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@ -61,70 +61,8 @@ Descriptor](https://callmepartario.github.io/og-csrd/#species-as-descriptor).
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### Faerûnian Races
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The *Forgotten Realms Campaign Setting (3e)* presents a number of racial options for D&D characters. For a character
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that hews a bit closer to the Forgotten Realms line, you can apply these conversions:
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* **Humans:** take two non-species descriptors.
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* **Dwarves:**
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* **Gold:** as the Cypher dwarf, except as follows:
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* **Skill:** Gold dwarves receive training against the bizarre creatures of the Underdark. Replace the practice
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in axes and skill in shaping and mining stone with a skill against abberations; tasks involving
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opposing or attacking abberations are eased one step.
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* **Gray:** as the Cypher dwarf, except as follows:
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* **Inability:** You have difficulty relating to other species due to your withdrawn and guarded nature. Any
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task involving social interaction with them is hindered.
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* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
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bright sunlight are hindered.
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* **Darkvision:** You can see in the dark up to 120 feet.
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* **Skill:** The Underdark has led your people to stealth. Tasks involving stealth are eased one step.
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* **Shield:** as the Cypher dwarf.
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* **Elves:**
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* **Drow:** as the Cypher elf, except as follows:
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* **Weapons:** replace the practice in a bow, and starting equipment, with that of a rapier or shortsword.
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* **Stealth:** the specialization in stealth tasks applies to cave areas rather than natural woodland.
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* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
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bright sunlight are hindered.
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* **Darkvision:** You can see in the dark up to 120 feet.
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* **Moon:** as the Cypher elf.
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* **Sun:** as the Cypher elf, except as follows:
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* **Studious:** apply the +2 bonus to your Intellect Pool instead of your Speed Pool.
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* **Wild:** as the Cypher elf.
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* **Wood:** as the Cypher elf.
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* **Gnomes:**
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* **Deep:** as the Cypher gnome, except as follows:
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* **Inability:** svirfneblin are suspicious to a fault. Tasks involving positive or pleasant social interaction
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are hindered.
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* **Darkvision:** You can see in the dark up to 120 feet.
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* **Rock:** as the Cypher gnome.
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* **Half-elves:** take two non-species descriptors as per human, providing yourself with some elven features.
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* **Half-orcs:** as the Cypher half-giant, except as follows:
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* **Tough:** the bonus to your Might Pool is +2, not +4.
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* **Not Too Large:** you do not suffer the hindrance to initiative, stealth, or fine manipulation.
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* **Halflings:**
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* **Ghostwise:** as the Cypher halfling, except as follows:
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* **Speak Without Sound:** you can communicate telepathically with any one creature within 20 feet, as long as
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they share a common language.
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* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
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* **Lightfoot:** as the Cypher halfling.
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* **Strongheart:** as the Cypher halfling, except as follows:
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* **Small Yet Strong:** you are still small, but do not suffer the hindrance to Might-based tasks.
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* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
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* **Planetouched:**
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* **Aasimar:** as the Cypher helborn, except as follows:
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* **Of the Heavens:** replace the underworld, evil, etc. themes with that of a celestial.
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* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
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* **Of A Safer Plane:** You do not have +2 to Armor against damage from fire.
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* **Not Innerly Evil:** You do not suffer from the chance of losing control.
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* **Trustworthy:** Your celestial nature makes people trust you. Replace the hindrance to tasks to persuade or
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deceive with training in doing so.
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* **Genasi:** as the Cypher helborn, except as follows:
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* **Of an Element:** replace the underworld, evil, etc. themes with that of your element.
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* **Forces of Nature:** replace the +2 to your Intellect Pool with a +2 to your Might Pool for fire or earth, or
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Speed Pool for air or water genasi.
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* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
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* **Elementally Resistant:** replace the +2 to Armor against damage from fire with that of your element.
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* **Nature's Fury:** as **Inner Evil**, but it is more accidental than inherent evil; you do not suffer the -1
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penalty to all rolls following the fury.
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* **Tiefling:** as the Cypher helborn.
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that hews a bit closer to the Forgotten Realms line, you can apply [the Faerûnian races conversions on the homebrew
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page](../homebrew).
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## Foci
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@ -50,7 +50,6 @@ Ghorin is a clever mystical sorcerer [adept] who separates mind from body.
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### Cyphers
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* oil of *gravity-nullifying application* (level 7),
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* a little figurine of an eye which functions as *remote viewer* (level 5)
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* a *stim* leaf (level 5)
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@ -10,9 +10,8 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
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# Adventuring!
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Adventuring! is a fantasy campaign run in the Forgotten Realms, circa 1372 DR. It is currently being reorganized as a
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play-by-chat game. Information about the previous attempt, which stopped before it could get momentum, is kept
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[here](previous).
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Adventuring! is a play-by-chat fantasy campaign run in the Forgotten Realms, circa 1372 DR. Presently, it is situated in
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the Dragon Coast.
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|> [![Map of Faerûn's Dragon Coast area, featuring Westgate, Reddansyr, and Teziir](faerun-dragon-coast-westgate.jpg)](faerun-dragon-coast-westgate.jpg)
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|: The current campaign location, an area of the Dragon Coast.
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@ -33,8 +32,8 @@ Creation](character-creation) for information on making Cypher System characters
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## Current Events
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* The campaign is starting up, starting in [Reddansyr](https://forgottenrealms.fandom.com/wiki/Reddansyr) in the Dragon
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Coast.
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* The party has has traveled from [Reddansyr](reddansyr) to a ruined cavern temple of Ibrandul in search of a robe said
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to be significant from the Time of Troubles.
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## Maps and Current Location
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@ -54,9 +53,9 @@ Hexes are 6 miles from face to face (7 miles for opposing corners).
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infiltrated by the Night Masks of Westgate.
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* **0511: Dungeon** --- believed to contain a relic from the Time of Troubles, sought by an unknown party, somewhere
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among the hills and forest of the area.
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* **1009: Reddansyr (village, 608)** --- a small town known as an information clearing-house and a fair-sized temple to
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Oghma. Giant's Folly is the significant festhall (located inside an overturned boat) where information is exchanged
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freely (or for a price).
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* **1009: [Reddansyr](reddansyr) (village, 608)** --- a small town known as an information clearing-house and a
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fair-sized temple to Oghma. Giant's Folly is the significant festhall (located inside an overturned boat) where
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information is exchanged freely (or for a price).
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* **1010: Transport** --- an unscrupulous rock gnome named Tover operates a ferry service out of this area.
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* **Roads**
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* The road connecting Teziir and Reddansyr is the **Trader's Road** (0110, 0209, 0309, 0409, 0509, 0608, 0709, 0808,
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16
pages/cypher/adventuring/reddansyr.md
Normal file
16
pages/cypher/adventuring/reddansyr.md
Normal file
@ -0,0 +1,16 @@
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Title: Adventuring! - Reddansyr
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Description: Reddansyr is a village in the Forgotten Realms, and the starting point of the Adventuring! campaign.
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Footer: Adventuring! is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed
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by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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# Reddansyr
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|> [![Map of Faerûn's Dragon Coast area, featuring Reddansyr](faerun-dragon-coast-westgate.jpg)](faerun-dragon-coast-westgate.jpg)
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|: The current campaign location, an area of the Dragon Coast, including Reddansyr.
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{: .right }
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[Forgotten Realms Wiki](https://forgottenrealms.fandom.com/wiki/Reddansyr)
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Reddansyr is a small village inland in the Dragon Coast region of Faerûn. The Adventuring! party assembled for the first
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time there in 1372 DR. There, in Giant's Folly, they learned of a search for a relic from the Time of Troubles, which
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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
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* Xi Tauri C
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* Asteria
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* Helios
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* Poseidon --- planet consisting of liquid methane, practically the whole planet aside from mining rigs
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* Poseidon III --- partially terraformed moon, primary industry agriculture, primary export produce, meat
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* Hera --- A Nexus Corp black site, according to Victor
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* Icarus
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* Icarus IV --- could be construed to "support" life, roughly.
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* Perseus --- could support life but not aware of civilization
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* Perseus I ("Medusa")
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* Perseus II --- highly volcanic, thick atmosphere believed to be unhospitable to life.
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* Poseidon --- planet consisting of liquid methane, practically the whole planet aside from mining rigs.
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* Poseidon III --- partially terraformed moon, primary industry agriculture, primary export produce, meat, etc..
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* Tartarus
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* Tartarus II --- terraformed moon, metropolis-scale population center, one of the largest in Xi Tauri C; vast
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liquid nitrogen ocean, so I guess it's very cold.
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## Lost History
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@ -9,6 +9,74 @@ Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun,
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## Descriptions
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### Faerûnian Races
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The *Forgotten Realms Campaign Setting (3e)* presents a number of racial options for D&D characters. For a Cypher
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character that hews a bit closer to the Forgotten Realms line, you can apply these conversions:
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* **Humans:** take two non-species descriptors.
|
||||
* **Dwarves:**
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* **Gold:** as the Cypher dwarf, except as follows:
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* **Skill:** Gold dwarves receive training against the bizarre creatures of the Underdark. Replace the practice
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in axes and skill in shaping and mining stone with a skill against abberations; tasks involving
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opposing or attacking abberations are eased one step.
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* **Gray:** as the Cypher dwarf, except as follows:
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* **Inability:** You have difficulty relating to other species due to your withdrawn and guarded nature. Any
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task involving social interaction with them is hindered.
|
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* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
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bright sunlight are hindered.
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* **Darkvision:** You can see in the dark up to 120 feet.
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* **Skill:** The Underdark has led your people to stealth. Tasks involving stealth are eased one step.
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* **Shield:** as the Cypher dwarf.
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* **Elves:**
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* **Drow:** as the Cypher elf, except as follows:
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* **Weapons:** replace the practice in a bow, and starting equipment, with that of a rapier or shortsword.
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* **Stealth:** the specialization in stealth tasks applies to cave areas rather than natural woodland.
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* **Inability:** Generations in the Underdark have saddled you with light sensitivity. Tasks involving seeing in
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bright sunlight are hindered.
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* **Darkvision:** You can see in the dark up to 120 feet.
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* **Moon:** as the Cypher elf.
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* **Sun:** as the Cypher elf, except as follows:
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* **Studious:** apply the +2 bonus to your Intellect Pool instead of your Speed Pool.
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* **Wild:** as the Cypher elf.
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* **Wood:** as the Cypher elf.
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* **Gnomes:**
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* **Deep:** as the Cypher gnome, except as follows:
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* **Inability:** svirfneblin are suspicious to a fault. Tasks involving positive or pleasant social interaction
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are hindered.
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* **Darkvision:** You can see in the dark up to 120 feet.
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* **Rock:** as the Cypher gnome.
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* **Half-elves:** take two non-species descriptors as per human, providing yourself with some elven features.
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* **Half-orcs:** as the Cypher half-giant, except as follows:
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* **Tough:** the bonus to your Might Pool is +2, not +4.
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* **Not Too Large:** you do not suffer the hindrance to initiative, stealth, or fine manipulation.
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* **Halflings:**
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* **Ghostwise:** as the Cypher halfling, except as follows:
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* **Speak Without Sound:** you can communicate telepathically with any one creature within 20 feet, as long as
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they share a common language.
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* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
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* **Lightfoot:** as the Cypher halfling.
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* **Strongheart:** as the Cypher halfling, except as follows:
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* **Small Yet Strong:** you are still small, but do not suffer the hindrance to Might-based tasks.
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* **Not As Lucky:** you do not receive the +3 advantage when spending 1 XP to reroll.
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* **Planetouched:**
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* **Aasimar:** as the Cypher helborn, except as follows:
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* **Of the Heavens:** replace the underworld, evil, etc. themes with that of a celestial.
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* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
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* **Of A Safer Plane:** You do not have +2 to Armor against damage from fire.
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* **Not Innerly Evil:** You do not suffer from the chance of losing control.
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* **Trustworthy:** Your celestial nature makes people trust you. Replace the hindrance to tasks to persuade or
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deceive with training in doing so.
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* **Genasi:** as the Cypher helborn, except as follows:
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* **Of an Element:** replace the underworld, evil, etc. themes with that of your element.
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* **Forces of Nature:** replace the +2 to your Intellect Pool with a +2 to your Might Pool for fire or earth, or
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Speed Pool for air or water genasi.
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* **Not Tainted:** You are not trained in tasks related to the lore of the underworld.
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* **Elementally Resistant:** replace the +2 to Armor against damage from fire with that of your element.
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* **Nature's Fury:** as **Inner Evil**, but it is more accidental than inherent evil; you do not suffer the -1
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penalty to all rolls following the fury.
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* **Tiefling:** as the Cypher helborn.
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### Fungoid
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* **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.
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## Active Campaigns
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* [Adventuring!](cypher/adventuring/) --- a fantasy campaign set in [Yacsra](yacsra/) and run in the [Cypher
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* [Adventuring!](cypher/adventuring/) --- a fantasy campaign set in the Forgotten Realms and run in the [Cypher
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System](cypher/).
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* [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 @@
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User-agent: *
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Allow: /
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User-agent: GPTBot
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Disallow: /
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