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@ -61,8 +61,70 @@ Descriptor](https://callmepartario.github.io/og-csrd/#species-as-descriptor).
### Faerûnian Races ### Faerûnian Races
The *Forgotten Realms Campaign Setting (3e)* presents a number of racial options for D&D characters. For a character 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 [the Faerûnian races conversions on the homebrew that hews a bit closer to the Forgotten Realms line, you can apply these conversions:
page](../homebrew).
* **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* **Inability:** You have difficulty relating to other species due to your withdrawn and guarded nature.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

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@ -50,6 +50,7 @@ Ghorin is a clever mystical sorcerer [adept] who separates mind from body.
### Cyphers ### Cyphers
* oil of *gravity-nullifying application* (level 7),
* a little figurine of an eye which functions as *remote viewer* (level 5) * a little figurine of an eye which functions as *remote viewer* (level 5)
* a *stim* leaf (level 5) * a *stim* leaf (level 5)

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@ -10,8 +10,9 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
# Adventuring! # Adventuring!
Adventuring! is a play-by-chat fantasy campaign run in the Forgotten Realms, circa 1372 DR. Presently, it is situated in Adventuring! is a fantasy campaign run in the Forgotten Realms, circa 1372 DR. It is currently being reorganized as a
the Dragon Coast. 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) |> [![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. |: The current campaign location, an area of the Dragon Coast.
@ -32,8 +33,8 @@ Creation](character-creation) for information on making Cypher System characters
## Current Events ## Current Events
* The party has has traveled from [Reddansyr](reddansyr) to a ruined cavern temple of Ibrandul in search of a robe said * The campaign is starting up, starting in [Reddansyr](https://forgottenrealms.fandom.com/wiki/Reddansyr) in the Dragon
to be significant from the Time of Troubles. Coast.
## Maps and Current Location ## Maps and Current Location
@ -53,9 +54,9 @@ Hexes are 6 miles from face to face (7 miles for opposing corners).
infiltrated by the Night Masks of Westgate. infiltrated by the Night Masks of Westgate.
* **0511: Dungeon** --- believed to contain a relic from the Time of Troubles, sought by an unknown party, somewhere * **0511: Dungeon** --- believed to contain a relic from the Time of Troubles, sought by an unknown party, somewhere
among the hills and forest of the area. among the hills and forest of the area.
* **1009: [Reddansyr](reddansyr) (village, 608)** --- a small town known as an information clearing-house and a * **1009: Reddansyr (village, 608)** --- a small town known as an information clearing-house and a fair-sized temple to
fair-sized temple to Oghma. Giant's Folly is the significant festhall (located inside an overturned boat) where Oghma. Giant's Folly is the significant festhall (located inside an overturned boat) where information is exchanged
information is exchanged freely (or for a price). freely (or for a price).
* **1010: Transport** --- an unscrupulous rock gnome named Tover operates a ferry service out of this area. * **1010: Transport** --- an unscrupulous rock gnome named Tover operates a ferry service out of this area.
* **Roads** * **Roads**
* The road connecting Teziir and Reddansyr is the **Trader's Road** (0110, 0209, 0309, 0409, 0509, 0608, 0709, 0808, * The road connecting Teziir and Reddansyr is the **Trader's Road** (0110, 0209, 0309, 0409, 0509, 0608, 0709, 0808,

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@ -1,16 +0,0 @@
Title: Adventuring! - Reddansyr
Description: Reddansyr is a village in the Forgotten Realms, and the starting point of the Adventuring! campaign.
Footer: 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.
# Reddansyr
|> [![Map of Faerûn's Dragon Coast area, featuring Reddansyr](faerun-dragon-coast-westgate.jpg)](faerun-dragon-coast-westgate.jpg)
|: The current campaign location, an area of the Dragon Coast, including Reddansyr.
{: .right }
[Forgotten Realms Wiki](https://forgottenrealms.fandom.com/wiki/Reddansyr)
Reddansyr is a small village inland in the Dragon Coast region of Faerûn. The Adventuring! party assembled for the first
time there in 1372 DR. There, in Giant's Folly, they learned of a search for a relic from the Time of Troubles, which
turned out to be a robe of a lost Ibrandulin priest.

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@ -63,17 +63,8 @@ enjoy far more organizational freedom, stemming from far less attention from the
* Xi Tauri C * Xi Tauri C
* Asteria * Asteria
* Helios * Helios
* Hera --- A Nexus Corp black site, according to Victor * Poseidon --- planet consisting of liquid methane, practically the whole planet aside from mining rigs
* Icarus * Poseidon III --- partially terraformed moon, primary industry agriculture, primary export produce, meat
* Icarus IV --- could be construed to "support" life, roughly.
* Perseus --- could support life but not aware of civilization
* Perseus I ("Medusa")
* Perseus II --- highly volcanic, thick atmosphere believed to be unhospitable to life.
* Poseidon --- planet consisting of liquid methane, practically the whole planet aside from mining rigs.
* Poseidon III --- partially terraformed moon, primary industry agriculture, primary export produce, meat, etc..
* Tartarus
* Tartarus II --- terraformed moon, metropolis-scale population center, one of the largest in Xi Tauri C; vast
liquid nitrogen ocean, so I guess it's very cold.
## Lost History ## Lost History

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@ -9,74 +9,6 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
## Descriptions ## Descriptions
### Faerûnian Races
The *Forgotten Realms Campaign Setting (3e)* presents a number of racial options for D&D characters. For a Cypher
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.
### Fungoid ### Fungoid
* **Hardy:** +2 to your Might Pool. * **Hardy:** +2 to your Might Pool.

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@ -6,7 +6,7 @@ The tabletop RPG repository of [bss](https://bss.zone/) and friends.
## Active Campaigns ## Active Campaigns
* [Adventuring!](cypher/adventuring/) --- a fantasy campaign set in the Forgotten Realms and run in the [Cypher * [Adventuring!](cypher/adventuring/) --- a fantasy campaign set in [Yacsra](yacsra/) and run in the [Cypher
System](cypher/). System](cypher/).
* [Out to the Black](cypher/black/) --- a space sci-fi campaign also run in the [Cypher System](cypher/). * [Out to the Black](cypher/black/) --- a space sci-fi campaign also run in the [Cypher System](cypher/).

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@ -1,5 +1,2 @@
User-agent: * User-agent: *
Allow: / Allow: /
User-agent: GPTBot
Disallow: /