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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. Full Disclaimer.

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.
    • Hindered in any task involving social interaction due to living on your own for as long as you have has made you slow to trust others and awkward in social situations.
    • 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.
    • Practiced with light and medium weapons.

Arcs

  • Revenge

Equipment

  • Bloodstained Memento
  • Tattered Preparatory School Uniform
  • Jagged Woodcutter's Axe - Medium weapon
  • Graffitied Desktop Shield - Asset to Speed defense
  • Worn School Backpack
  • Bag of Heavy Tools
  • Bag of Light Tools
  • Faded Yearbook - Asset to relaxation tasks
  • Chipped Home Economics Knife- Light weapon (won't last long)
  • Dented Metal Water Bottle
  • Crinkly Bag of Overpriced Foreign Snacks (1 day ration)