Compare commits

...

4 Commits

3 changed files with 41 additions and 7 deletions

View File

@ -21,7 +21,7 @@ it, he seeks the leader of his group who abandoned the group with the book.
### Abilities
* **Erase Memories**
* **Shatter**
* **Far Step**
* **Onslaught**
* **Push**

View File

@ -125,12 +125,31 @@ character that hews a bit closer to the Forgotten Realms line, you can apply the
You are an unstoppable force, once you get moving. You may be extraordinarily big for your kind, enhanced via magic or
technology, or some kind of unnatural being, but you use your size and strength to solve problems.
* Tier 1: Crushing Blow
* Tier 2: Ignore the Pain
* Tier 3: Blood Fever
* Tier 4: Fury
* Tier 5: Specialized Basher
* Tier 6: Regenerate
* Tier 1: **Crushing Blow**
* Tier 2: **Ignore the Pain**
* Tier 3: **Blood Fever**
* Tier 4: **Fury**
* Tier 5: **Specialized Basher**
* Tier 6: **Regenerate**
### Wields a Vast Magical Array
> ***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.
* 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).
* Tier 1: **Type Swap Option: Low Tier Ability** --- you may gain one ability of your choosing from the list of Low Tier
abilities instead of one of the abilities normally granted by your type. You should work with your GM to find
something appropriate (not unfun for others).
* Tier 1: **Augment Cypher**
* Tier 2: **Type Swap Option: Low Tier Ability**
* Tier 2: **Enhanced Intellect Edge**
* Tier 3: **Type Swap Option: Mid Tier Ability** --- as above
* Tier 3: **Enhanced Intellect or Extra Recovery**
## Abilities

View File

@ -17,11 +17,26 @@ options, easily adaptable to any setting.
Custom content (descriptors, etc.) I've created for games in the Cypher system can be found at [this page of
homebrew](homebrew). Additionally, I use the following house rules:
* [Cypher Volatility](https://callmepartario.github.io/og-csrd/#optional-rule-exceeding-cypher-limits): The PC's GM
intrusion rate is raised by 1 for each cypher over their limit, and they risk losing the cypher as well.
* [Optional spellcasting uses pool points, not recovery rolls](homebrew#cost-of-optional-spellcasting)
* [Recovery rolls can be applied in any
order](https://callmepartario.github.io/og-csrd/#house-rule-making-recovery-rolls-in-any-order)
* [Weapon properties](https://callmepartario.github.io/og-csrd/#optional-rule-weapon-properties)
### General Advice
Not quite homebrew or house rules (unless I'm misremembering a rule, anyway) but here is some uncategorized collected
advice I have for players:
* Skills are quietly very good in this system, because they're like a free level of effort. Get skills that are good for
you, and don't forget that you can be skilled in your abilities (see: Character Advancement).
* Since characters can potentially succeed at anything with enough luck and/or effort, approach problems in terms of "if
I were to solve this, how would I use my character's skills to increase my chances of success as much as possible?"
rather than waiting for a clear Jumping Problem to arise. A good jump might get you a better tactical position, or
reach some gizmo that affects the battlefield, or leads you to a solution where you safely move the bomb to a
different building before it blows.
## Campaigns
* [A Storm Invited](storm/)