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@ -61,70 +61,8 @@ 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* **Inability:** You have difficulty relating to other species due to your withdrawn and guarded nature.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.
that hews a bit closer to the Forgotten Realms line, you can apply [the Faerûnian races conversions on the homebrew
page](../homebrew).
## Foci

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

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@ -10,9 +10,8 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
# Adventuring!
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).
Adventuring! is a play-by-chat fantasy campaign run in the Forgotten Realms, circa 1372 DR. Presently, it is situated in
the Dragon Coast.
|> [![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.
@ -33,8 +32,8 @@ Creation](character-creation) for information on making Cypher System characters
## Current Events
* The campaign is starting up, starting in [Reddansyr](https://forgottenrealms.fandom.com/wiki/Reddansyr) in the Dragon
Coast.
* The party has has traveled from [Reddansyr](reddansyr) to a ruined cavern temple of Ibrandul in search of a robe said
to be significant from the Time of Troubles.
## Maps and Current Location
@ -54,9 +53,9 @@ Hexes are 6 miles from face to face (7 miles for opposing corners).
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
among the hills and forest of the area.
* **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).
* **1009: [Reddansyr](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).
* **1010: Transport** --- an unscrupulous rock gnome named Tover operates a ferry service out of this area.
* **Roads**
* The road connecting Teziir and Reddansyr is the **Trader's Road** (0110, 0209, 0309, 0409, 0509, 0608, 0709, 0808,

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@ -0,0 +1,16 @@
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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@ -63,8 +63,17 @@ enjoy far more organizational freedom, stemming from far less attention from the
* Xi Tauri C
* Asteria
* Helios
* 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
* Hera --- A Nexus Corp black site, according to Victor
* Icarus
* 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

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@ -9,6 +9,74 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
## 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
* **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
* [Adventuring!](cypher/adventuring/) --- a fantasy campaign set in [Yacsra](yacsra/) and run in the [Cypher
* [Adventuring!](cypher/adventuring/) --- a fantasy campaign set in the Forgotten Realms and 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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@ -1,2 +1,5 @@
User-agent: *
Allow: /
User-agent: GPTBot
Disallow: /