136 lines
8.1 KiB
Markdown
136 lines
8.1 KiB
Markdown
Title: Cypher System Homebrew
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Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
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trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
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characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
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Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
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Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
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# Cypher System Homebrew
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## House Rules
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### Cost of Optional Spellcasting
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*Note: or psionics, or so on.*
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The [optional spellcasting rule](https://callmepartario.github.io/og-csrd/#optional-rule-spellcasting) is very cool but
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the cost of casting these spells, particularly the recovery roll option, seems out of whack to me. Particularly,
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recovery rolls are a very limited resource and scale up in value as tiers (and thus, normal spend) increase, while the
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benefit of burning one stays the same. Meanwhile, we have resource pools *right here* to use.
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**Replace** the "**Using a Recovery Roll to Cast a Spell**" paragraph with:
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> **Using Strain to Cast a Spell:** If the character spends 4/6/8 (low/mid/high) Pool points as part of the same action
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> to cast the spell (including paying any normal Pool costs for the ability), they can use the ability as an action.
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> This represents a significant mental or physical drain on the character, because the character must draw deeper from
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> their capabilities in order to cast the spell.
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>
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> Determining the Pool to draw from is up to the GM. For abilities with their own Pool cost, using the same Pool is a
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> logical choice. Or, perhaps lean towards Intellect as a default, to represent the willpower necessary to pull from
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> reserves and to match the spellcasting flavor. This strain cannot be reduced by Edge.
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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.
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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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### Fungoid
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* **Hardy:** +2 to your Might Pool.
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* **Skill:** You are trained in dungeon and cavern ecology.
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* **Skill:** Your mind is unlike most other living creatures'; you are trained in Intellect defense.
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* **Fungal Companion (2 Might points):** During a rest, before making your recovery roll, you sprout a tiny fungal
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familiar which can aid you. It is intelligent, and you share a mental connection with the fungal companion, but it
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cannot itself speak. It can act as a scout and inform you of an area it is running reconnaissance on, and can be given
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simple commands to follow as part of a normal action. The familiar is a loyal companion and lives until it takes
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damage, or would be otherwise destroyed (see below).
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* **Burst:** You may command the fungal companion to explode in a burst of poisonous spores. Make a Might roll, on a
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success, the poison inflicts 3 points of damage or hinders the poisoned creature's actions for one minute (your
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choice). The fungal companion is destroyed in the process. Action.
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## Foci
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### Does Not Tread Lightly
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You are an unstoppable force, once you get moving. You may be extraordinarily big for your kind, enhanced via magic or
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technology, or some kind of unnatural being, but you use your size and strength to solve problems.
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* Tier 1: Crushing Blow
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* Tier 2: Ignore the Pain
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* Tier 3: Blood Fever
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* Tier 4: Fury
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* Tier 5: Specialized Basher
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* Tier 6: Regenerate
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## Abilities
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### Blessing of the Gods (more abilities)
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* *Sky/Air (2 Intellect points).* You or a creature you touch can fly short distances for ten minutes. You must land at
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the end of your movement, or otherwise fall. Action.
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