. Misfortune seems to beget misfortune, as another guard spots the melee in the process, joining in and adding
to the list of attackers.
> Attacks from the now four guards. 11, 20, 2, and 19.
>
> New stats after the damage: Might 8, Speed 10, Intellect 11
Continuing to dodge blows, Cyne gives the second attacking guard a quick slip, causing him to lose his balance and fall
face-first into the mud and muck of the alley. *A bit of luck, finally,* thinks Cyne. And then, just as suddenly, a
guard finally makes contact, striking Cyne. The last guard also misses.
> D3 Might to hit the prone guard, one level of effort, also eased a step as the guard is prone, also using Charge
> Weapon: 1d20 = 11; **success**; 3-1 Might, 2-1 Intellect cost (current levels: Might 6, Speed 10, Intellect 10)
>
> Guard takes 9 damage and is incapacitated in one blow.
Cyne finally strikes, landing a strong blow on the guard who slipped, dropping him. *This is stretching me further than
I hoped it would...* thinks Cyne, as he prepares to dodge another batch of attacks.
> D3 Speed eased one from training: 19, 19, 6
Two guards slip on the muck, not falling, but losing their focus for a moment. Their defenses aren't lowered, but they
may have a harder time striking Cyne for a moment, letting him focus on the remaining guard.
> D3 Might to hit the unslipped guard, also using Charge
> Weapon: 1d20 = 9; **success**; 2-1 Intellect cost (current levels: Might 6, Speed 10, Intellect 9)
>
> Guard takes 9 damage and is incapacitated in one blow.
Another guard taken care of, Cyne prepares for the next batch of attacks, though the guards' off-balance attacks are
especially awkward and ineffective...
> D3 Speed eased one from training, and one from the guards being off-balance: 12, 11
...and dodged easily. *This is getting to be a distraction,* thinks Cyne, still intending to get into the library
tonight. *One more.*
> D3 Might to hit one of the two remaining guards, also using Charge
> Weapon: 1d20 = 1; **fumble**; 2-1 Intellect cost (current levels: Might 6, Speed 10, Intellect 8)
>
> "you've got to be kidding me" x2
However, his attempt to take out a remaining guard and make a quick getaway backfires completely, as Cyne loses his
balance and falls straight on his face in the muck. The stench of mud and waste is momentarily overwhelming, and his
defenses are completely lowered for a moment, allowing the guards a perfect opportunity to strike.
Knowing this may be the end of his adventure if he's captured here and now, Cyne strains himself to dodge as best as he
can from the ground, as the guards rain blows.
> D3 Speed eased one from training, hindered one from being prone, and with one level of effort: 1 **fumble** again!?
> does my dice rolling bot need looking at?
>
> 5 damage from the hit, and -3 Speed from the effort: current levels: Might 1, Speed 7, Intellect 8
>
> D3 Speed eased one from training, hindered one from being prone, and with one level of effort: 3 **failure** oh boy...
>
> Might 0, Speed 2, Intellect 8
>
> That brings me to **Impaired** and without much room to spare. (Effort costs 1 extra per level, minor/major effects
> lost, and bonus damage is reduced to 1)
*urk --- The guard's not letting up!* Cyne's options are limited, still on his back, fighting against the weight of the
mud seeping into his clothes. He has no choice but to be conservative, and hope for a bit of luck; he picks himself up,
to prepare for the next round of blows, and does his best to prepare.
> D3 Speed defense roll, eased one from training: 7 **success**, 10 **success**.
*Okay, breathe. This isn't over yet.*
> 1d6+1 first heal: 7, thank god. new levels: Might 7, Speed 2, Intellect 8, back to **Hale**. I figure this way I can
> take two hits and still stay out of Impaired state.
Cyne takes a moment to catch his breath, and feeling just a bit smug despite his circumstances, quips, "any chance we
can just call this a draw?" The guards, however, are not interested in the offer.
> D3 Speed defense roll, eased one from training: 8 **success**, 17 **success**.
"Okay then, fine. I guess we'll continue doing things this way."
> D3 Might to hit one of the two remaining guards, also using Charge Weapon: 1d20 = 10; **success**; 9 points of damage
> so another guard drops; 2-1 Intellect cost (current levels: Might 7, Speed 2, Intellect 7)
Definitely feeling more than a bit lucky, Cyne steps forward and --- *finally*, he thinks --- connects with his
enchanted greatsword, causing another guard to crumple to the ground, incapacitated. The numbers are finally in his
favor, but he still has one guard to worry about.
> D3 Speed defense roll, eased one from training: 19 **success with minor effect**. Perfect, glad I healed, too, so I
> get soemthing to take advantage of --- a window of opportunity!
The remaining guard swings wildly at Cyne, missing and losing his footing. This is Cyne's opportunity to put distance
between himself and the one remaining guard again, and he quickly takes off. He is winded, reeling from multiple blows
from the guards, and perhaps even weighed down by the mud he collected on his clothes --- he can't rely on extra effort
at this point, drawing instead on whatever natural ability he has left.
> D3 Speed task to flee and lose the remaining guard: 19 **success with minor effect**. yesssss
Cyne gets away, quickly losing the remaining guard chasing him, and even finding a discrete, covered corner in the alley
to gather himself in. He takes some time to ensure he has lost the last guard, and tends to his wounds --- wraps,
mostly, he is not exactly a field medic.
> 1d6+1 second heal: 2. well I guess that offsets the amazing first roll, which I definitely needed. Might 7, Speed 4,
> Intellect 8.
Having collected himself, Cyne turns his attention to infiltrating the library. The Grand Library of Berna is known for
its collection of works related to lost civilizations, and it is little more than a hunch that brought Cyne there, but
the best lead he has at the moment. Pulling his hood back up over his head, both to shield himself from the rain and to
dodge any remaining bits of attention, he approaches the library.
The battle with the guards certainly took a toll on him, and as he approaches, he goes over his plan one last time. He
has one shot at this, he figures, after some pushy talking during the day, if he can't get in and out tonight, he'll
likely have heightened the security and scrutiny over the archives for a while. He needs to navigate a series of walls
and peaks to get into an area of the library that is less protected, and then use his knowledge of the wards inside to
get back down to the archives without causing any issues. Accomplishing that should net him four, five hours to check
his item against some records.
> Difficulty 4 Speed task to jump multiple walls, scale walls, and so on, to enter the library, eased by one with a
> level of Effort: 1d20 = 1; **fumble**.
>
> what the hell
>
> I think I can treat the fumble as an extra d6 of damage as he falls somewhere in the process before getting in. 1d6 =
> 1. -3 Speed expended, -1 Might damage, putting Cyne at Might 6, Speed 1, Intellect 8
The plan fails spectacularly, and Cyne quickly finds himself injured further and with no choice but to slink back into
the shadows, dejected. His ankle sprained and with no more time to rest, he must rest and regroup while coming up with a
new plan.
Cyne checks his pack again, specifically a piece of parchment found among his things in storage before he left Dirge. It
bears a strange and elaborate crest, suggesting a notoriety of some sort, but the style is unusual and flared, and not
the sort of art Cyne is familiar with.
> todo: two recovery rolls, come up with a plan B to get this information
>
> resting (sleeping in an alley): Difficulty 2 Intellect, eased 1 by training: 17; **success**
>
> 2#1d6+1 heals: 3, 5. healing up to Might 6, Speed 4, Intellect 13.
Easily enough, Cyne finds a dry alley to hunker down in for the night, and has a moderately restful night. As he sleeps,
he dreams of purple crystal cities illuminated by aurorae, a common albeit unexplained dream. He wakes, and begins his
search anew for a way into the library. Considering the direct approach --- or approaches --- did not yield anything,
his next shot is to see if he can find his way through the labyrinth of tunnels underneath Berna, but not in the
condition he is in this day.

1
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@ -0,0 +1 @@
cyne-c01.md

200
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@ -0,0 +1,200 @@
Title: Strata: C-I. Shadows of the Past
Description: A solo Cypher System campaign by bss.
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>.
# Shadows of the Past
> I started by rolling for my two cyphers, disguise module and heat attack.
Cyne crawls through the muddy ditch, rain beating on his cloak and furthering the miserable conditions he finds himself
in, attempting to evade the local guard searching for him. His previous attempts to slip into the library in plain sight
having failed, his next plan was to attempt a night infiltration, where he now finds himself ducking from alley to
alley, hiding in ditches, and the like, until he can no longer hear the guards. He must give them every sense that what
they saw was just an errant townsperson, or perhaps a figment of their imagination, before he can continue.
> The guard is decent but not amazing, I figure, so let's call them level 3, but it's dark and rainy, and Cyne is
> trained in sneaking, so eased two steps...
>
> 1d20 = 2; **failure**
>
> welp
The guard, three of them in the immediate area, find Cyne, who pulls himself out of the muck while he is surrounded,
raising his arms slightly, in a somewhat insincere surrender. *What is my move here?* he wonders. *There's always
lying...*
"Just on my way home," Cyne somewhat awkwardly sputters, definitely not prepared with a practiced lie.
> D3 Intellect task, hindered one: 1d20 = 11; **failure**
The guards are not buying it, and begin to close in. *I don't need to kill them,* Cyne thinks, drawing his greatsword
from overhead, attempting to get the jump on them. *But I do need to get out of here.*
> D3 Speed task for initiative: 1d20 = 16; **success**
>
> D3 Might to hit a guard, one level of effort, also using Charge Weapon: 1d20 = 5; **failure**; 3-1 Might, 2-1
> Intellect cost (current levels: Might 13, Speed 10, Intellect 12)
>
> geez
Cyne strikes first, rushing in for the attack, but slightly misses, unable to make contact. His enchanted blade hums
with energy, but strikes nothing but air.
> Three attacks from the guards, going to take things one at a time. D3 Speed defense, with one level of training.
>
> 1d20 = 6; **success**, 1d20 = 14; **success**; 1d20 = 14; **success**
>
> let's just roll right into another attack, trying to get something going here. Cyne attacks again, same as last time
>
> D3 Might to hit a guard, one level of effort, also using Charge Weapon: 1d20 = 1; **fumble**; 3-1 Might, 2-1
> Intellect cost (current levels: Might 11, Speed 10, Intellect 11)
>
> you've got to be kidding me
Cyne and the guards trade ineffective blows, Cyne deftly dodging, and the guard focused on by Cyne deftly side-stepping
his blow. Misfortune seems to beget misfortune, as another guard spots the melee in the process, joining in and adding
to the list of attackers.
> Attacks from the now four guards. 11, 20, 2, and 19.
>
> New stats after the damage: Might 8, Speed 10, Intellect 11
Continuing to dodge blows, Cyne gives the second attacking guard a quick slip, causing him to lose his balance and fall
face-first into the mud and muck of the alley. *A bit of luck, finally,* thinks Cyne. And then, just as suddenly, a
guard finally makes contact, striking Cyne. The last guard also misses.
> D3 Might to hit the prone guard, one level of effort, also eased a step as the guard is prone, also using Charge
> Weapon: 1d20 = 11; **success**; 3-1 Might, 2-1 Intellect cost (current levels: Might 6, Speed 10, Intellect 10)
>
> Guard takes 9 damage and is incapacitated in one blow.
Cyne finally strikes, landing a strong blow on the guard who slipped, dropping him. *This is stretching me further than
I hoped it would...* thinks Cyne, as he prepares to dodge another batch of attacks.
> D3 Speed eased one from training: 19, 19, 6
Two guards slip on the muck, not falling, but losing their focus for a moment. Their defenses aren't lowered, but they
may have a harder time striking Cyne for a moment, letting him focus on the remaining guard.
> D3 Might to hit the unslipped guard, also using Charge
> Weapon: 1d20 = 9; **success**; 2-1 Intellect cost (current levels: Might 6, Speed 10, Intellect 9)
>
> Guard takes 9 damage and is incapacitated in one blow.
Another guard taken care of, Cyne prepares for the next batch of attacks, though the guards' off-balance attacks are
especially awkward and ineffective...
> D3 Speed eased one from training, and one from the guards being off-balance: 12, 11
...and dodged easily. *This is getting to be a distraction,* thinks Cyne, still intending to get into the library
tonight. *One more.*
> D3 Might to hit one of the two remaining guards, also using Charge
> Weapon: 1d20 = 1; **fumble**; 2-1 Intellect cost (current levels: Might 6, Speed 10, Intellect 8)
>
> "you've got to be kidding me" x2
However, his attempt to take out a remaining guard and make a quick getaway backfires completely, as Cyne loses his
balance and falls straight on his face in the muck. The stench of mud and waste is momentarily overwhelming, and his
defenses are completely lowered for a moment, allowing the guards a perfect opportunity to strike.
Knowing this may be the end of his adventure if he's captured here and now, Cyne strains himself to dodge as best as he
can from the ground, as the guards rain blows.
> D3 Speed eased one from training, hindered one from being prone, and with one level of effort: 1 **fumble** again!?
> does my dice rolling bot need looking at?
>
> 5 damage from the hit, and -3 Speed from the effort: current levels: Might 1, Speed 7, Intellect 8
>
> D3 Speed eased one from training, hindered one from being prone, and with one level of effort: 3 **failure** oh boy...
>
> Might 0, Speed 2, Intellect 8
>
> That brings me to **Impaired** and without much room to spare. (Effort costs 1 extra per level, minor/major effects
> lost, and bonus damage is reduced to 1)
*urk --- The guard's not letting up!* Cyne's options are limited, still on his back, fighting against the weight of the
mud seeping into his clothes. He has no choice but to be conservative, and hope for a bit of luck; he picks himself up,
to prepare for the next round of blows, and does his best to prepare.
> D3 Speed defense roll, eased one from training: 7 **success**, 10 **success**.
*Okay, breathe. This isn't over yet.*
> 1d6+1 first heal: 7, thank god. new levels: Might 7, Speed 2, Intellect 8, back to **Hale**. I figure this way I can
> take two hits and still stay out of Impaired state.
Cyne takes a moment to catch his breath, and feeling just a bit smug despite his circumstances, quips, "any chance we
can just call this a draw?" The guards, however, are not interested in the offer.
> D3 Speed defense roll, eased one from training: 8 **success**, 17 **success**.
"Okay then, fine. I guess we'll continue doing things this way."
> D3 Might to hit one of the two remaining guards, also using Charge Weapon: 1d20 = 10; **success**; 9 points of damage
> so another guard drops; 2-1 Intellect cost (current levels: Might 7, Speed 2, Intellect 7)
Definitely feeling more than a bit lucky, Cyne steps forward and --- *finally*, he thinks --- connects with his
enchanted greatsword, causing another guard to crumple to the ground, incapacitated. The numbers are finally in his
favor, but he still has one guard to worry about.
> D3 Speed defense roll, eased one from training: 19 **success with minor effect**. Perfect, glad I healed, too, so I
> get soemthing to take advantage of --- a window of opportunity!
The remaining guard swings wildly at Cyne, missing and losing his footing. This is Cyne's opportunity to put distance
between himself and the one remaining guard again, and he quickly takes off. He is winded, reeling from multiple blows
from the guards, and perhaps even weighed down by the mud he collected on his clothes --- he can't rely on extra effort
at this point, drawing instead on whatever natural ability he has left.
> D3 Speed task to flee and lose the remaining guard: 19 **success with minor effect**. yesssss
Cyne gets away, quickly losing the remaining guard chasing him, and even finding a discrete, covered corner in the alley
to gather himself in. He takes some time to ensure he has lost the last guard, and tends to his wounds --- wraps,
mostly, he is not exactly a field medic.
> 1d6+1 second heal: 2. well I guess that offsets the amazing first roll, which I definitely needed. Might 7, Speed 4,
> Intellect 8.
Having collected himself, Cyne turns his attention to infiltrating the library. The Grand Library of Berna is known for
its collection of works related to lost civilizations, and it is little more than a hunch that brought Cyne there, but
the best lead he has at the moment. Pulling his hood back up over his head, both to shield himself from the rain and to
dodge any remaining bits of attention, he approaches the library.
The battle with the guards certainly took a toll on him, and as he approaches, he goes over his plan one last time. He
has one shot at this, he figures, after some pushy talking during the day, if he can't get in and out tonight, he'll
likely have heightened the security and scrutiny over the archives for a while. He needs to navigate a series of walls
and peaks to get into an area of the library that is less protected, and then use his knowledge of the wards inside to
get back down to the archives without causing any issues. Accomplishing that should net him four, five hours to check
his item against some records.
> Difficulty 4 Speed task to jump multiple walls, scale walls, and so on, to enter the library, eased by one with a
> level of Effort: 1d20 = 1; **fumble**.
>
> what the hell
>
> I think I can treat the fumble as an extra d6 of damage as he falls somewhere in the process before getting in. 1d6 =
> 1. -3 Speed expended, -1 Might damage, putting Cyne at Might 6, Speed 1, Intellect 8
The plan fails spectacularly, and Cyne quickly finds himself injured further and with no choice but to slink back into
the shadows, dejected. His ankle sprained and with no more time to rest, he must rest and regroup while coming up with a
new plan.
Cyne checks his pack again, specifically a piece of parchment found among his things in storage before he left Dirge. It
bears a strange and elaborate crest, suggesting a notoriety of some sort, but the style is unusual and flared, and not
the sort of art Cyne is familiar with.
> todo: two recovery rolls, come up with a plan B to get this information
>
> resting (sleeping in an alley): Difficulty 2 Intellect, eased 1 by training: 17; **success**
>
> 2#1d6+1 heals: 3, 5. healing up to Might 6, Speed 4, Intellect 13.
Easily enough, Cyne finds a dry alley to hunker down in for the night, and has a moderately restful night. As he sleeps,
he dreams of purple crystal cities illuminated by aurorae, a common albeit unexplained dream. He wakes, and begins his
search anew for a way into the library. Considering the direct approach --- or approaches --- did not yield anything,
his next shot is to see if he can find his way through the labyrinth of tunnels underneath Berna, but not in the
condition he is in this day.

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@ -14,9 +14,50 @@ A solo Cypher System game by bss, set in the fantasy world of [Etravar](/etravar
* [Cyne Valbrook](cyne) is an intelligent and exiled spellsword [warrior flavored with magic] who wields an enchanted
weapon.
* [Vaelor Galanodel](vaelor) is an inquisitive high elf wizard [adept] who wields a vast magical grimoire.
## Cycles
### Vaelor Cycle
|> [![Hex map of the Queen's Reach area](queens-reach.png)](queens-reach.png)
|: Queen's Reach, a barony on the east coast of Trezuria.
{: .right }
I run this game over IRC, since that is convenient to me from basically anywhere. As such, chapters will only be brought
here as fiction when I have opportunity to provide a write-up.
#### Queen's Reach
The campaign currently takes place in Queen's Reach, a region on the eastern side of [Trezuria](../etravar/#trezuria).
* **E11:** Arrowhaven, a small village, home of [Vaelor Galanodel](vaelor).
* **L7:** Greenhook, one of the largest cities in Queen's Reach.
## Tools and Standards
Jotting down things I'm using for the campaign that haven't yet become part of my "normal" process, such as it is, but
might in the future.
### Overland Travel
I am using a 3-mile hex in the "kingdom scale" maps. This is a break from where I was using 6-mile hexes, having been
convinced by arguments such as [Down With The 6 Mile
Hex!](https://silverarmpress.com/down-with-the-6-mile-hex-a-modest-proposal/).
| Hex | Unencumbered | Encumbered |
|-----------------------------------|--------------|------------|
| Easy (plains, grasslands, etc.) | 1 hour | 2 hours |
| Rough (hills, forest, etc.) | 2 hours | 4 hours |
| Difficult (mountains, etc.) | 4 hours | 8 hours |
Unencumbered travel is travelling very light with little equipment; most adventurers with a normal amount of gear are
encumbered for purposes of overland travel. Wagons, horses, and the like can make travel unencumbered if the
transportation is suited for the terrain. An adventuring day is usually 8--12 hours of rest, 8 hours of overland
travel, and the remaining left for adventuring.
## Old Cycles
### Cyne Cycle
I started this as a writing challenge for myself, so it's a bit more "properly" written with narration and the like, but
@ -37,4 +78,4 @@ that'll shift over time.
As such, the chapters will probably be a mix of session log and narrative prose.
* [I. Shadows of the Past](chapter-01)
* [I. Shadows of the Past](cyne-c01)

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Title: Vaelor Galanodel
Description: The subject of the Vaelor Cycle in bss's Cypher System solo campaign Strata.
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>.
# Vaelor Galanodel
Vaelor Galanodel is an inquisitive high elf wizard [adept] who wields a vast magical grimoire.
## Cypher System Stat Block
* **Might: 8, Speed: 13, Intellect: 19**
* **Effort: 1, Intellect Edge: 1**
* **Cypher Use:** 3 cyphers at a time.
### Spells
Abilities under the spellcasting rule, either from Vaelor's tier or focus, or learned via adventuring. Spells may be
renamed for thematic flavor.
* **Far Step (2 Intellect points):** leap within long range.
* **Onslaught (1 Intellect point):** attack with physical ray or mental blast.
* **Minor Illusion (1 Intellect point):** create an illusion in a small 10' area.
### Abilities
* **Augment Cypher (2+ Intellect points):** add +1 to the level of cyphers when activating them, and spend
Effort to increase their level further.
* **Magic Training**
### Skills
* **Specialized** in any task related to studying or recalling magical lore.
* **Trained** in any task that involves learning something new.
* **Trained** in any task involving geography or history.
* **Trained** in interaction tasks where he can take a position of intellectual authority.
* **Trained** in the understanding and identification of magic (including magical artifacts and cyphers) and its
properties.
* **Practiced** in using a longsword.
* **Hindered** in any task to hear or notice dangers around himself.
* **Hindered** in initiative actions.
### Attacks
* ***Magic Missile*** **(1 intellect point):** Speed attack, 4 damage, short range
* ***Psionic Blast*** **(1 intellect point):** Intellect attack, 2 Intellect damage, ignores Armor, short range
* **Longsword:** Speed attack, 4 damage, slashing, melee
* **Dagger:** Speed attack (eased), 2 damage, piercing, melee
### Features
* **Long-Lived:** A high elf's natural lifespan is thousands of years.
* **Fragile:** When Vaelor fails a Might defense roll to avoid damage, he takes 1 extra point of damage.
### Equipment
* **Weapons:** longsword, dagger
* **Armor/clothing:** red wizard's outfit
* **Books:** spellbook, *Historia Magica* [history of magical study], *The Divine Register* [deities of Trezuria],
*Grand History of Trezuria*
* Flask of acid, adventuring pack, bedroll, 5 candles, healing kit, flask of ink, ink pen, lamp, 10 flasks of oil, pouch
for reagents, 15 rations, waterskin, backpack
* 35 gp, 6 sp, 8 cp
### Arcs
* **New Discovery**
* The Idea --- Create a ritual that enhances plant and animal growth in an area on a large scale.
* Steps
* Travel to Greenhook to learn from their libraries.