Showing posts with label cypher system revised. Show all posts
Showing posts with label cypher system revised. Show all posts

Monday, August 31, 2020

Undying in Cypher System - Alternate Take

 There's another way to do the Undying Vampire, which is more basic to the rules of Cypher System. My table came up with this idea:

1. Take the vampire racial descriptor for Alternate Origins (a supplement for The Strange which works equally well with Cypher System)

2. Use that descriptor, then apply two additional modifiers:

Corrupting Touch - any time the Undying makes flesh to flesh contact with another creature for any reason (including a bite) this initiates an Intellect attack against the target. The target if injured receives -1 Shift against charisma and influence based checks for 24 hours; these can be cumulative, and are addition to any other effects applied as a result of the skin to skin contact.

Inability – Memory Fugue: Most undying appear to have no realization of their nature, even as they commit their acts of destruction and murder. Very ancient Undying may become acutely aware of their condition and embrace it, while young and new undying seem to “black out” when they commit vampiric acts, and go into violent rages if confronted with hard evidence of their actions. This selective memory loss seems to be due to the inability of the fey ancestry to reconcile their necromantic transformation due to the loss of their immaterial afterlife in the feywild. All Undying suffer from this inability to reconcile their natures when it is demonstrated, and suffer -2 shift penalties to intellect defense tests when trying to remain in control or reconcile such evidence when confronted with it. Very ancient Undying may spend 3 XP to reduce this to a -1 penalty, and ancient undying  may spend 10 XP to remove the penalty (but must be at least tier 5).

Additional Equipment: one relic weapon of up to expensive rarity and one relic item from your living years as an elf.

Initial Links to Starting Adventure:

1. you are an ancient undying recently awakened by your fellow PCs from some grave, and now wandering the land with a memory fugue, trying to remember who you are.

2. You were awoken by tomb robbers whom you killed, and you wandered off, met the PCs, and have been traveling with them while recovering your wits.

3. You were slain by orcs or other creatures in battle recently, but have no memory and are oblivious to your condition. Your PC companions assumed you simply had good luck to escape death.

4. You were killed by another undying elf and left as a husk who came back to life. You have one or more PC allies taking care of you who may or may not realize your condition.


By using the Vampire descriptor it covers the blood drinking and vampiric limits. The corrupting touch encapsulates the ability of the Undying to drain charisma, and the inability covers the distinct madness that corrupts the undying. 

This looks like the way we will go. 

Saturday, August 29, 2020

Undying Elven Vampire Descriptor for Cypher System


   The Realms of Chirak has a class of elven vampire called the Undying. The key traits of undying are that they are elves who died horribly or suddenly, and for whom their spirits, unable to ascend to an elven afterlife in the feywild, find themselves trapped in the mortal realm and unable to leave. The only reasonable way to put an undying down is decapitation; elves of Chirak practice decapitation of their dead as a matter of course.

   The etymology of the undying goes all the way back to 2nd edition's Ravenloft, which introduced a version of vampires (originally tied to Dragonlance, I think) which drained beauty instead of life. I loved that concept and made it a core conceit of the undying; they not only drain blood, but the literal physical appearance and sense of well being of their victims!

Undying (Descriptor)

    There will come a time when a player character suffers a demise as an elf, and by virtue of bad luck, GM fiat or storyline requirements he will return as an undying. This descriptor can be used to simulate those who return from the dead.

    GMs interested in some old school randomness may require a freshly deceased fey player character to make an “Undying check” at the terminus of their character’s life. For Cypher: a check against the level of the creature or effect that killed the PC; alternatively, this could be due to GM Intrusion. 

    This descriptor works just fine for NPCs as a template; particularly insidious GMs could apply it to satyrs, nymphs and other unusual fey as desired, to really surprise his players!

Requirements: Any fey type; must have been killed in some fashion that did not also lead to dismemberment or immolation.

Attributes: +2 Speed (as elf)

Vision: dark vision (can see in the dark as if it were daylight)

Racial Skills: gain training in thievery and stealth

Undead: Undying are undead. Like most undead, undying do not age and are effectively immortal, until someone slays them. Damage done to a vampire's weakness (damage dealt while exposed to sunlight, fire, immersion in running water or decapitation) cannot be healed normally and requires blood. Decapitation is permanent for Undying. Immersion in running water does 1 point of damage a round regardless of armor until stopped.

Bite: Undying are still vampires and can drain blood with a bite. Their bite must do damage to work. A vampire deals 4 points of damage with a bite, and if damage gets through may gain one recovery or improve the damage track by one.

Wilting Grasp: The Undying can cause a Wilting Grasp with an unarmed melee attack. This damage is dealt directly to Intellect and bypasses normal non-magical armor. If the Undying crits, it can choose to also induce a -1 shift penalty to all charisma related actions on a 19, or -2 shift penalty on a natural 20. These penalties do not lift until the intellect damage is fully healed.

Corrupting Touch: When you touch your bare skin to another willing target in an attempt to heal or aid someone or be healed in turn, inducing healing by any power, any other effect which induces a healing in another, or using the Heal skill, the corrupting touch happens. Must be adjacent to the target in question. You must make an Intellect Defense Check against the target's level (or if a PC they make an Intellect Defense check against your Rank) or the target suffers a -1 shift Intellect penalty to all charisma related checks for one day and takes 2 Intellect of damage; must get a full recovery to restore to normal. This can happen more than once, with cumulative effects. Dealing any damage lets the undying restore on recovery.

Inability - Discomfited by Sunlight: The undying finds sunlight painfully unpleasant, and must shield himself from it if possible. If unable to provide some reasonable cover (such as a thick cloak and hood) while in sunlight, then the undying suffers -1 shift penalties to all Might and Speed actions.

Inability – Memory Fugue: Most undying appear to have no realization of their nature, even as they commit their acts of destruction and murder. Very ancient Undying may become acutely aware of their condition and embrace it, while young and new undying seem to “black out” when they commit vampiric acts, and go into violent rages if confronted with hard evidence of their actions. This selective memory loss seems to be due to the inability of the fey ancestry to reconcile their necromantic transformation due to the loss of their immaterial afterlife in the feywild. All Undying suffer from this inability to reconcile their natures when it is demonstrated, and suffer -2 shift penalties to intellect defense tests when trying to remain in control or reconcile such evidence when confronted with it. Very ancient Undying may spend 3 XP to reduce this to a -1 penalty, and ancient undying  may spend 10 XP to remove the penalty (but must be at least tier 5).

Hunger for the Beauty of the Living: Undying do not heal normally. They must drain the life and beauty from the living in order to sustain themselves. At the beginning of each day in which the undying has not fed on beauty he loses one recovery roll (starting from shortest to longest). If the Undying reaches zero recovery rolls then he may go in to a frenzy at the sight of beauty; each time a creature of sufficient beauty (assessed by the GM) comes within sight of the undying, he must make an Intellect check (at the level of the target plus 1 per week he has not fed) or immediately try and feed! He will not stop trying (by attack or deception) until he has gained at least one surge.

Special Death Requirements: Undying don’t die like regular characters. If an undying reaches 0 recoveries and is then reduced to damage track 3 and is decapitated, he is destroyed. Otherwise, he will return from the grave once again at an unspecified later date. This is usually a minimum of a few months, but can be years or even centuries. Roll 1D20 for the number of months the undying is in torpor. On a 19-20, re-roll and treat it as the number of years; if you roll 19-20 a second time, re-roll for the number of decades, etc. Finally, an undying can always be prevented from returning by means of decapitation.

Additional Equipment: one relic weapon of up to expensive rarity and one relic item from your living years as an elf.

Initial Links to Starting Adventure:

1. you are an ancient undying recently awakened by your fellow PCs from some grave, and now wandering the land with a memory fugue, trying to remember who you are.

2. You were awoken by tomb robbers whom you killed, and you wandered off, met the PCs, and have been traveling with them while recovering your wits.

3. You were slain by orcs or other creatures in battle recently, but have no memory and are oblivious to your condition. Your PC companions assumed you simply had good luck to escape death.

4. You were killed by another undying elf and left as a husk who came back to life. You have one or more PC allies taking care of you who may or may not realize your condition. 



Wednesday, April 1, 2020

Cypher System Character Builder

My group is going to try Cypher System with Roll20 tonight. An amazingly helpful resource for Pathfinder 2nd edition games was the android app called Pathbuilder 2E; in my efforts to find a similar resource for Cypher System (which is a much easier game, yes, but uses a pool mechanic that can be counter-intuitive to old school gamers) I stumbled across Troy Stories, a blog with an amazingly easy to use character creator.

Check it out! It's an amazing little character creation tool, very easy to use and gives you everything laid out easily enough, by genre choice, and identifies what remaining choices you need to make. I am really impressed.



Friday, September 13, 2019

Cypher System Revised Is Out!!! - Best Game Ever


Yesterday I got my notice that Cypher System Revised was being released and my Kickstarter claim was ready, so I now have the PDF and am waiting for my physical shipment. A few comments for those interested in what this new edition brings to the game:

Same System, New Look

It's the same game system. Much like with Numenera, the revised edition is more complimentary to what has come before. Nothing about Cypher Revised will negate your current collection. I intend to keep my 1st edition book for the game table as it will still be fully functional for players who need to roll characters or rules reference. Monte Cook Games needs to be commended for this practice, it is very much appreciated.

Additional Core Content

I'm still parsing through it all (though I spent most of last night reading this monstrous tome), but so far I have noticed that some content previously reserved for expansions is incorporated into this new tome: post-apocalypse and fairy tale genres are now in the mix, existing genres such as horror get an extra boost on ideas and rules, as well as additional creatures and options. The rules on cyphers are discussed in a bit more depth and some of the "how to implement" ideas are expanded upon in interesting ways. Additional GM content on how to run games is quite welcome. Some of the new rules options which were introduced in the revised Numenera core books are now also available here. The art is a mix of classic and new. Slidikin are in the Cypher bestiary (yay! I have them as recurring major foes in one campaign). Lots of good tweaks and changes.

Clarifications Abound

This rewrite, much like the Numenera rewrite, has given MCG a chance to revise how some rules are explained, aiding in clarification on those moments when it maybe not 100% clear what the rules intent is. Anyone who has played Cypher for a while knows what I am talking about; the adjudication process is very simple so it rarely causes issues, but lots of specific exceptions occasionally give one pause for thought on deciding how best to handle a given situation mechanically; the revised rules so far seem to be cleaning up these odd spots.

So...if you are like me and love Cypher System, this purchase is a no-brainer. If you have been on the fence, I suggest you start with this book. If you own the old book and wonder if you need to upgrade.....well I am a bit biased but I feel it is worth the purchase; that said, if you're only occasionally playing Cypher System, have limited funds, or just want to know if a table using this book will let you use the old book instead, I think you'll still be just fine.

A+++! I love Cypher System, it is the first game system I have ever encountered that feels like it was specifically designed for my GM play style, and I cannot get enough of it.