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Mortal fantasy BY CHRISTOPHER ROBIN NEGELEIN

Gods

Fall

NEW! Updated for the Revised Cypher System Rulebook!

Heroes Wanted By Christopher Robin Negelein

Introduction Gods of the Fall is Monte Cook Games’ fantasy setting for the Cypher System Rulebook. It’s a world where godlings used to number in the hundreds, if not thousands. Some watched over grand concepts like the weather or love, while others protected cities and mountains. But over forty years ago, the heavens crashed into the mortal lands in an apocalypse that scattered divine cyphers everywhere and changed the landscape forever. The gods died, leaving only their shredded and insane corpses behind to terrorize those who get too close. With human greed left unchecked, powerful and dark empires that thrive on misery have arisen. Now called the Afterworld, the world is a dark (sometimes literally) and epic place in dire need of heroes. While the Gods of the Fall book focuses on a new generation of demigods rising from the ashes, they can not yet be everywhere, and a mortal soul can make all the difference. With this supplement, you can quickly kickstart your own fantasy campaign or run a Mortal Fantasy game in the great

Gods of the Fall setting. The main sections are Types (the “classes” of Cypher), Adding the Fantastical, Changing the Fantastical, and a Gods of the Fall Section with an adventure, Ruins of Memri. With Types, we bring several fantasy archetypes to life with types that should feel very familiar without the need to devote a focus or descriptor to do the same thing, while Adding the Fantastical offers new descriptors and crews to let you get your Orc on. Changing the Fantastical, gives you helpful ideas for converting other fantasy gaming tropes to Cypher, (like going zero to hero) as well as for adapting your old fantasy material. The Gods of the Fall section offers ways to mesh the setting with high fantasy tropes along with the adventure, Ruins of Memri, a Cypher fantasy adventure that introduces your tier 1 mortal and demigod PCs to the Gods of the Fall universe from Monte Cook Games.

First off, a super big, ginormous, and gargantuan thank you to all of those who bought the first Mortal Fantasy PDF for the original Cypher System Rulebook. It is the biggest thing that has happened to my creative career. While it can only be counted as a financial success in that it cost me more time than expense to make, it jump-started my semi-pro career. Thanks to Mortal Fantasy and my other Cypher PDFs, I’ve made new friends and even have a fan or two (not including my son). It will never make me rich in dollars, but it has enriched my life with wonderful people. Again, thank you. (Especially to my buddies, Char and Robb) So with the introduction of the Revised tome, I thought it was time to revisit Mortal Fantasy with the goal of using the new book “as-is” as much as possible. And with almost a thousand abilities at our fingertips, it was a goal within reach. I’ve greatly enjoyed using the new book, and I hope that you, good reader, will feel the same way – not only with Revised Cypher, but also the newly-updated Mortal Fantasy. Regardless, I wish you good luck and good fun as you craft your own next wondrous fantasy world. – Go, Ganza! Go!

Author: Christopher Robin Negelein. Editors: Charlotte Irrgang, Brian Reed. Layout: Christopher Robin Negelein, Charlotte & Robbert Irrgang Artists: Cover Artist: Kostic Dusan. Interior Artists: Jeff Brown, Luigi Castellani, Kotsic Dusan, Andrew Krahnke, Aaron Lee, Tithi Luadthong, Mirco Paganessi, Miguel Santos, Aaron Riley, Lie Setiawan, Matt Stawticki, Tiffaniki. Map: Dyson Logos This product was created under license. CYPHER SYSTEM and its logo, and CYPHER SYSTEM CREATOR and its logo, 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. www.montecookgames.com This work contains material that is copyright Monte Cook Games, LLC and/or other authors. Such material is used with permission under the Community Content Agreement for Cypher System Creator. All other original material in this work is copyright 2020 by Ganza Gaming and published under the Community Content Agreement for Cypher System Creator.

Gods of the Fall

Types Over the decades, the classic RPG fantasy archetypes have gone from three to six (or thirteen depending on who you talk to), and these classical roles have become familiar touchstones for many players. That’s where the beauty and flexibility of the Cypher system kicks in. It’s possible to recreate the flavor of these archetypes for your own games, whether you are playing in the sandbox of Monte Cook Games’ Gods of the Fall or your own fantasy creation. Recreating these classics as new Cypher types allows you to define how you see your setting or

2

interpret the source material that inspires you. Ask yourself these questions: • Do you see the type as a profession? • An exemplar of a race and their talents? • Does the type reflect something unique in your setting? The Cypher system already has two fantasy archetypes, Fighter and Wizard, that are sufficiently covered with the Warrior and the Adept. Other types, like Speaker, need some tweaking to match RPG archetypes like the Bard.

Mortal Fantasy

Most of the following new types are based on professions, while the Elf type can be used either as a race-based archetype or a Warrior Mage profession. These types are customized using the revised Cypher System Rulebook. Now, players can enjoy iconic powers and abilities while keeping their descriptor and focus open for other options in character development. Refer to chapter 9 to find all the type, flavor and focus abilities in a single, vast catalog.

To give GMs more flexibility for their home games, the introductory descriptions for types is more concise than usual, letting the GM fill in details as needed for their own settings.

player intrusions Player intrusions are useful tools for adding even more flavor to a Type, making it more of an archetype beyond just a list of special abilities. You may spend 1 XP to use one of the listed player intrusions, or come up with your own, provided the situation is appropriate, and the GM agrees.

3

Gods of the Fall Barbarian Both the frozen north and the humid south harbor hardy peoples who shun heavy armor, embrace the elements and know of the Ríastrad, a frothing berserk mode that warps the mind and body. As individuals, Barbarians are hardy people who take pride in their self-reliance and courage and use either to take on a challenge. That doesn’t mean they are anti-social loners, but that they take personal pride in being out front and protecting those with softer bellies. Constant outsiders, Barbarians are the wild cards; some are naive cannon fodder, while the savvy ones terrify or command whole kingdoms. Higher-tier Barbarians master the Ríastrad and become an army unto themselves.

Barbarian Player Intrusions

player intrusions – or make up your own – provided the situation is appropriate, and the GM agrees. Powers Protect: For once, your ignorance of local “civilized” laws or customs gets you out of trouble. The City Watch lets you off with a warning, an offended noble decides to ignore you instead of demanding a duel or a merchant lets you have an apple for free, turning down the bartering offer of a wolf’s jawbone. Intimidating Reputation: A minor enemy realizes who you are and is now so intimidated they stammer and sweat. They are dazed for one round, during which all of their tasks are hindered. Hunter: If the local terrain is similar to your homeland, you may spend two hours to find enough food and safe water for a meal for five people.

You may spend 1 XP to use one of the following

Barbarian Background Connection Roll a d20 or choose from the list of background connections on the table below. The result will help integrate your character into the setting by giving them a link to the world. You can also use the list to inspire your own unique backstory.

Roll

4

Background

Roll

Background

1

You were in a mercenary squad and have friends who still serve. Your former commander fears you.

11

Your middle sibling is a famous hunter, much to your chagrin.

2

You were the bodyguard of a lord. You were rewarded well for your service, but your wanderlust forced you on.

12

The Ríastrad sings to you. It made some fear you, while others gave you respect.

3

You were the muscle for a local crime lord for a while, and their enemies remember you.

13

Your best friend died saving you from a hunting accident. You’ve never forgotten this sacrifice.

4

You were declared blessed by a shaman on your birthday. Now people seek you out, to obtain your blessing.

14

You and a friend both drink the same kind of mead from the old homeland. The two of you get together once a month to drink and bash heads.

5

The stars were right for you to be the clan’s skald, but instead of learning the poems and stories of your people, you wanted to be your own legend.

15

You were once a POW. You escaped, but not before earning some mutual respect. That war is long over.

6

You were your younger sibling’s keeper, but they turned out badly despite your best efforts. You feel extremely guilty.

16

One rainy night, you were visited by the clan totem. The spirit demanded you head out to the civilized lands for a purpose. You are still looking for that purpose.

7

You spent time in prison as a petty crook.

17

You served in the city watch, but it bored you.

8

You were kidnapped and pressed into a ship’s crew. You escaped with anger in your heart.

18

Your old crew died in a dragon ambush. You now have a great wrath against dragons.

9

You killed a highly-respected warrior. This has earned you many enemies.

19

Your friend was cursed, but you helped them get rid of it. Now their family considers a you a hero.

10

You worked as a Sherpa for a merchant caravan. Your name precedes you, but opinions vary.

20

Your tribal mentor left for the civilized lands long before you did. You search for them when time allows.

Mortal Fantasy

Building Your Barbarian

First-Tier Barbarian

The Barbarian is built as a customized explorer type in the revised Cypher System Rulebook. The ability choices in each tier are tailored towards making the character feel like they came from a traditional fantasy setting. Preselected abilities are both bolded and listed first. Refer to the listed page number in the revised Cypher System Rulebook for the full text of each ability.

First-Tier Barbarians start with the following: Effort: Your Effort is 1. Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0. Cypher Use: You may bear two cyphers at a time. Weapons: You become practiced with light, medium, and heavy weapons. You suffer no penalty when using any weapon. Enabler. Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items. Special Abilities: Choose Frenzy and three of the abilities listed below. You may not choose the same ability more than once unless its description says otherwise. Full text for each ability is found in chapter 9 of the revised Cypher System Rulebook, at the page number in parentheses.

Barbarian Stat Pools Stat

Pool Starting Value

Might

10

Speed

10

Intellect

8

You get 6 bonus points to split among stat pools as you wish.

5

Gods of the Fall • Frenzy

Fourth-Tier Barbarian

• Bash

Choose Greater Frenzy and one more ability listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Greater Frenzy (146) • Amazing Effort (109) • Capable Warrior (118) • Experienced Defender (136) • Increased Effects (153) • Momentum (164) • Pry Open (172) • Snipe (183) • Tough As Nails (192)

(143) (112) • Combat Prowess (120) • Control the Field (121) • Improved Edge (151) • No Need for Weapons (166) • Overwatch (168) • Physical Skills (170) • Swipe (188) • Tracker (193) • Trained Without Armor (193)

Second-Tier Barbarian Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Crushing Blow (123) • Hemorrhage (149) • Movement Skills (164) • Skill With Attacks (183) • Skill With Defense (183) • Successive Attack (187)

Third-Tier Barbarian Choose Fury and two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Fury (144) • Deadly Aim (125) • Energy Resistance (134) • Greater Enhanced Might (146) • Lunge (159) • Reaction (174) • Seize the Moment (181) • Slice (183) • Spray (185) • Unarmored Fighter (194) • Vigilance (196)

6

Fifth-Tier Barbarian Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Attack and Attack Again (111) • Improved Success (152) • Jump Attack (156) • Practiced in Armor (171) • Mastery With Attacks (161) • Mastery With Defense (161) • Parry (168)

Sixth-Tier Barbarian Choose Lethal Damage and one more ability listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Lethal Damage (158) • Again and Again (109) • Finishing Blow (140) • Magnificent Moment (159) • Spin Attack (185) • Weapon and Body (196)

Mortal Fantasy Bard The world is a better place with music and the arts, no? And maybe a bit of education, too? Why learn from stuffy books when voice and presence can motivate so much more! By themselves, Bards are entirely self-sufficient. They might stand out in a crowd with their flair for performance… unless they don’t want to. Bards also thrive as part of a team, proving that the sum is always more than parts, just like a band of actors or musicians. Higher-tier Bards master both minor magics and the sociology of controlling people.

Bard PLAYER INTRUSIONS You may spend 1 XP to use one of the following player intrusions – or make up your own – provided the situation is appropriate, and the GM agrees. Admirers From Afar: You have a chance meeting with local fans who are happy to provide help in whatever the current task is. They are fans,

not followers, so they need to get back to their lives after assisting. Your fans are often helpful for some rumors about nearby places and people, along with sharing a short meal. The Stage Calls: A venue or an estate now has a suitable performance space. By promising a performance, you and two “assistants” may enter, even if you were previously denied admittance. The owner may even demand that most of the occupants or patrons come to the stage to see the private show. Bad Harmonies: A failed performance or just even tuning an instrument is so unpleasant on the audience’s ears that they all leave immediately to avoid a headache. The room stays clear for the next 5 minutes.

Bard background Connection Roll a d20 or choose from the list of background connections on the table below. The result will help integrate your character into the setting by giving them a link to the world. You can also use the list to inspire your own unique backstory.

Roll

Background

Roll

Background

1

You were in several traveling troupes when you were younger. Your reputation precedes you in these groups. Some good, some bad.

11

A secret society funded your training. You were grateful at first, but now they seem to be leaning on you hard to pay back the debt.

2

Your father was an old-fashioned chanter. He doesn’t cotton to this new-fangled thing called singing.

12

The notes on your masterpiece were stolen by a rival. You boil at the mention of their name.

3

You were a part-time spy for someone you were infatuated with. It didn’t end well for you.

13

Your talents are overshadowed by your reputation as a lover or as a manipulator.

4

You were a recruiter for a mercenary army. After seeing enough of their horrible ends, you quit.

14

Your songs have spoken the truth of a tyrant who now wants you as guest… in their dungeon.

5

Your middle sibling is a famous performer. You are equal parts proud and jealous.

15

Alcohol is easy to get at the inns where you perform, but you are trying to cut back.

6

You were a cook, thinking food was the way to people’s hearts, until you were discovered by your mentor, a Bard.

16

You dabbled in the seminary, but it wasn’t for you. But, you never know when you might meet old friends.

7

Your childhood best friend is now a well-known wizard, but things have chilled between you two.

17

You used to have a partner, but getting romantically involved complicated things.

8

You and a classmate appeared to excel in your studies, but one of you was cheating off the other.

18

Once a year, you feel that you must visit a certain theater or bad luck will befall your performances.

9

There is a famous song immortalizing your previous exploits. The secret is that that you wrote it yourself.

19

Your early days of merc work were dark. Your old friends are certainly proper villains now, and they feel betrayed.

10

You were a music teacher for a lordling or three. They have fond memories of you.

20

You hide the fact that your family members are actually successful crime lords in a large city.

7

Gods of the Fall Building your Bard The Bard is built as a customized speaker type in the revised Cypher System Rulebook. The ability choices in each tier are tailored towards making the character feel like they came from a traditional fantasy setting. Preselected abilities are both bolded and listed first. Refer to the listed page number in the revised Cypher System Rulebook for the full text of each ability.

Bard Stat Pools Stat

Pool Starting Value

Might

9

Speed

8

Intellect

11

You get 6 bonus points to split among stat pools as you wish.

First-Tier Bard First-Tier Bards start with the following: Effort: Your Effort is 1. Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. Cypher Use: You may bear two cyphers at a time. Weapons: You may use light weapons without

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penalty. You have an inability with medium and heavy weapons; attacks with these weapons are hindered. Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Special Abilities: Choose Legerdemain and three more abilities listed below. You may not choose the same ability more than once unless its description says otherwise. Full text for each ability is found in chapter 9 of the revised Cypher System Rulebook, at the page number in parentheses. • Legerdemain (157) • Anecdote (109) • Babel (112) • Demeanor of Command (127) • Encouragement (134) • Enthrall (136) • Minor Illusion (162) • Fast Talk (138) • Inspire Aggression (154) • Interaction Skills (155) • Spin Identity (185) • Understanding (194)

Second-Tier Bard Choose two of the abilities listed below (or from

Mortal Fantasy a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Hedge Magic (149) • Calm Stranger (118) • Disincentivize (129) • Gather Intelligence (144) • Impart Ideal (151) • Inspiring Ease (154) • Interaction Skills (155) • Illusory Disguise (150) • Practiced With Medium Weapons (171) • Skill With Defense (183) • Speedy Recovery (185) • Unexpected Betrayal (195)

Third-Tier Bard Choose Illusory Evasion and two more abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Illusory Evasion (150) • Accelerate (108) • Blend In (113) • Cast Illusion (118) • Closed Mind (119) • Discerning Mind (129) • Basic Follower (137) • Grand Deception (146) • Lead by Inquiry (157) • Oratory (167) • Perfect Stranger (169) • Quick Wits (174) • Telling (190)

Fourth-Tier Bard

• Psychosis

(172) the Signs (174) • Spur Effort (186) • Strategize (187) • Suggestion (188) • Read

Fifth-Tier Bard Choose Able Assistance and two other abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Able Assistance (108) • Master Entertainer (160) • Adroit Cypher Use (108) • Discipline of Watchfulness (129) • Experienced in Armor (136) • Flee (141) • Foul Aura (143) • Knowing the Unknown (156) • Regeneration (175) • Skill With Attacks (183) • Stimulate (186)

Sixth-Tier Bard Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Master Entertainer (160) • Battle Management (112) • Crowd Control (123) • Inspiring Success (154) • Recruit Deputy (175) • Shatter Mind (182) • True Senses (194) • Vindictive Performance (196)

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Anticipate Attack (110) • Calm (118) • Confounding Banter (121) • Expert Follower (137) • Feint (139) • Heightened Skills (149)

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Gods of the Fall Cleric There are those who hear the call or were personally chosen by a higher power. Alone, a Cleric is focused on spreading the word of their god, but in a group, they lead by example, as few appreciate getting a sermon every morning they wake up in a dungeon. Higher-level Clerics become a whirlwind of combat and divine ability.

knocks one undead target back several paces. Sanctuary: A local holy one sees your trouble and invites you to rest in their temple. It offers a respite of an hour with food and water. This individual might even be a source of rumors about nearby people and places.

Cleric PLAYER INTRUSIONS

The Cleric is built as a customized speaker type in the revised Cypher System Rulebook. The ability choices in each tier are tailored towards making the character feel like they came from a traditional fantasy setting. Preselected abilities are both bolded and listed first. Refer to the listed page number in the revised Cypher System Rulebook for the full text of each ability.

You may spend 1 XP to use one of the following player intrusions – or make up your own – provided the situation is appropriate, and the GM agrees. Restore Rations: To your surprise, your deity has seen fit to either rescue a meal/staples that have gone rancid or provide a meal out of thin air for you and four others. It seems redundant to say that thanks for the divine assistance are expected before the repast. Repel Unholy: Catching the sight of your holy symbol and feeling the ferocity of your faith,

Building your Cleric

Cleric background Connection Roll a d20 or choose from the list of background connections on the table below. The result will help integrate your character into the setting by giving them a link to the world. You can also use the list to inspire your own unique backstory.

Roll

10

Background

Roll

Background

1

You were part of a commune dedicated to another god as a child. You still have disappointed “aunts” and “uncles” from those days.

11

In your youth, you were recruited for a secret order within your religion. You are having second thoughts about their recent requests.

2

Despite your mentor’s best efforts, they feel that there’s a central tenant of your religion you just don’t get.

12

Few know that you have some rare holy text hidden away. If it fell into the wrong hands, it would be humiliating.

3

You were a part-time entertainer and you stil have some fans that remember you.

13

You take pride in your wisdom, but everyone is more impressed with your miracles.

4

Your parents were nobles and had “higher” hopes for you.

14

You have visions, but you are keeping them to yourself.

5

Your old friends would never recognize you now. This Clerical life is totally opposite of how you used to be.

15

To your shame, you did something stupid. Your elders have you on probation.

6

You carry guilt for being the local bully and jerk in your community before becoming enlightened.

16

One of your parents is a famous executioner, which is why your current name is a nom de guerre.

7

You are a convert from another religion. You were only an acolyte, so while you know a little more than the common person, you’re not privy to deeper secrets.

17

You once helped bring a crime lord to justice, but you recently heard they escaped.

8

An old classmate blames you for their failures. Is it true?

18

Your youngest sibling is a small time crook with big dreams.

9

Your early days as a mercenary were dark. Your old friends are certainly villains now, and they feel betrayed.

19

You have an old flame you left for the calling. Now they are a convert too and is looking re-establish contact.

10

You taught holy day classes to youngsters, and some remember you fondly.

20

Your sibling is a merchant. He loves you as family but has spiritual issues with the path you have chosen.

Mortal Fantasy Cleric Stat Pools Stat

Pool Starting Value

Might

9

Speed

9

Intellect

10

You get 6 bonus points to split among stat pools as you wish.

First-Tier Cleric First-Tier Clerics start with the following: Effort: Your Effort is 1. Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0. Cypher Use: You may bear two cyphers at a time. Starting Equipment: Appropriate clothing, a holy symbol, and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Weapons: You may use light and medium weapons without penalty. You have an inability with heavy weapons; attacks with heavy weapons are hindered. Special Abilities: Choose Healing Touch, Blessing of the Gods, Terrifying Presence and one

other ability listed below. You may not choose the same ability more than once unless its description says otherwise. Full text for each ability is found in chapter 9 of the revised Cypher System Rulebook, at the page number in parentheses. • Blessing of the Gods (114) • Healing Touch (149) • Terrifying Presence (Undead only) (190) • Alleviate (109) • Bash (112) • Divine Knowledge (130) • Improved Edge (151) • Knowledge Skills (157) • Scan (179) • Ward (196)

Second-Tier Cleric Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Crushing Blow (123) • Divine Knowledge (130) • Adaptation (108) • Mind Reading (162) • Practiced in Armor (171) • Practiced With All Weapons (171) • Restful Presence (177) • Retrieve Memories (177) • Reveal (178) • Stasis (186)

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Gods of the Fall

12

Third-Tier Cleric

Fifth-Tier Cleric

Choose Healing Pulse and one more ability listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Healing Pulse (148) • Countermeasures (122) • Divine Radiance (130) • Energy Protection (134) • Force Field Barrier (143) • Investigative Skills (155) • Lunge (159) • Sensor (181)

Choose Greater Healing Touch and one more ability listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Greater Healing Touch (147) • Absorb Energy (108) • Concussion (121) • Create (122) • Divine Intervention (130) • Knowing the Unknown (156) • Mastery With Defense (161) • True Senses (194)

Fourth-Tier Cleric

Sixth-Tier Cleric

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Capable Warrior (118) • Death Touch (125) • Exile (136) • Experienced in Armor (136) • Font of Healing (142) • Mind Control (162) • Projection (172) • Read the Signs (174) • Regeneration (175) • Reshape (176)

Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Band of Followers (112) • Control Weather (122) • Divine Symbol (131) • Earthquake (133) • Move Mountains (164) • Parry (194)

Mortal Fantasy

Druid Nature calls to some in a connection that goes beyond their bones and into their soul. A Druid is one who shepherds the spiritual side of nature, calling both to the trees and the dryads of the forest. They think before acting, but seeing nature abused or burned can make them fly into a rage. In a group, they have the flexibility of switching from a support role to a Second-Tier combatant. Society at large is unaware of the good they do and many look at Druids with a mix of pity or superstition. Higher-tier Druids can be a force of nature on their own.

Bad Apple: Perhaps an enemy or an NPC who is being an obstacle feels peckish and pulls out an apple and berries to snack on. You notice that while the apple looks safe, it’s from another species that is either slightly poisonous or a natural purgative. If nothing is said, the NPC eats them and then has to leave within 1d6 rounds. However, if you warn them, they may be grateful. Nod Berry: You find a fruit or piece of meat that is a favorite for your beast companion. It doubles the duration of your control or calmness of the animal or an animal of the same species.

Druid PLAYER INTRUSIONS

Building Your Druid

You may spend 1 XP to use one of the following player intrusions – or make up your own – provided the situation is appropriate, and the GM agrees. Tangled Roots: Your enemy is new to the surrounding forest, so they keep tripping on the undergrowth as they try to maneuver, hindering all of their Speed tasks for the next round. Then they find their footing again.

The Druid is built as a customized explorer type in the revised Cypher System Rulebook. The ability choices in each tier are tailored towards making the character feel like they came from a traditional fantasy setting. Preselected abilities are both bolded and listed first. Refer to the listed page number in the revised Cypher System Rulebook for the full text of each ability.

13

Gods of the Fall

Druid Stat Pools Stat

Pool Starting Value

Might

10

Speed

8

Intellect

10

You get 6 bonus points to split among stat pools as you wish.

First-Tier Druid First-Tier Druids start with the following: Effort: Your Effort is 1. Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You may bear three cyphers at a time. Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice. Weapons: You may use light weapons without penalty. You have an inability with medium weapons and heavy weapons; your attacks with medium and heavy weapons are hindered. Special Abilities: Choose Sculpt Flesh and Beast Companion along with two other abilities listed below. You may not choose the same ability more than once unless its description says otherwise. Full text for each ability is found in chapter 9 of the revised Cypher System Rulebook, at the page number in parentheses.

Druid background Connection Roll a d20 or choose from the list of background connections on the table below. The result will help integrate your character into the setting by giving them a link to the world. You can also use the list to inspire your own unique backstory.

Roll

14

Background

Roll

Background

1

You are sometimes confused for a more famous Druid. There will be dire consequences if you are caught impersonating them.

11

Your relative is head of the city watch in a large town. They always have a cot for you and need your help with their potted plants.

2

You always admired the local Druids during harvest season on your farm. Some remember you fondly too.

12

You were one part of a Druidic circle, but the members split after one of them died.

3

You and another acolyte were lovers. Some Druids saw the romance as a sign, but things didn’t work out.

13

You love one spot more than any other. You try to take the occasional trip to recharge your soul there.

4

As a youngster, you always felt more comfortable around animals, and kept to sleeping in the stables or out in the pastures. People made fun of you for it. You remember their faces well.

14

There was a dark spirit that infested an old forest. You helped get rid of it, but there are some days you see things in the darkness of the leaves that make you wonder if it is truly gone.

5

A dryad once had a crush on you. It now mistakenly thinks you rebuffed it.

15

It’s your little secret, but sometimes you enjoy some of your herbal infusions a bit too much.

6

You were originally a follower of another religion, this causes tensions when other followers hear of it.

16

You come from a long line of Druids and your ancestors cast a long shadow.

7

Your oldest sibling went into the woods one day and never came out. The forest refuses to speak about it.

17

In brighter days, you were a promising acolyte, but you fell short of your promise.

8

You often dream of another forest, one that is bigger and grander than any you have seen so far. Your elders tell you it’s nothing but you know better.

18

There is a spirit animal that watches over you when you meditate. You sometimes have conversations with it about things it shouldn’t know, but occasionally you get answers.

9

You were a city child. Discovering your calling as a Druid is the happy ending to a family tragedy.

19

The Orc raiders and human lumberjacks of old made your mentors bitter and paranoid. They think you too trusting.

10

You were a Ranger in your youth. One of your mentors remembers you well.

20

Once a year, you feel you must visit a certain wellspring or bad luck will befall you and yours.

Mortal Fantasy

• Beast

Companion (112) • Sculpt Flesh (180) • Distortion (130) • Entangling Force (136) • Healing Touch (149) • Hedge Magic (149) • Magic Training (159) • Onslaught (167) • Resonance Field (176) • Seeds of Fury (181) • Ward (196) • Wilderness Lore (199)

Second-Tier Druid Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Adaptation (108) • Communication (121) • Grasping Foliage (146) • Reveal (178) • Soothe the Savage (184) • Stasis (186)

Third-Tier Druid Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Adroit Cypher Use (108) • Countermeasures (122) • Energy Protection (134) • Fire and Ice (140) • Force Field Barrier (143) • Stronger Together (187) • Targeting Eye (189)

• Invisibility

(155) • Mind Control (162) • Moon Shape (164) • Projection (172) • Rapid Processing (174) • Regeneration (175) • Reshape (176)

Fifth-Tier Druid Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Beast Call (112) • Concussion (121) • Conjuration (121) • Create (122) • Dust to Dust (133) • Insect Eruption (154) • Knowing the Unknown (156)

Sixth-Tier Druid Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • As If One Creature (110) • Call the Storm (117) • Earthquake (133) • Move Mountains (164) • Traverse the Worlds (194)

Fourth-Tier Druid Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Beast Eyes (112) • Death Touch (125) • Exile (136)

15

Gods of the Fall Elf (Wizard/ Fighter) The Elves claim to be the longest-lived native race, but true scholars know Elves arrived from somewhere else – a place few of them speak of. The Elf type is typically a promising adolescent who has shown solid training in the elven arts of both magical and martial prowess, out to see more of the world. In a party, a “young” Elf is often the oldest member – unless there’s a dwarf around. An Elf is rarely the best fighter nor the best wizard, but can often best the other two by taking advantage of their double mastery and ancient knowledge. A higher-tier Elf is often a community elder, who is an ambassador for their people and has the authority to make decisions on their behalf.

Elf PLAYER INTRUSIONS You may spend 1 XP to use one of the following player intrusions – or make up your own – provided the situation is appropriate, and the GM agrees. Fairy Rings: You feel strange energy from a nearby fairy ring as it is in sync with the fey realm. While you are standing in it, you partially in the fey realm and gain +1 to all Speed defense rolls. Clumsy Dodge: A non-Elf enemy doesn’t have the same grace as you do. In trying to avoid your attacks, they twist an ankle, taking 2 points of Speed damage as well as normal Damage. Standing Stones: A nearby standing stone turns out to be a short term portal to the Fey. If a target

Elf (Mage Warrior) background Connection Roll a d20 or choose from the list of background connections on the table below. The result will help integrate your character into the setting by giving them a link to the world. You can also use the list to inspire your own unique backstory.

Roll

16

Background

Roll

Background

1

You have already been out in the world once, a century ago. This time, though, you promise not to fall in love with a mortal again.

11

You volunteered to scout out and spy on the local human nations. Your elders worry something dark is happening.

2

You are a classic-style poet who is planning to craft an epic that will stand the test of (elven) time.

12

Your youngest sibling is a talented wizard, but they feel that you were always the favorite.

3

Your mentor is a great warrior and general, but they fear your race is ignoring a glaring weakness.

13

The humans and their world fascinate you. You keep a diary of all the odd things they do.

4

You are an elven ambassador to not only humanity, but to other elven communities, who always offer hospitality.

14

Your parents are commoners, as far as Elves go, but they pressure you to stand out and rise. They doubt having adventures will help with that.

5

Humans may have come a long way in their weapons craftsmanship, but every sword is still judged in comparison to elven swords. Your hobby is to study the best human swords you can find.

15

Whatever is damaging the world has devastated your elven village and the surrounding forest. Along with having adventures, you are looking for a new home to adopt for your people.

6

You are betrothed to another and share an artfiact that lets you communicate to each other – and only to each other – once a day.

16

An older relative taught you your spells. Whenever you use them, they have to give you a critique, even if they are hundreds of miles away.

7

A long time ago, even by elven standards, a human king accepted an Elvish heirloom as a gift. You are keeping your eyes and ears open for any news on such a relic.

17

You don’t know who your parents are. You were left in a nest of petals and soft leaves at the entrance your elven colony.

8

Your elven village has a strange portal that tradition states must be guarded every day. Someday it will be your turn.

18

In your homeland, adventuring in the outside world is a rite of passage. Everything is exciting and new.

9

Your sibling is having visions that make them worried for you.

19

Two of your past lovers are now best friends. They recently decided to have a talk with you.

10

There is an elven enemy (Orc, Shadow Elf, Ghoul etc.) that has had premonitions of your impact on their plans. Many of them know your name.

20

You have recently awakened older memories from a previous life. At the oddest times, in the forest or near elven artifacts, you have the strangest sense of Déjà vu.

Mortal Fantasy can be pushed or tricked into being 5 feet or closer to it, the portal removes the target from your reality for a couple of rounds. When the target reappears, no time has passed for it.

Building Your Elf The Barbarian is built as a customized warrior type in the revised Cypher System Rulebook. The ability choices in each tier are tailored towards making the character feel like they came from a traditional fantasy setting. Preselected abilities are both bolded and listed first. Refer to the listed page number in the revised Cypher System Rulebook for the full text of each ability.

Elf Stat Pools Stat

Pool Starting Value

Might

10

Speed

10

Intellect

8

You get 6 bonus points to split among stat pools as you wish.

• Hedge

Magic (149) Package (181) • Combat Prowess (120) • Control the Field (121) • Improved Edge (151) • Overwatch (168) • Physical Skills (170) • Practiced in Armor (171) • Quick Throw (174) • Swipe (188) • Trained Without Armor (193) • Sensing

Second-Tier Elf Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Concussive Blast (121) • Force Field (143) • Hemorrhage (149) • Reload (176) • Skill With Defense (183) • Successive Attack (187)

First-Tier Elf First-Tier Elves have the following abilities: Effort: Your Effort is 1. Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0. Cypher Use: You may bear two cyphers at a time. Weapons: You become practiced with light, medium, and heavy weapons and suffer no penalty when using any weapon. Enabler. Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items. Special Abilities: Choose Hedge Magic and Sensing Package with two other abilities listed below. You may not choose the same ability more than once unless its description says otherwise. Full text for each ability is found in chapter 9 of the revised Cypher System Rulebook, at the page number in parentheses.

17

Gods of the Fall Third-Tier Elf

Sixth-Tier Elf

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Deadly Aim (125) • Distance Viewing (130) • Energy Resistance (134) • Expert Cypher Use (137) • Fling (141) • Lunge (159) • Reaction (174) • Seize the Moment (181) • Slice (183) • Targeting Eye (189) • Trick Shot (194) • Vigilance (196)

Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Again and Again (109) • Dragon’s Maw (131) • Finishing Blow (140) • Force at Distance (142) • Magnificent Moment (159) • Mastery in Armor (161) • Murderer (165) • Relocate (176) • Spin Attack (185) • Weapon and Body (196)

Fourth-Tier Elf Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Amazing Effort (109) • Capable Warrior (118) • Countermeasures (122) • Experienced Defender (136) • Experienced in Armor (136) • Feint (139) • Ignition (150) • Momentum (164) • Pry Open (172) • Snipe (183)

Fifth-Tier Elf Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Adroit Cypher Use (108) • Create (122) • Improved Success (152) • Fast Travel (139) • Jump Attack (156) • Major Illusion (160) • Mastery With Attacks (161) • Mastery With Defense (161) • Parry (168)

18

Mortal Fantasy Paladin Some hear not only a voice giving them a higher calling, but also the horn that calls them to a war against evil. Paladins are the front line of an organization’s fight against darker forces. Alone, a Paladin is a fighting machine who shines brighter when things grow dim. With others, they are the martial and spiritual backbone of a group – the first hero to swing a sword and the first to lay it down to help others. Within society at large, you are a role model that every good person or being looks up to, and as you climb up the tiers, you become a literal paragon.

Paladin PLAYER INTRUSIONS You may spend 1 XP to use one of the following player intrusions – or make up your own – provided the situation is appropriate, and the GM agrees. Radiant Aura: An enemy is blinded by your faith and leaves themselves open; the difficulty of their next attack is hindered.

Resonant Voice: The sky has opened up and put a natural spotlight on an NPC priest, pleading your case before an audience. Their effective level is +2 for this rousing speech. Reassuring Presence: Your faith and confidence inspires an ally and gives them 3 Might points.

Building Your Paladin The Paladin is built as a customized warrior type in the revised Cypher System Rulebook. The ability choices in each tier are tailored towards making the character feel like they came from a traditional fantasy setting. Preselected abilities are both bolded and listed first. Refer to the listed page number in the revised Cypher System Rulebook for the full text of each ability.

Paladin background Connection Roll a d20 or choose from the list of background connections on the table below. The result will help integrate your character into the setting by giving them a link to the world. You can also use the list to inspire your own unique backstory.

Roll

Background

Roll

Background

1

Your mentor is the priest who found you playing swords as a child. They offer you a cot when you visit.

11

You served in a navy with some prestige until you found your true calling.

2

You always thought your organization had the greater good in mind. Nowadays, you wonder.

12

There are hooded figures following you. Who are they and why do they have an interest in you?

3

Your little sibling has risen in the ranks faster than you. She’s younger, how is that fair?

13

As an innocent child, you accidently botched a sacred ritual. You have been forgiven, but you do get ribbed for it.

4

Your family is deep in scandal. Your service redeems them.

14

Your relative is innocent of a crime they are doing time for.

5

Your parents were Clerics, so you spent much of your young life constantly traveling to meet and serve people in the outlying villages.

15

Your siblings now have children. They are on a mission to get you a family life as well, even though it doesn’t make sense for your chosen path.

6

Your relative commanded the City Watch, but gave it up after encountering corruption. You idolize them.

16

There are times you feel a deep urge to do more violence than neccessary in combat.

7

Your old monastery has fallen on hard times. They have sent word asking for your financial help.

17

You spent time as a Cleric, but changed your vocation. Many are disappointed in you for that.

8

You have an older relative who had a much higher rank in the church. You keep it secret. Why?

18

You trained a squire and they eventually joined the order, much to the anger of their noble family.

9

You stood out in training and now there’s talk of having you take on a trainee soon.

19

Your merchant family is confused as to why you don’t embrace materialism like they do.

10

There are times you wonder what your life would be like without being in service to your order.

20

Several young villagers had a crush on you in school. Some still hope to marry you.

19

Gods of the Fall Paladin Stat Pools Stat

Pool Starting Value

Might

10

Speed

10

Intellect

8

You get 6 bonus points to split among stat pools as you wish.

First-Tier Paladin First-Tier Paladins have the following abilities: Effort: Your Effort is 1. Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0. Cypher Use: You may bear two cyphers at a time. Weapons: You become practiced with light, medium, and heavy weapons and suffer no penalty when using any weapon. Enabler. Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items. Special Abilities: Choose four of the abilities listed below. You may not choose the same ability more than once unless its description says otherwise. Full text for each ability is found in chapter 9 of the revised Cypher System Rulebook, at the page number in parentheses. • Bash (112) • Combat Prowess (120) • Control the Field (121) • Encouragement (134) • Improved Edge (151) • Overwatch (168) • Physical Skills (170) • Practiced in Armor (171) • Quick Throw (174) • Swipe (188) • Totally Chill (192)

20

Mortal Fantasy Second-Tier Paladin Choose Healing Touch one more ability listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Healing Touch (149) • Crushing Blow (123) • Hemorrhage (149) • Skill With Attacks (183) • Skill With Defense (183) • Successive Attack (187)

Third-Tier Paladin Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Deadly Aim (125) • Energy Resistance (134) • Experienced in Armor (136) • Impart Ideal (151) • Lunge (159) • Reaction (174) • Seize the Moment (181) • Slice (183) • Spray (185) • Trick Shot (194) • Vigilance (196)

from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Improved Success (152) • Jump Attack (156) • Mastery in Armor (161) • Mastery With Attacks (161) • Mastery With Defense (161) • Parry (168) • Suggestion (188)

Sixth-Tier Paladin Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Again and Again (109) • Finishing Blow (140) • Magnificent Moment (159) • Spin Attack (185) • Stimulate (186) • Weapon and Body (196)

Fourth-Tier Paladin Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Amazing Effort (109) • Capable Paladin (118) • Experienced Defender (136) • Feint (139) • Increased Effects (153) • Momentum (164) • Oratory (167) • Pry Open (172) • Snipe (183) • Tough As Nails (192)

Fifth-Tier Paladin Choose three of the abilities listed below (or

21

Gods of the Fall Ranger You may be motivated out of sense of duty and protection out on the edges of civilization or you understand animals and the laws of nature better than humans and the laws of the land. Either way, you’ve become a self-reliant person. The forest is both home and full of wonders to you, but also unexpectedly fragile at times. You protect, it provides. You’re not the muscle, but no one would mistake you for anything other than lethal. It could be your bow, your swords or the creatures that you “control.” (You’ve given up on explaining that it doesn’t work like that.) You also have a nurturing side, but even if you don’t understand the average human, the crew you work with may be the exceptions. You’re their guardian angel, warning them of the dangers from the environment and the ambush up ahead. In society, you represent a

response, a roving antibody to the illnesses that attacks Nature. A higher-tier Ranger become more skillful, can gain nature magic, reach higher levels of combat and become more self-sufficient in the process.

Ranger PLAYER INTRUSIONS You may spend 1 XP to use one of the following player intrusions – or make up your own – provided the situation is appropriate, and the GM agrees. Lucky Break: In their effort to outpace you, a target accidentally marks themselves with a facial scar or a limp. This eases your next task roll to track or canvas the local area. Snared: The opponent is unaware of an old trap that’s just behind it. After stepping into it, Your opponent is distracted and can’t use any special powers that require an action for a round.

Ranger background Connection Roll a d20 or choose from the list of background connections on the table below. The result will help integrate your character into the setting by giving them a link to the world. You can also use the list to inspire your own unique backstory.

Roll

22

Background

Roll

Background

1

You were a promising blacksmith’s apprentice, which started your passion for weapons. You love the land first, but steel toys are a close second.

11

Somewhere you hide a brand on your skin. In your youth, you made several bad decisions and were caught as a criminal. You tell yourself that’s all behind you now.

2

You served in the army with some prestige.

12

Your sibling has a disease and you are searching for a cure.

3

You have met several woodland entities, Druids, dryads or trents over the years. They aren’t friends of yours, but they aren’t enemies.

13

You were an awkward child and didn’t blossom until you left to become a Ranger. While rumors of your legend make their way back home, no one believes them.

4

You were in the city guard, but you gave it up after encountering corruption on the watch.

14

Your hatred of outlaws (or orcs, or etc.) comes from surviving a kidnapping in your childhood.

5

You have a membership in an obscure adventuring guild.

15

You tell no one, but you secretly yearn for the city again. Or at least a hot bath.

6

Your sibling is lower-level nobility, and wishes you could protect them in court like you protect the woods.

16

You know of an entrance into the Fey Lands/Dream Time. Crossing that threshold rightly scares you.

7

You used to be the best village hunter, they still adore you for it back home.

17

You make some money on the side as a guide or a scout working for caravans or small groups of travelers.

8

You don’t bring it up, but you are part of a prestigious family, possibly an heir, who may have upcoming obligations.

18

You helped a Duke or Count at one time and now Bards sing your name on occasion.

9

One of your parents is a Druid, which is where you got your love of the woods and nature.

19

Your sibling owns an inn at a crossroads. You eat there for free.

10

You’re part of a larger order of Rangers that trained you. Now they are making more demands than you expected, maybe even up to spying on others.

20

One of your siblings distinguished themself in the service. As far as the family is concerned their shining light puts you in their shadow.

Mortal Fantasy Rain and Leaves: The forest floor is slick due to recent rainfall. While you glide about, your foe is slipping around, and their Speed Defense is hindered.

Building Your Ranger The Ranger is built as a customized explorer type in the revised Cypher System Rulebook. The ability choices in each tier are tailored towards making the character feel like they came from a traditional fantasy setting. Preselected abilities are both bolded and listed first. Refer to the listed page number in the revised Cypher System Rulebook for the full text of each ability.

Ranger Stat Pools Stat

Pool Starting Value

Might

10

Speed

9

Intellect

9

• Quarry

(173) Experience (137) • Block (115) • Danger Sense (124) • Endurance (134) • Find the Way (140) • Fleet of Foot (141) • Improved Edge (151) • Knowledge Skills (157) • Eyes Adjusted (138) • No Need for Weapons (166) • Physical Skills (170) • Practiced in Armor (171) • Sense Ambush (181) • Surging Confidence (188) • Trained Without Armor (193) • Exploratory

You get 6 bonus points to split among stat pools as you wish.

First-Tier Ranger First-Tier Rangers have the following abilities: Effort: Your Effort is 1. Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0. Cypher Use: You may bear two cyphers at a time. Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Weapons: You may use light and medium weapons without penalty. You have an inability with heavy weapons; your attacks with heavy weapons are hindered. Special Abilities: Choose Exploratory Experience and Quarry, along with two other abilities listed below. You may not choose the same ability more than once unless its description says otherwise. Full text for each ability is found in chapter 9 of the revised Cypher System Rulebook, at the page number in parentheses.

23

Gods of the Fall Second-Tier Ranger

• Capable

Choose Beast Companion and three other abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Beast Companion (112) • Curious (123) • Danger Instinct (124) • Enable Others (133) • Eye for Detail (138) • Foil Danger (142) • Hand to Eye (148) • Investigative Skills (155) • Quick Recovery (173) • Range Increase (174) • Sense Ambush (181) • Skill With Defense (183) • Snipe (183) • Stand Watch (186) • Travel Skills (193)

• Expert

Third-Tier Ranger Choose Animal Senses and Sensibilities and two other abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Animal Senses and Sensibilities (109) • Controlled Fall (122) • Deadly Aim (125) • Obstacle Running (167) • Practiced in Armor (171) • Resilience (176) • Run and Fight (179) • Seize the Moment (181) • Skill With Attacks (183) • Think Your Way Out (191) • Trapfinder (193) • Wrest From Chance (200)

Fourth-Tier Ranger Choose Experienced Finder and one more ability listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Experienced Finder (136)

24

Warrior (118) Skill (137) • Experienced in Armor (136) • Increased Effects (153) • Read the Signs (174) • Runner (179) • Stronger Together (187) • Subtle Steps (187)

Fifth-Tier Ranger Choose Hunter’s Drive and two other abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Hunter’s Drive (149) • Expert Cypher Use (137) • Free to Move (143) • Group Friendship (147) • Greater Skill With Attacks (147) • Jump Attack (156) • Mastery With Defense (161) • Parry (168) • Physically Gifted (170) • Take Command (188) • Vigilant (196)

Sixth-Tier Ranger Choose Multiple Quarry and two other abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Multiple Quarry (164) • Again and Again (109) • As If One Creature (110) • Inspire Coordinated Actions (154) • Mastery With Attacks (161) • Negate Danger (165) • Share Defense (181) • As If One Creature (110) • Wild Vitality (198)

Mortal Fantasy Rogue Cutpurse, cat burglar, or dungeon specialist, the job title of Rogue covers a wide range of skills – and a wide range of ethical boundaries. From desperate orphan to bored royalty, any motivation can spur people into the thrill of the con. Most of these characters will tell you that they are quite self-sufficient, which is a bit of a delusion. A Rogue is only as good as their resources, be it a talented specialist, a way to get just the right tools, or even an extra set of eyes as a lookout. Thus, they thrive as part of a group, especially if they can get their crew to be part of the gig. A higher-level Rogue can stand on their own, in the shadows, as a lethal assassin. But by then the cons are even bigger and assassination is just one part of the Great Game.

Rogue PLAYER INTRUSIONS You may spend 1 XP to use one of the following player intrusions – or make up your own – provided the situation is appropriate, and the GM agrees. Welcoming Dark: Being chased, you dart into a dark alley. After the bright sunlit streets, your pursuers are hindered in spotting you when you attempt to hide. Crowds and Crates: If you suspect that you are being followed or are in the middle of a chase, the street traffic and clutter slows your target’s movement by half, and attempts not to lose you are hindered. Like Home: Having taken them to this location several times in the day, tonight, three of your allies can weave their way through this spot without bumping into things.

Rogue background Connection Roll a d20 or choose from the list of background connections on the table below. The result will help integrate your character into the setting by giving them a link to the world. You can also use the list to inspire your own unique backstory.

Roll

Background

Roll

Background

1

Your deepest secret is that your family is rich. This is your thrill-seeking hobby.

11

Your parents run a boot store as a front for the local guild. You get a discount.

2

You were abandoned on your mentor’s front door. You left on bad terms because they figure you owe him your life… well… for life! He’s still hunting for you.

12

Years past, you tried to turn your illegal skills into a performance act. It did better than expected and you had fans before your old mates asked you to “retire.”

3

Your merchant family was going bankrupt, but your career change saved them. They hate you for it.

13

You have an older sibling in the military. They are ashamed of you.

4

Someone in your family is more supernatural than anyone suspects. It won’t be good if you out them.

14

You have an relative in the town guard. They want you to spy for them in the local guilds.

5

You were a promising student, and now you teach. Your guild wants you back to teach the next generation.

15

You have found that your skills are much more lucrative on the road than they were back in the city.

6

You were once a bodyguard to a crime lord. You left with less-than-stellar references.

16

Your siblings are in financial trouble. They could use your help, or your cash.

7

Your career lets you travel, far away from your secrets.

17

A crazy man on the street claimed that you were the Chosen One. Chosen for what?

8

It’s so easy to gamble at an inn, and you always have dice on you. You owe some not-so-nice people.

18

You used to have a partner, but getting romantically involved complicated things.

9

There is a master of disguise who has your face in their repertoire. Their last caper still haunts you.

19

Your family is hiding a secret – one of them killed a noble once. But why?

10

You used to be a baker, which is your best-kept secret. It makes for a nice cover when casing a place.

20

You hold one-fifth of a treasure map. You don’t know what happened to the other four pieces.

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Gods of the Fall

Building Your Rogue The Rogue is built as a customized explorer type in the revised Cypher System Rulebook. The ability choices in each tier are tailored towards making the character feel like they came from a traditional fantasy setting. Preselected abilities are both bolded and listed first. Refer to the listed page number in the revised Cypher System Rulebook for the full text of each ability.

Rogue Stat Pools Stat

Pool Starting Value

Might

9

Speed

10

Intellect

9

You get 6 bonus points to split among stat pools as you wish.

First-Tier Rogue First-Tier Rogues have the following abilities: Effort: Your Effort is 1. Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0. Cypher Use: You may bear two cyphers at a time. Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Weapons: You may use light and medium weapons without penalty. You have an inability with heavy weapons; your attacks with heavy weapons are hindered. Special Abilities: Choose Stealth Skills and Surprise Attack and two more abilities listed below. You may not choose the same ability more than once unless its description says otherwise. Full text for each ability is found in chapter 9 of

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the revised Cypher System Rulebook, at the page number in parentheses. • Block (115) • Danger Sense (124) • Decipher (126) • Endurance (134) • Fleet of Foot (141) • Improved Edge (151) • Knowledge Skills (157) • Legerdemain (157) • No Need for Weapons (166) • Opportunist (167) • Stealth Skills - preselect (186) • Surprise Attack - preselect (188) • Surging Confidence (188) • Trained Without Armor (193)

Second-Tier Rogue Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Curious (123) • Danger Instinct (124) • Enable Others (133) • Escape (136) • Eye for Detail (138) • Find an Opening (139) • Foil Danger (142) • Hand to Eye (148) • Impersonate (151) • Investigative Skills (155) • Practiced in Armor (171) • Quick Recovery (173) • Range Increase (174) • Skill With Defense (183) • Stand Watch (186)

Mortal Fantasy Third-Tier Rogue

• Jump

Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Acrobatic Attack (108) • Controlled Fall (122) • Evanesce (136) • Expert Cypher Use (137) • From the Shadows (144) • Gambler (144) • Inner Defense (154) • Obstacle Running (167) • Run and Fight (179) • Seize the Moment (181) • Skill With Attacks (183) • Stone Breaker (186) • Think Your Way Out (191) • Trapfinder (193) • Wrest From Chance (200)

• Mastery

Attack (156) With Defense (161) • Mask (160) • Parry (168) • Physically Gifted (170) • Vigilant (196)

Sixth-Tier Rogue Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Again and Again (109) • Exploit Advantage (137) • Mastery With Attacks (161) • Thief ’s Luck (191) • Spin Attack (185) • Spring Away (186)

Fourth-Tier Rogue Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Acrobatic Attack (108) • Ambusher (109) • Answering Attack (110) • Better Surprise Attack (113) • Experienced in Armor (136) • Expert Skill (137) • Increased Effects (153) • Outwit (168) • Read the Signs (174) • Subtle Steps (187) • Tumbling Moves (194)

Fifth-Tier Rogue Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you may replace one of your lower-tier abilities with a different one from a lower tier. • Assassin Strike (110) • Adroit Cypher Use (108) • Free to Move (143) • Group Friendship (147)

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Gods of the Fall

Adding the Fantastical The essence of recreating your favorite fantasy world is to get the feel of the setting that you want for your game. Trying to chase down an exact mathematical conversion may be a fun exercise,

but is ultimately a Sisyphean effort. The best strategy is to prioritize what feels important to you. This can generally be done a few different ways.

Races as Descriptors In Cypher, a PC can be from any race if there is no mechanical benefit from it. It’s not much different than in many fantasy RPGs where racial bonuses are very minor and become mostly forgotten as the power level increases. The first option is to have your players use their Descriptor for your race. The Cypher System Rulebook already offers the Dwarf and Elf, while the Halfling (as well as Vampire) is covered in the Strange Glimmer, Alternate Origins. Here are some new Descriptors as racial options for your own game.

Demonic Bloodline At times, there is a dark charisma about you and your skin is a bit more reddish than it should be. You know all about temptation, you constantly feel

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the pull to say mean things, sow a little discord, and then watch the fun. Insightful: +2 Intellect Manipulative: You’re trained in using special abilities that influence the minds of others. Takes One to Know One: You’re trained in defense rolls to resist mental effects. Liar: Answering a direct question without at least slight embellishment or sarcasm is difficult. Attempts to do so incur an Intellect roll, which is hindered by one step. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. 1. You want to (figuratively) raise some hell, so you volunteered to help. Gold wouldn’t hurt, though.

Mortal Fantasy 2. You won’t admit it, but you were thrown out of your hometown for your mischief. You are trying to help out with these folks as a form of redemption. 3. Your parents vanished. A sponsor offered a clue if you helped with this adventure. 4. You are on the warpath against demons and their taint in your blood. This adventure is your first step to becoming a demon hunter.

Divine Bloodline When you are happy there seems to be a slight, literal glow about you. You often get invited over to share a meal or just to pray. You feel a higher calling to do good in the world and make a difference, and there is only such a short time, a mortal lifespan, to do it all in. Resolve: +2 Might; Blessed: You’re trained in all tasks involving positive or pleasant social interaction. Insightful: You are trained in discerning people’s true motives or seeing through lies. Good Heart: Being deceptive is against your nature. The difficulty of any task involving deception or persuasion is hindered by one step. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. 1. You have already been traveling to help right wrongs. Something led you to this group, was it a higher power? 2. You heard there were people who needed help and you live just down the road. 3. You get visions that lead you to where you can

do the most good. They led you here to this group of heroes. 4. When someone needs help, you come. It’s what you do, though you feel that you get taken advantage of sometimes.

Draconic Bloodline You always feel power coursing through you. Your kind are usually tall, though some are skinny and others are massive. You’ve never been sick a day in your life, and sometimes your skin takes on an iridescent sheen when it’s wet. Your main weakness is gold, you’d collect piles of it if you could, but part of you knows that’s impractical – for now. Preternatural: +2 Speed: Dragon’s Heart: You halve the time it takes to make a recovery roll (minimum one action). Hidebound: +1 to Armor. Claws: You have claws that are light melee weapons. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. 1. You see yourself as a protector of those around you. You became embroiled in the adventure when you sensed danger. 2. One of your kin is an oracle. They told you that your true destiny starts with adventure. 3. You dream of flying and are looking for a spell that will give you wings. You are hoping this adventure will give you the cash and clues you need to get closer to that goal. 4. The Draconic Bloodlines have many secrets. You hope to find one on this quest.

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Gods of the Fall

Goblin Bright green and always amusing yourself with a goblin sense of humor, if there is one race that never gets any respect it’s yours. Admittedly, it’s a well-deserved reputation, as many goblins are thieves or bumbling minions, although some have managed to become minor villains. There are those, however, whose version of perverse “gobbin” humor becomes so twisted that they find it a delight to subvert a “biggin’s” expectation of what a goblin is and become forces for good in their own right. Some of these goblin heroes are bunglers at the task, some are deadly assassins with hearts of gold and others are sidekicks with delusions of grandeur. Some of your kind consider these folks freaks, but they just don’t get the joke. Spastic: +2 to your Speed Pool. Jumpy: You’re trained in initiative actions (to determine who goes first in combat). Sneaky: You’re trained in stealth-based tasks.

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Coward: You’re trained in running actions. Bow-legged: You’re dexterous but not fast. The difficulty of all movement-related tasks is hindered by one step for you. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. 1. These fellows look like proper hero types. Perfect coattails for you to be riding on. 2. You managed to fool some people into thinking you are a local guide. You can explain the “mix up” later. They’ll see you are hero material by then. 3. This crew you’ve spotted needs so much help, they’re green (figuratively) and you can give them so much help. 4. You heard about the troubles around here before the humans showed up. But these guys might be alright because they’ve accepted you. The other groups didn’t even give you a chance.

Mortal Fantasy Gnome You are short with big eyes and a talent for lesser magics. Your kind has often wondered what the big deal is with the other races. All of them seem to be racing around and trying to build empires or do something dramatic. You understand this in humans because they live such a short time( your people regularly live over 150 years) but it doesn’t explain why Dwarves act that way. Sometimes Elves seem to understand you, though. Gnomish life is more laid back, There is plenty of time to perfect one’s spells… or cooking. There’s nothing that a clear mind and good humor can’t fix. If things get too wearisome with these large, over anxious types, you can always go back to your burrow-ville and draw strength from your family. Adept: +2 Intellect; No Illusions: You are Trained in seeing through illusionary spells. Spellcaster: You can perform the following spell. Static Image (1 Intellect point): You create a single image of a creature or object within immediate range. The image must fit within a 5-foot cube. The image can’t move and it lasts for five minutes, but if you want to change the original illusion

significantly— such as making a creature appear to be wounded—you must concentrate on it again (though doing so doesn’t cost additional Intellect points). If you move beyond immediate range of the cube, the illusion vanishes. Action to create; action to modify. Stubby legs: You’re dexterous but not fast. The difficulty of all movement-related tasks is one step higher for you. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. 1. You are a local guide and have been asked to help out. You could do with a bit of adventure for while, though. 2.Your journal is looking pretty predictable – no one will ever read that! You joined in hopes of filling it with grand stories. 3. You are wanting to create a new spell, and you’ve heard there’s spell components you can find near here. Joining this group will be a good way to scout around and pay for your travel at the same time. 4. The other races fascinate you and you’ve joined this group to learn more.

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Gods of the Fall Half Orc Life has always been a war for you. You feel your two halves fight each other every day. You see the humans shrink back in fear and sometimes you like it. Other times you see orcs look at you in pity and you want to crack skulls to teach them an object lesson in respect… and fear. You’re a mean, green, fighting machine, just looking for someone to point you in the right direction. Orc Ancestry: +4 Might; Braced for the Blow: You are trained in Might defense; Not Picky: You are considered trained in survival Outsider: You have no social graces. The difficulty of any task involving charm, persuasion, etiquette, or deception is hindered by one step. Additional Equipment. You have an extra heavy weapon. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. 1. Being hired muscle may be hard work, but it’s easy on the brain. Your human side gets you thinking too much. You bodyguard another PC. 2. One of the other PCs is secretly your sibling. You are coming along to keep them safe. 3. Your family is unjustly involved in this adventure because of their reputation for taking you in. 4. You need cash and accepted this gig because you’ve run away from home.

The Hollowed You know that the Hollowed once ruled the known world and the lands beyond. Some ancient texts suggested the rule extended even further to the stars or other planes of existence. Despite all of your kind looking like tall, attractive people, they claim an ancestry of being something more than human and many of your relatives (behind closed doors) lament having to live among lesser creatures in the forgotten ruins of your ancestors’ past glories. Hubris and dealing with darker forces is what laid your kind low. Worse yet, the final cataclysm that wiped your empire off the map, stole your own people’s name from their tongue. Great swaths of your history, technology and magic are

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also missing. Gutted by this loss of knowledge, they gave themselves a new name – the Hollowed. There are very few true Hollowed bloodlines left and it’s getting harder for your families to find and make arranged marriages, giving Hollowed youth like you one more reason to have wanderlust. Others of your kind also search for lost knowledge and any clue to regain their lost glory. Inheritance: Intellect +2 Sense Energies: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for one minute to get a feel for whether a mystical touch is at work. Binding Powers: When using magic, you may choose to weaken your victim’s defenses. Whenever you deal spell damage, you may chose to do 2 fewer points of damage to decrease the difficulty of your next attack against that target by one step. Corruption: When you fail a defense roll to avoid Speed damage, take 1 extra point of damage. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. 1. You have heard of Hollowed ruins in the area, but you have had no luck finding them so far. In the meantime, you need to eat, and hope this latest caper will keep you going until your luck changes. 2. You’re an orphan, but one of the PCs has a lead on others of your kind. 3. With your knowledge of things past, you’ve been recruited to help the group in the latest escapade. 4. You need more research on a spell or weapon from your people and you are hoping this latest turn of events will get you one step closer.

Mortal Fantasy

Crews If you don’t want them to devote one third of their PC to a racial concept you can just let them have two descriptors, one for race and one for their concept. Or if the whole group comes from the same demi-human background (Dwarves, Elves, Demon Bloodline and Goblin seem to be popular choices), you can create Crews, a new character aspect. Crews bring minor bonuses, skills and the advantage of Connections that the group shares as part of their team. The GM can assign a Crew aspect to the party or players can vote on their favorite. Each player get their individual bonus and skills. Since everyone is getting the same minor benefits, it all balances out. Connections are a shared resource that may be used twice per session (within reason). There may be times where Connections can’t be accessed or relied upon. It’s easier to think of Connections as providing opportunities, not guarantees, for your party.

As an example of a Connections, the players may be part of a law enforcement agency who are able to call up legal powers in their own backyard, but once they are out of their jurisdiction, they are citizens like everyone else. Crews can also represent a more in-depth version of a particular race in your campaign.

Goblins Crew Everyone enjoys a good giggle. Especially when it comes to a prank that involves humans missing their limbs. Intellect Pool: +2 Benefits: Trained in Stealth, Trap Making and Goblin Alchemy. Inability: Relying more on stealth and smarts, goblins have -4 to their Might pool Connections: The local Goblin crews know where to find the best junk for spare parts and the best herbs for tasty poisons. They also know the best places to hide… except when they happily give you up so as to make peace with the local humans.

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Gods of the Fall Half-Orc Crew The love of overcoming conflict sings in your blood. Even those who embrace human ways express their cunning and victory, just with more subtle methods. Might Pool: +4 Benefits: Trained in the Intimidation skill and Practiced with either the light or medium Orc Axe. Inability: Humans are so annoying and they think they are so smart. Pffft. Social interactions with humans are hindered by one level. Connections: If you are willing to show strength or how it may benefit an Orc in the short term, you might convince one or two Level 2 orcs to go along with your plans. If they get hurt, it’s their fault.

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Cypher or Artifact While looking over magic items from other sources, most work as described in their original text, though some should really be Artifacts instead of Cyphers. But now it’s your call how long you want an Artifact item to remain in your game. The chart below helps you determine how quickly an Artifact will Deplete in your campaign.

Chances of Artifact Depletion Depletion Roll

Percentages

1 on 1d6

17%

1 on 1d10

10%

1 on 1d20

5%

1 on 1d100

1%

Mortal Fantasy

Changing the Fantastical Toys and Tiers The joy in high fantasy role-playing is in seeing your PC go from lowly peon to powerful warlord or wizard. Even though the Cypher system trends towards a larger, more epic scale, here are some suggestions to make your group’s PCs less – and more – powerful. You can use one or more of these options to give your game a more dramatic feel of advancement than your typical Cypher game.

level of Cypher Use back to a PC when they reach the next Tier. This will feel especially iconic when the Adept gets their third cypher after everyone else has already maxed out at two. The GM can either make this an automatic reward for achieving the next Tier, or provide it as a fifth advancement option. Overall, making a curated list of cyphers always helps to craft the atmosphere of the campaign.

Starting with no Cyphers

Tier Zero

Using cyphers has a learning curve. New players often forget them while experienced players fully embrace how to use their crazy cypher powers on a regular basis. And they do add a new level of power; with a few lucky rolls a few cyphers can provide more damage output than the PCs themselves. The core book offers the option of substituting the ability to bear a Cypher slot for a skill. To add to the zero part of the “zero to hero feel,” a GM could start a campaign with no cyphers and 2 or 3 additional skills related to the PCs currently mundane life, such as farming, blacksmithing, writing, or basic construction. The hero part can be introduced by giving a

The eyes of first-time Cypher players always light up when they see the crazy options they can get as foci. Now, imagine their excitement if your players had to wait before they could actually get access to it. A tier zero PC has only their descriptor and type at the beginning of the game. How long players have to wait until they reach tier one is up to the GM’s designs for the campaign. It might be only for a session or two as the PCs play through an origin story of sorts, or a GM may make players earn and use XP as they do for any other tier. This might make for a slightly stronger crew, but it’s also balanced by a slightly weaker focus level.

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Gods of the Fall Heroic Tiers Starting at tier three, a GM can assign power shifts as a reward for reaching a tier, starting with one power shift at tier four.

Power Shifts Tier

Power Shifts

4

1

5

2

6

3

At these levels of power, though, the GM should acquaint themselves with the Evening the Odds sidebar in the Cypher System Rulebook to understand the mindset of using Power Levels.

Tiers Above Six Many tropes about high level fantasy gaming have the PCs calling upon epic forces as they take on the literal powers of Hell and Heaven. As PCs reach these dizzying heights of might and magic via power shifts, a GM can give them even greater challenges by cranking up your campaign’s difficulty levels to 15. What do those extra levels mean? What’s the difficulty level for marshalling energies to open a portal to other dimensions? The short answer is: whatever the GM needs Level 15 to be for their campaign. While the first 10 levels are fairly straightforward, there’s no reason you can’t make the next five levels exponential, climbing to whatever godlike feats a GM wants to make possible in their world. Level 13 Might could lift a house for one GM’s game, but in another game it could lift a castle.

Foci If your crew tends to think of types as classes, you can explain foci as a theme your character specializes in and that their concept should really carry both in mind. A good list of approved foci is like a good menu at a restaurant. It should give your players an idea of the type of campaign you want to run and how crazy it’s going to get. While some might want to do a separate focus list for each type to reinforce the fantasy

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archetypes, a GM could design a world that explains why some PCs might be warriors with more exotic powers. Foci like Wears a Sheen of Ice or Bears a Halo of Fire, could be found in those of an elemental bloodline while Howls at the Moon is a curse. Other unusual type/focus combos might be more mundane, such as a Swift Adept who Works The Back Alleys. But it allows you to finally play that guttersnipe who made good at the mage college. You can even have a PC change or modify their focus (and descriptor) over time to represent big changes in a PC storyline. The king or the mage guild may find our guttersnipe mage’s background makes them the perfect spy and now they are a Swift Adept who Is Licensed To Kill. You can also find some great fantasy flavored foci such as Follows the Code of Bushido, Haunts the Rooftops, Inks Spells on Skin, Masters Foot and Fist, Quells Undead and Names in The Strange book, Worlds Numberless and Strange. This book also has some great fantasy-flavored artifacts as well.

Forgoing PC Connections While establishing PC ties before the game even begins has always been a great idea, (and when you’re playing Cypher, it’s baked into your character) it’s also a tradition to have the characters meet each other during the first session – usually at a pub or inn. (One that’s fireproof is even better.) You can get inspiration for meeting spots from your type’s background roll or use the chart below for some additional ideas.

XP in Your PC's Life. Most fantasy RPG adventures are populated with combat encounters along with lots of treasure in order to provide an XP grind to level up. (This is a major difference in how XP is awarded to Cypher players.) This means that many encounters are highly optional in relation to the story. If your crew is short on time for the night, then you can probably skip half a floor of the dungeon. But otherwise, let it ride when the crew is having fun knocking undead heads together.

Mortal Fantasy

Some other considerations for adapting rewards and XP: Some Cypher System XP is geared to discovery and exploration so giving 1 XP when they uncover a clue for the adventure is a natural fit. You can also give 2 XP when the players, not the PCs, solve a particularly tough puzzle. You can give players XP when they excel in being creative, such as when players submit indepth backgrounds, explain how their research will create their next tier of spells, or expand on a NPC relationship (marriage, business partnership, blood oath, etc.)

can also decide that milestones come at a regular pace, like once every two gaming sessions, to keep the power level of the game going at a regular rate (and gives a campaign increasing tension, like a ticking clock, as the sixth, and final, tier approaches. On the other hand, a GM could also use milestones to make a campaign last longer by doling out advancement over a longer period or establishing that it takes all five advancement types to reach a new tier. At its heart, Cypher is an experimental game, so go forth and experiment!

Milestones

Cyphers and Treasure

The usual assumption is that players will spend half their XP on advancement and the other half on other XP rewards (rerolls, short-, medium- and long-term rewards.) Many players new to Cypher focus more on advancing and sometimes create a gap between their PCs and other PCs. This is addressed in the Cypher System Rulebook. Optional XP, where players can only use xp earned at the end of the adventure for advancements. (XP earned through GM intrusions can be used for immediate, short, medium and longterm benefits.) But you can take this a step further by just having the GM award advancements when they feel the party has achieved a milestone in the story or made a grand twist or discovery. A GM

It seems natural to clump some cyphers from a creature’s loot into a treasure horde but to do so means that PCs will end up with more cyphers than they have slots for. Depending on your world, there can be in-game reasons for surplus cyphers to either vanish or attract unwanted attention. In most fantasy games, however, there’s always another treasure chest around the corner. It’s easier to hold off on giving out cyphers until there are open cypher slots. Then simply seed the next upcoming treasure with cyphers as needed. So depending on what the heroes need, the next ceremonial sword found in the dragon’s horde can be worth a pretty penny, or it can also be a cypher, but a GM isn’t locked into either until the group needs it.

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Gods of the Fall

Gods of the Fall Gods of the Fall is a unique setting that makes room for new races such as the Sleen and the Taran. Of Elves and dwarves, only their names remain – either misapplied to strange creatures and things or as a unsettling clue to their ultimate fate, hints that these races existed sometime in a forgotten, bygone age. As for Clerics, the need for a dedicated healing type is not as strong in the Cypher System as it is in other games, making the Cleric type more of an secondary choice. But the flexible and epic nature of the Gods of the Fall setting gives you several great options on how to bring these races and Clerics into your campaign.

Elves and Dwarves The beauty of the Gods of the Fall setting is that there are several ways to bring these two races back into the setting for your games.

The Deeps Not every single mile of The Deeps has been mapped or even explored. These lethal areas force the Guilds to chase down the easiest pockets of wealth. Only when a cache has been tapped out do the guild members risk their health, and sanity, to find a new haul. Either, or both, races could be encased in amber on the Second Deep, prisoners of the Keelesh on the Third Deep, living in self-imposed exile among the other strange races of the Third Deep or sacrificing themselves as islands of sanity within the Fourth. To be honest, the truest version of The Deeps in your game shouldn’t be open knowledge to our players at first, letting them, and their PCs, discover their wonders and terrors first hand. And a GM is given full license to create their own version of the slowly reviving Deeps whether they contain hidden elven races or not.

Ruinscape The constant energies, curses and Raver activity are tearing through the veil and opening up the Aether to allow others to come through. Such rifts may only drop a few victims into the Afterworld or they might shatter into a full breach that allows whole armies through. Now the tables are turned on the Elves and dwarves. Instead of being races that can point to a long history before humanity stopped throwing rocks at each other, they are the newcomers exploring an unknown world.

They Never Left A GM can decide that Dwarves and Elves were native races to the Afterworld – and suffered for it like their human cousins. Elves. When Elanehtar fell from the sky, the Elves only had minutes to respond with emergency measures. In the hearts of what are now the Dead Wood, Maledra Forest and the

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Mortal Fantasy Goblin Wood, stone domes flashed into existence, followed by desperate glamours to hide them. The Elves haven’t been seen since and have already become part myth as the world still reels from the cataclysm. Nulumriel did her part, playing the long game by rewriting history with a team of bibliomancer minions. Now she’s stuck in a quandary. She wants her officers to be savvy enough in spotting elven interference, but still ignorant enough that they don’t become intimidated by the race’s reputation of being god worshipers with a strong inclination for magic and do-gooding. The domes, however, are now cracking open and the lives inside are slowly reviving. Seeing what has been wrought during their stasis will emotionally devastate many Elves and cause division among the survivors. Some will go mad with grief, but others may look for retribution. Perhaps there are those who will ridicule the adherents as followers of the gods who failed the land. Still others fear that the new gods – none of yet a century old – will not have the wisdom to right the wrongs. And lastly some Elves will blame humanity’s need to interfere, yet again. But then again those Elves would blame humanity no matter what. It will take calm heads and strong leadership to lead the Elven race. The starting adventure could easily be placed near one of these domes. Dwarves. The Krakens mountain range were reshaped overnight with most Dwarven mines and settlements being obliterated within minutes, crushed by the shifting rock. A few surviving installations were also devastated by the loss. These settlements are constantly wary as they are easy targets for Nefar and Imperially mandated miners with military escort. Though they do not hear her voice, dwarven priests still pray to Anvil for guidance. What keeps their strength is that miracles still come to them every day. There are far fewer dwarves these days, but now they are a stronger race – one building for the coming war. The days for mining for gold and silver can wait until they have enough iron – and allies – to beat back their enemies.

Clerics The general concept of the Clerical archetype, a holy person whose miracles are fueled by divine will, is at odds with the situation at the start of a Gods of the Fall campaign. But there are several ways to tackle the challenge until new gods are ready to bestow their favor upon dedicated mortals. Cyphers. A GM can allow a cypher to be sacrificed to fuel Clerical type powers until the power of the divine grows strong enough in the game to be self-sustaining without cyphers – probably with the PCs giving their chosen deities some personal support along the way. Mistaken identity. A Cleric gets their powers from the same wellspring as the rest of the magic in the Afterworld. And there is quite a bit of it, with every commoner knowing a knack or two. Anyone claiming their power comes from a higher source are merely mistaken or confused. Natural growth and questing. Recurring visions and the Cleric’s first hints of power at tier 1 simply represent the first part of the PC’s journey to finding their chosen deity, whether they be an old hidden (or sleeping) goddess or newly minted deific being who is out there somewhere ready to be found. Not many holy people get the chance to be the first prophet of their god.

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Gods of the Fall

Adventure: Ruins of Memri The Gods of the Fall world is a setting in the direst need of heroes. It’s a land that lacks both mercy and divine beings to guide acts of mercy. It is brimming over with misery without any divine intervention. There are new gods out there, but they are not yet numerous enough, or strong enough, to help. A mortal soul can still make all the difference. There are plenty of wrongs to be righted and in the end, maybe there needs to be someone who can remind the new gods of their place and their growing responsibilities. Ruins of Memri is a tier 1 adventure that can be a great introduction to either a mortal Gods of the Fall game or for a tier 1 demigod game. If a GM wants to start their game on familiar ground, but then have their players discover a unique fantasy world, the Monte Cook Games’ Gods of the Fall has the perfect spot for the campaign’s opening chapter. The Lost Valley was “lost” on purpose centuries before the divine catastrophe. The security on the borders has two layers, distant watchtowers hidden on the high cliffs, sentries who know the secret ways back in. The second layer are roving patrols who have been memory wiped of those secret ways, hoping a guide from the watch tower will help bring them home. What the Lost Valley leaders don’t tell anyone is that the patrols are often used as an excuse to dump troublemakers out into the wild. If they find a new home or become a victim of the Nefar (orcs), it doesn’t matter to the council. Many times, those that do manage to return have a new-found appreciation for the safety for Lost Valley and stop

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asking questions about the old traditions. But now with the mysterious debris of heaven scattered across the land, all it takes is the wrong divine cypher to go off and the Lost Valley memory charms can become permanent. That’s where our story begins. The party wakes up to find themselves laying on the ground looking up into a, dark raging sky, their memories jumbled as they barely remember their home, a grand vertical city inside a mountain. The rain and recent mud have erased any tracks that would help the party backtrack. The crew are arranged in an irregular circle, all of their feet are pointing towards the center in which stands a four-foot tall crystal. Closer examination reveals the crystal is hollow, and collapses if barely touched. Within sight are several standing walls on the edge of a forest. The first wall has a bas relief pattern that evokes the look of very tall, narrow buildings stacked on top of each other. The grass is tall between the walls, some of which share a roof. The ancient ruin comes from before the current divine age, being uncovered by the geological upheaval from the Fall forty-two years ago. With its rise up to the world, it brings forgotten technology, the Nephilim, which are precursors to the sentient Seraph automations that live in Iron City. The parts of a Nephilim are scattered across the adventure. The PCs can not only uncover this divine tech, but also assemble one for themselves. Several foci and skills can be used to attempt the assembly with the Difficulty Level at a 5.

Mortal Fantasy When assembled and ready, the creature can serve as a companion who can be used as an asset in combat or other tasks. As a GM, one can have fun with the personality for the Nephilim. An easy way to make it an entertaining being would be to project a favorite celebrity or fictional character that would be fun for the party to hang around with, making it a guest NPC star of sorts.

Nephilim

Interaction: A scholar has a piece of a Nephilim in their collection. They offer to pay the party to find the other pieces. Use: A scattered Nephilim can be part of a MacGuffin that leads PCs across the scarred Afterworld to discover the wonders and terrors of a godless world.

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In a time before the Divine Age’s written history, the gods used the Nephilim as front line soldiers and bodyguards. They served faithfully for centuries, but they grew sentient over time and began to question some of the orders they were given. Eventually this precipitated into The Great Exchange, where numerous Nephilim changed their allegiances to masters who better matched their dispositions. Many gods found this not to their liking and thus commissioned both mortal and divine forgers to create a new class of servitors. The end result were the Seraph who were tougher, more loyal, and could fly. Motive: To serve a being that agrees with their own values. Environment: Ancient ruins Health: 8 Damage Inflicted: 4 points Armor: 1 Movement: Short Modifications: Might and Speed Defense as Level 4. Combat: Most Nephilim employ heavy weapons with a shield. They cannot be stunned or dazed. They are immune to most poisons and disease, and the 1 point of Armor protects against ambient damage. A Nephilim regains health at a rate of 1 point per round if in the presence of a divine being (either a NPC demigod or PC) who is in command of it. Its parts are immune to corrosion and erosion. If it can be repaired, it will function despite its age.

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Gods of the Fall Nephilim Shield: The party’s discovered an ancient shield that’s attached to a metal arm, but it can’t be an arm to a statute since the elbow and shoulder joints move on hinges. When the shield is moved, it startles a huge Level 2 scorpion that inflicts 3 points of Speed Damage on a successful attack.

Waking Up: The crew are arranged in an irregular circle, all of their feet are pointing towards the center where stands a four foot tall crystal. Closer examination reveals the crystal is hollow and cracks very easily, as if it held something and is now empty.

Nephilim Spear: Obvious large foot prints in the grass lead to a beastly ogre. Armed a metal club that matches the square rod back at the Pedestal location, the ogre is eating a fresh kill, a deer. Nearby is spear with a hinged metal rod that’s part of metallic arm.

Nephilim Helm: There is a strange podium with levers on it. Pulling those levers makes a curved pillar straighten up with a grinding noise. Moving the lever in the opposite way makes it bend again. If the lever is touched again, the two columns shudder for just a moment before exploding into shards. A PC needs a level 3 Speed Task roll to avoid 4 points of damage. A Level 2 Perception roll will uncover a helmed metal statue head.

Dark Access: If you want to expand the adventure, this structure has a stairs that lead to another area below ground where you can include a dungeon of your own design.

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Mortal Fantasy Trail: A small trail leads away from this site. If the GM is planning on bringing back the Elves in the Gods of the Fall world, this trail could lead the party to a hidden Elven Dome. Blank Map: The blank map on the next page can be given to the players to help them explore the area.

Nephilim Body: A box is half hidden under some marble slabs. It’s a Level 3 Might task to move the slabs without crushing the box and its contents. It contains 1d6 cyphers unless the party already has their limit of Cyphers, otherwise there are two Expensive jeweled masks in the box. Nearby is a headless and armless metal statue that has an attached metal sphere where the legs should be. When the creature is fully assembled, the torso will float about the sphere, which rolls as a form of locomotion.

Pedestal: A metal pedestal has an equidistant diamond shaped hole in the center. Next to it is a mound of crushed grasses that a Survival or Wilderness roll will uncover as a huge, fresh nest with large footsteps leading to the Nephilim Spear location. Nearby is an impression in the grass of a long square rod that matches the pedestal’s diamond hole. If the rod is found, a quarter spin of the top of the pedestal with the rod inserted makes the pedestal thrum and emit a ring of light that races to the horizons. What that light does is a mystery that you can use in your campaign. In the short term, it could grab attention of more Nefar from the Unwanted Guest location or offer a GM Intrusion if that’s needed.

Unwanted Guests: From a distance, the PCs hear a band of loud orcs (one for each PC) coming their way, beating their shields as they warily approach the hollow crystal. If they see it’s already shattered, destroy the crystal(if it still stands) and advance on the ruins in a predatory stalk. Those PCs with Wilderness or Survival skills can identify the orcs as Swaglag with a Level 2 Intellect test. The tall grass around the side gives Players an asset for Stealth or Hiding rolls. If the players keep hidden, the orcs will eventually wander to the Nephilim Shield location.

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Gods of the Fall Player's map

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