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Title: Adventuring! Character Creation
Description: Creating characters for the Adventuring! campaign.
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>.
# Adventuring! Character Creation
Characters are built by a simple statement that describes them --- *NAME is a [adjective] [adjective] [noun] who [verbs]* --- built from words and phrases from the Cypher System: descriptors, types, and foci. Adjectives are
[Descriptors](#descriptors), and PCs get two; one general descriptor and one racial descriptor (or two general descriptors for
humans). Nouns are [Types](#types), similar to character classes, and verbs are [Foci](#foci).
Chapter 4 of the *Cypher System Rulebook* details character creation, with description of the mechanical elements, and a
small sidebar summarizing the steps to take to create a character. The majority of this information is covered in the
[Cypher System Reference Document (SRD)](https://callmepartario.github.io/og-csrd/), though the core rulebook presents
it in a bit more descriptive fashion.
We are also utilizing the following optional rules, noted here since they affect character creation and advancement:
* [Spellcasting](https://callmepartario.github.io/og-csrd/#optional-rule-spellcasting)
* [Two Descriptors](https://callmepartario.github.io/og-csrd/#variant-rule-two-descriptors)
## Sources
The majority of the options below are found, and best described, in the *Cypher System Rulebook*, with an open gaming
version available via the Cypher SRD. Most others come from *Godforsaken*, also available at the SRD, and *Path of the
Planebreaker* and *Planar Character Options*, referenced (but not described) at the SRD link, also from Monte Cook
Games, may also be of interest. Anything homebrew we will write up and include here.
I skipped listing a lot of the core content, because there's no point in repeating that everything in the core book/SRD
are fair game --- the exception to this are the foci, which are tailored below.
## Types
The four [types (SRD)](https://callmepartario.github.io/og-csrd/#chapter-5-type) are all relevant to the game. [Fantasy
Character Options (SRD)](https://callmepartario.github.io/og-csrd/#fantasy-character-options), from *Godforsaken*, has
suggestions on how to build all of the classic classes via the type system. For example, a barbarian would likely be a
Warrior that takes the Rages ability, but a bard might easily be an Explorer or a Speaker, depending on the concept and
desired abilities.
[Flavors (SRD)](https://callmepartario.github.io/og-csrd/#chapter-6-flavor) are not dissimilar to the idea of
subclassing. A spellblade may be a Warrior with the Magic flavor, for example.
*Godforsaken* has the best guidance here, though plenty of ideas are presented in the core book/SRD. Ask bss if you have
questions, especially if you feel there is a concept or specific implementation that doesn't fit within the out of the
box system, since it is fairly flexible.
## Descriptors
Descriptors are the adjectives for the character, describing how the character goes about their business. All of the
[Descriptors (SRD)](https://callmepartario.github.io/og-csrd/#chapter-7-descriptor) in the core book are fair game, as
are the [Fantasy Species Descriptors
(SRD)](https://callmepartario.github.io/og-csrd/#choose-descriptors-fantasy-species), originally from *Godforsaken* and
the fantasy setting section of the core book.
Adventuring! uses the "Two Descriptors" variant rule as described under [Species as
Descriptor](https://callmepartario.github.io/og-csrd/#species-as-descriptor).
### Faerûnian Races
The *Forgotten Realms Campaign Setting (3e)* presents a number of racial options for D&D characters. For a character
that hews a bit closer to the Forgotten Realms line, you can apply these conversions:
* **Humans:** take two non-species descriptors.
* **Dwarves:**
* **Gold:** as the Cypher dwarf, except as follows:
* **Skill:** Gold dwarves receive training against the bizarre creatures of the Underdark. Replace the practice
in axes and skill in shaping and mining stone with a skill against abberations; tasks involving
opposing or attacking abberations are eased one step.
* **Gray:** as the Cypher dwarf, except as follows:
* **Inability:** You have difficulty relating to other species due to your withdrawn and guarded nature. Any
task involving social interaction with them is hindered.
* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
bright sunlight are hindered.
* **Darkvision:** You can see in the dark up to 120 feet.
* **Skill:** The Underdark has led your people to stealth. Tasks involving stealth are eased one step.
* **Shield:** as the Cypher dwarf.
* **Elves:**
* **Drow:** as the Cypher elf, except as follows:
* **Weapons:** replace the practice in a bow, and starting equipment, with that of a rapier or shortsword.
* **Stealth:** the specialization in stealth tasks applies to cave areas rather than natural woodland.
* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
bright sunlight are hindered.
* **Darkvision:** You can see in the dark up to 120 feet.
* **Moon:** as the Cypher elf.
* **Sun:** as the Cypher elf, except as follows:
* **Studious:** apply the +2 bonus to your Intellect Pool instead of your Speed Pool.
* **Wild:** as the Cypher elf.
* **Wood:** as the Cypher elf.
* **Gnomes:**
* **Deep:** as the Cypher gnome, except as follows:
* **Inability:** svirfneblin are suspicious to a fault. Tasks involving positive or pleasant social interaction
are hindered.
* **Darkvision:** You can see in the dark up to 120 feet.
* **Rock:** as the Cypher gnome.
* **Half-elves:** take two non-species descriptors as per human, providing yourself with some elven features.
* **Half-orcs:** as the Cypher half-giant, except as follows:
* **Tough:** the bonus to your Might Pool is +2, not +4.
* **Not Too Large:** you do not suffer the hindrance to initiative, stealth, or fine manipulation.
* **Halflings:**
* **Ghostwise:** as the Cypher halfling, except as follows:
* **Speak Without Sound:** you can communicate telepathically with any one creature within 20 feet, as long as
they share a common language.
* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
* **Lightfoot:** as the Cypher halfling.
* **Strongheart:** as the Cypher halfling, except as follows:
* **Small Yet Strong:** you are still small, but do not suffer the hindrance to Might-based tasks.
* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
* **Planetouched:**
* **Aasimar:** as the Cypher helborn, except as follows:
* **Of the Heavens:** replace the underworld, evil, etc. themes with that of a celestial.
* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
* **Of A Safer Plane:** You do not have +2 to Armor against damage from fire.
* **Not Innerly Evil:** You do not suffer from the chance of losing control.
* **Trustworthy:** Your celestial nature makes people trust you. Replace the hindrance to tasks to persuade or
deceive with training in doing so.
* **Genasi:** as the Cypher helborn, except as follows:
* **Of an Element:** replace the underworld, evil, etc. themes with that of your element.
* **Forces of Nature:** replace the +2 to your Intellect Pool with a +2 to your Might Pool for fire or earth, or
Speed Pool for air or water genasi.
* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
* **Elementally Resistant:** replace the +2 to Armor against damage from fire with that of your element.
* **Nature's Fury:** as **Inner Evil**, but it is more accidental than inherent evil; you do not suffer the -1
penalty to all rolls following the fury.
* **Tiefling:** as the Cypher helborn.
## Foci
Foci are the possible verb-phrases that describe what the character does and is good at, beyond the basics from their
type. Most but not all foci in the core book are suitable for the campaign. The following is a mostly vetted list of
core and *Godforsaken* foci (others are negotiable):
* *Core:* Abides in Stone; Bears A Halo of Fire; Blazes With Radiance; Builds Robots; Channels Divine Blessings;
Commands Mental Powers; Consorts With the Dead; Controls Beasts; Crafts Illusions; Crafts Unique Objects; Defends the
Gate; Defends the Weak; Descends From Nobility; Entertains; Exists In Two Places At Once; Exists Partially Out Of
Phase; Explores Dark Places; Fights Dirty; Fights With Panache; Focuses Mind Over Matter; Howls At The Moon; Hunts;
Infiltrates; Keeps A Magic Ally; Leads; Lives in the Wilderness; Looks For Trouble; Masters Defense; Masters Spells;
Masters the Swarm; Masters Weaponry; Moves Like a Cat; Murders; Needs No Weapon; Never Says Die; Performs Feats of
Strength; Rages; Rides the Lightning; Sees Beyond; Sailed Beneath the Jolly Roger; Scavenges; Sees Beyond; Separates
Mind From Body; Shepherds the Community; Shepherds Spirits; Slays Monsters; Solves Mysteries; Speaks For the Land;
Stands Like a Bastion; Throws With Deadly Accuracy; Thunders; Travels Through Time; Was Foretold; Wears A Sheen of
Ice; Wields Two Weapons At Once; Works Miracles; Works the Back Alleys
* *Godforsaken:* Takes Animal Shape; Uses Wild Magic; Walks the Wild Woods; Wields an Enchanted Weapon
These Foci and more can be found at [Focus (SRD)](https://callmepartario.github.io/og-csrd/#chapter-8-focus).
For the Forgotten Realms feel, I recommend simply reading the descriptions of the classes and prestige classes in the
*Forgotten Realms Campaign Setting (3e)* and applying their flavor thematically. Again, the core classes can generally
be satisfied by [Fantasy Character Options (SRD)](https://callmepartario.github.io/og-csrd/#fantasy-character-options).
Some of the Forgotten Realms prestige classes are tied to setting lore and may be interesting to emulate, but don't need
any specific conversion beyond selecting appropriate abilities and potentially utilizing the optional spellcasting rule.
## Abilities
Types and foci give access to abilities, depending on the character's tier (level, basically). There's no point in
listing them all, if your choices grant access to the ability, it's in.

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Title: Elyan Gareth
Description: Nuttacon's Adventuring! character.
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>.
# Elyan Gareth
Elyan Gareth is a brash and exiled gunslinger [warrior] who crafts unique objects.
## Cypher System Stat Block
* **Might: 10, Speed: 12, Intellect: 12**
* **Effort: 1, Speed Edge: 1, Intellect Edge: 1**
* **Cypher Use:** 2 cyphers at a time.
* **Abilities**
* **Improved Edge:** Intellect Edge +1.
* **Physical Skills:** Jumping, running.
* **Combat Prowess:** +1 to ranged attacks
* **Overwatch**
### Arcs
* **Justice**
### Equipment
* **Weapons:** Smokepowder gun, daggers

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Title: Ghorin
Description: Kadgar's Adventuring! character.
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>.
# Ghorin
Ghorin is a clever mystical sorcerer [adept] who separates mind from body.
## Cypher System Stat Block
* **Might: 10, Speed: 12, Intellect: 16**
* **Effort: 1, Intellect Edge: 1**
* **Cypher Use:** 3 cyphers at a time.
* **Abilities**
* **Erase Memories**
* **Far Step**
* **Onslaught**
* **Push**
* **Hedge Magic**
* **Third Eye**
* **Passives**
* **Sense Magic**
* **Skills**
* **Trained** in all interactions involving lies or trickery
* **Trained** in defense rolls to resist mental effects
* **Trained** in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power
* **Trained** in all actions involving identifying or understanding the supernatural
* **Hindered** in any task involving lore, knowledge, or understanding
* **Hindered** in any task involving charm, persuasion, or deception
* **Hindered** with attacks with medium and heavy weapons
### Arcs
* **Undo a Wrong**
### Equipment
* **Weapons:** Dagger
* **Clothing:** Sorcerer's robes
* TBD:
* 2 expensive items
* 2 moderately priced items
* 4 inexpensive items
* Additional expensive item

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@ -3,21 +3,52 @@ Description: Adventuring, 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. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
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>.<br />Adventuring! 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.
# Adventuring!
Adventuring! is a fantasy campaign run in Yacsra (yet another campaign setting roughly assembled). More information on
the setting is being organized [here](/yacsra/).
Adventuring! is a fantasy campaign run in the Forgotten Realms, circa 1372 DR. It is currently being reorganized as a
play-by-chat game. Information about the previous attempt, which stopped before it could get momentum, is kept
[here](previous).
|> [![Map of Faerûn's Dragon Coast area, featuring Westgate, Reddansyr, and Teziir](faerun-dragon-coast-westgate.jpg)](faerun-dragon-coast-westgate.jpg)
|: The current campaign location, an area of the Dragon Coast.
{: .right }
## Characters
* [Barney](barney) is a doomed tough abomination [warrior] who does not tread lightly.
* [Raistlin Majere-Diamondson](raistlin) is a ? elf sorcerer [adept] who consorts with the dead.
* [Ramaria](ramaria) is an inquisitive fungoid cleric [speaker] who channels divine blessings.
* [Sandy Gnorman "Gnorm" Diamondson](gnorm) is a chaotic gnome mage [adept] who uses wild magic.
* [Ureiden Bremini](ureiden) is a ? halfling barbarian [warrior] who ?.
* [Elyan Gareth](elyan-gareth) is a brash exiled gunslinger [warrior] who crafts unique objects.
* [Ghorin](ghorin) is a clever mystical sorcerer [adept] who separates mind from body.
* [Sydney](sydney) is an exiled doomed drifter [explorer, with combat flavor] who never says die.
Players are welcome to create a character for the game and rotate in and out as time allows. See [Character
Creation](character-creation) for information on making Cypher System characters suitable for the campaign.
## Current Events
* The campaign is starting up, starting in [Reddansyr](https://forgottenrealms.fandom.com/wiki/Reddansyr) in the Dragon
Coast.
## Maps and Current Location
See the right-hand side of this page for the current hexcrawl map. Unexplored hexes will be revealed as the game
progresses and rumors are discovered, the wilderness is explored, etc.
|> [![Hex map of Faerûn's Reddansyr area](faerun-dragon-coast-westgate-reddansyr.png)](faerun-dragon-coast-westgate-reddansyr.png)
|: The immediate area of the campaign, including Teziir and Reddansyr. Darker hexes are unexplored.
{: .right }
### Hex Key
* **0209: Teziir (small city, 10,944)** --- a major trade city on the Dragon Coast ruled by merchants, boasting a
diverse group of temples and shrines to nonevil divine powers, but nevertheless plagued by a thieves' guild
infiltrated by the Night Masks of Westgate.
* **1009: Reddansyr (village, 608)** --- a small town known as an information clearing-house and a fair-sized temple to
Oghma. Giant's Folly is the significant festhall (located inside an overturned boat) where information is exchanged
freely (or for a price).
## Resources, Notes, etc.
@ -36,66 +67,6 @@ built as percentile tables, so you can roll d20 + d100 for both together).
Most instances work in the game and could be represented as at least one kind of physical item, or roll on the cypher
form table in *Godforsaken* (which would be a combined roll of d20 + d100 + d100).
## Character Creation
### Map of Faerûn
At their basic level, characters are defined as *NAME is a [adjective] [adjective] [noun] who [verbs]*. Adjectives are
**descriptors**, and PCs get two; one general descriptor and one racial descriptor (or two general descriptors for
humans). Nouns are **types**, similar to character classes, and verbs are **foci**.
Chapter 4 of the *Cypher System Rulebook* details character creation, with description of the mechanical elements, and a
small sidebar summarizing the steps to take to create a character.
### Sources
The majority of the options below are found, and best described, in the *Cypher System Rulebook*, with an open gaming
version available via the [Cypher SRD](https://screwtapello.gitlab.io/cypher-system-reference/). Most others come from
*Godforsaken*, which will eventually be added to the Cypher SRD. Anything homebrew we'll write up and link to here.
I skipped listing a lot of the core content, because there's no point in repeating that everything in the core book/SRD
are fair game --- the exception to this are the foci, which are tailored below.
### Types, or ideas therein
The four [types (SRD)](https://screwtapello.gitlab.io/cypher-system-reference/type.html) are all relevant to the game
(note: the SRD is currently missing some Warrior tables). That resource, and additional information in *Godforsaken*,
have suggestions on how to build all of the classic classes via the type system. For example, a barbarian would likely
be a Warrior that takes the Rages ability, but a bard might easily be an Explorer or a Speaker, depending on the concept
and desired abilities.
[Flavors (SRD)](https://screwtapello.gitlab.io/cypher-system-reference/flavor.html) are not dissimilar to the idea of
subclassing. A spellblade may be a Warrior with the Magic flavor, for example.
*Godforsaken* has the best guidance here, though plenty of ideas are presented in the core book/SRD.
### Descriptors
Descriptors are the adjectives for the character, describing how the character goes about their business. All of the
[Descriptors (SRD)](https://screwtapello.gitlab.io/cypher-system-reference/descriptor.html) in the core book are fair
game, generally speaking, as are the [Fantasy Species Descriptors
(SRD)](https://screwtapello.gitlab.io/cypher-system-reference/fantasy.html). *Godforsaken* also has a couple more, plus
whatever we might homebrew:
* *Godforsaken:* Catfolk; Dragonfolk; Gnome; Halfling; Lizardfolk
### Foci
Foci are the possible verb-phrases that describe what the character does and is good at, beyond the basics from their
type. Most but not all foci in the core book are suitable for the campaign. The following is a mostly-vetted list of
core and *Godforsaken* foci (others are negotiable):
* *Core:* Abides in Stone; Bears A Halo of Fire; Blazes With Radiance; Builds Robots; Channels Divine Blessings;
Commands Mental Powers; Consorts With the Dead; Controls Beasts; Crafts Illusions; Crafts Unique Objects; Defends the
Gate; Defends the Weak; Descends From Nobility; Entertains; Exists In Two Places At Once; Exists Partially Out Of
Phase; Explores Dark Places; Fights Dirty; Fights With Panache; Focuses Mind Over Matter; Howls At The Moon; Hunts;
Infiltrates; Keeps A Magic Ally; Leads; Lives in the Wilderness; Looks For Trouble; Masters Defense; Masters Spells;
Masters the Swarm; Masters Weaponry; Moves Like a Cat; Murders; Needs No Weapon; Never Says Die; Performs Feats of
Strength; Rages; Rides the Lightning; Sees Beyond; Sailed Beneath the Jolly Roger; Scavenges; Sees Beyond; Separates
Mind From Body; Shepherds the Community; Shepherds Spirits; Slays Monsters; Speaks For the Land; Stands Like a
Bastion; Throws With Deadly Accuracy; Thunders; Travels Through Time; Was Foretold; Wears A Sheen of Ice; Wields Two
Weapons At Once; Works Miracles; Works the Back Alleys
* *Godforsaken:* Takes Animal Shape; Uses Wild Magic; Walks the Wild Woods; Wields an Enchanted Weapon
### Abilities
Types and foci give access to abilities, depending on the character's tier (level, basically). There's no point in
listing them all, if your choices grant access to the ability, it's in.
You can view the whole map of Faerûn [here](faerun-map.jpg).

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Title: Adventuring! (Previously)
Description: Adventuring, 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. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
# Adventuring! (Previously)
Before Adventuring! was a play-by-chat game, it was attempted to be a port of the 13th Age game. Some old information
lives on here.
## Characters
* [Barney](barney) is a doomed tough abomination [warrior] who does not tread lightly.
* [Raistlin Majere-Diamondson](raistlin) is a ? elf sorcerer [adept] who consorts with the dead.
* [Ramaria](ramaria) is an inquisitive fungoid cleric [speaker] who channels divine blessings.
* [Sandy Gnorman "Gnorm" Diamondson](gnorm) is a chaotic gnome mage [adept] who uses wild magic.
* [Ureiden Bremini](ureiden) is a ? halfling barbarian [warrior] who ?.

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Title: Sydney
Description: Purple Fiction's Adventuring! character.
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>.
# Sydney
Sydney is an exiled doomed drifter [explorer, with combat flavor] who never says die.
## Cypher System Stat Block
* **Might: 14, Speed: 12, Intellect: 12**
* **Effort: 1, Might Edge: 1, Speed Edge: 1**
* **Cypher Use:** 2 cyphers at a time.
* **Armor:** +1
* **Abilities**
* **Endurance:** Any duration dealing with physical actions is either doubled or halved, whichever is better for you. For example, if the typical person can hold their breath for thirty seconds, you can hold it for one minute. If the typical person can march for four hours without stopping, you can do so for eight hours. In terms of harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The minimum duration is always one round. Enabler.
* **Improved Edge (Speed):** Choose one of your Edge stats that is 0. It increases to 1. Enabler.
* **Flesh of Stone:** You have +1 to Armor if you do not wear physical armor. Enabler.
* **Fleet of Foot (1+ Speed points):** You can move a short distance as part of another action. You can move a long distance as your entire action for a turn. If you apply a level of Effort to this ability, you can move a long distance and make an attack as your entire action for a turn, but the attack is hindered. Enabler.
* **Improved Recovery:** Your ten-minute recovery roll takes only one action instead, so that your first two recovery rolls are one action, the third is one hour, and the fourth is ten hours. Enabler.
* **Push on Through (2 Might points):** You ignore the effects of terrain while moving for one hour. Enabler.
* **Passives**
* **Self-Reliant:** +2 to your Might Pool.
* **Loner:** You gain no benefit when you get help with a task from another character who is trained or specialized in that task.
* **Jumpy** +2 to your Speed Pool.
* **Doom:** Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.
* **Skills**
* **Trained** in all tasks involving sneaking.
* **Trained** in all tasks involving foraging, hunting, and finding safe places to rest or hide.
* **Inability:** Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.
* **Trained:** Always on the lookout for danger, you are trained in perception-related tasks.
* **Trained:** You are defense minded, so you are trained in Speed defense tasks.
* **Trained:** You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.
### Arcs
* **Revenge**
### Equipment
* (D) Bloodstained Memento
* (T) Tattered Preparatory School Uniform
* (T) Jagged Woodcutter's Axe - Medium weapon
* (m) Graffitied Desktop Shield - Asset to Speed defense
* (m) Worn School Backpack
* (e) Bag of Heavy Tools
* (e) Bag of Light Tools
* (i) Faded Yearbook - Asset to relaxation tasks
* (i) Chipped Home Economics Knife- Light weapon (won't last long)
* (i) Dented Metal Water Bottle
* (i) Crinkly Bag of Overpriced Foreign Snacks (1 day ration)

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@ -36,3 +36,10 @@ technology, or some kind of unnatural being, but you use your size and strength
* Tier 4: Fury
* Tier 5: Specialized Basher
* Tier 6: Regenerate
## Abilities
### Blessing of the Gods (more abilities)
* *Sky/Air (2 Intellect points).* You or a creature you touch can fly short distances for ten minutes. You must land at
the end of your movement, or otherwise fall. Action.

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@ -10,10 +10,14 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
## Campaigns
* [A Storm Invited](storm/)
* [Adventuring!](adventuring/)
* [Farewell to the Spire](spire/)
* [Out to the Black](black/)
### On Hold
* [Farewell to the Spire](spire/)
## Characters
Characters made for other games:

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Title: A Storm Invited: 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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Title: Cyne Valbrook
Description: The subject of bss's Cypher System solo campaign Challenging the Storm.
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>.
# Cyne Valbrook
Cyne Valbrook is an intelligent and exiled spellsword [warrior flavored with magic] who wields an enchanted weapon. Once
the ward of the headmaster of prominent military college in the city of Dirge, his interest in the arcane and eventual
melding of forbidden disciplines led to his expulsion. Since that time, he has struck out on his own.
## Cypher System Stat Block
* **Might: 15, Speed: 10, Intellect: 13**
* **Effort: 1, Might Edge: 1, Intellect Edge: 1**
* **Cypher Use:** 2 cyphers at a time.
* **Abilities**
* **Blessing of the Gods --- Sky (2 Intellect points):** You or a creature you touch can fly short distances for ten
minutes. You must land at the end of your movement, or otherwise fall. Action.
* **Blessing of the Gods --- Sun (2 Intellect points):** You cause one creature or object within short range to
catch fire, inflicting 1 point of ambient damage each round until the fire is extinguished (requiring an action).
Action.
* **Charge Weapon (2+ Intellect points):** As part of making an attack with your enchanted weapon, you charge it
with magical power, inflicting 2 additional points of energy damage. If you make more than one attack on your
turn, you choose whether to spend the cost for this ability before you make each attack. Enabler.
* **Passives**
* **Enchanted Weapon (1 Intellect point):** You attune yourself to a physical weapon. You know exactly where it
is if it is within a short distance of you, and you know its general direction and distance if farther away.
Other focus abilities require you to be wielding this weapon. Only can be attuned to one weapon at a time,
Action to initiate, ten minutes to complete. Enabler.
* **Innate Power:** When spending points to activate your focus abilities, you can spend points from your Might
Pool instead of your Intellect Pool. Enabler.
* **Combat Prowess:** +1 damage to melee weapon attacks.
* **Improved Edge:** Increase Intellect Edge stat from 0 to 1.
* **Trained Without Armor:** Trained in Speed defense tasks when not wearing armor.
* **Loner:** You gain no benefit when you get help with a task from another character who is trained or
specialized in the task.
* **Skills**
* **Trained** in Speed defense tasks when not wearing armor.
* **Trained** in knowledge of magic and the arcane.
* **Trained** in all actions that involve remembering or memorizing things you experience directly.
* **Trained** in all tasks involving sneaking.
* **Trained** in all tasks involving foraging, hunting, and finding safe places to rest or hide.
* **Practiced** with light, medium, and heavy weapons.
* **Hindered** in any task involving social interaction, due to having been on your own for so long.
* **Attacks**
* **Attuned Greatsword:** Might task, 7 points of damage.
### Arcs
* **Mysterious Background**
* Beginning the Search
### Equipment
* **Weapons:** Greatsword [attuned], broadsword, five daggers.
* **Cyphers:** scroll of disguise [disguise module], heat attack powder
* **Clothing:** Explorer's outfit, including sturdy red shirt, often obscured by a cloak.
* **Gear:** Adventuring pack (50' rope, three days' rations, three spikes, small hammer, extra set of warm clothes, boots, three
torches), backpack, healing kit, 20 torches, tent, waterskin, ink, ink pen, lantern, 10 flasks of oil
* **Coin:** 77 gp, 4 sp, 8 cp

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Title: A Storm Invited
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>.
# A Storm Invited
A solo Cypher System game by bss, set in the fantasy world of Yacsra.
## Characters
Being a solo campaign, there is currently only one principal character, [Cyne Valbrook](cyne).
## Session Logs/Chapters
Some style notes, my plan is to alternate between two voices and formats.
Normally-formatted text, such as this paragraph, is written in present tense, as if I was narrating GM or player
thoughts live in the course of play. Since I'm both, at the same time, there will probably be no meaningful distinction
between these two roles in the narration. Present tense just feels more natural to me for this right now, but maybe
that'll shift over time.
> Inset text, such as this, will be more about system decisions, dice rolls, asides and commentary, and so on.
> Probably far less structured here.
As such, the chapters will probably be a mix of session log and narrative prose.
* [I. Shadows of the Past](chapter-01)