TYPES OF CYPHERS WARMTH WINGS
SUBTLE Level: 1d6 Level: 1d6 + 2
Effect: Keeps the user warm and comfortable, Effect: User can fly at their normal running speed
MANIFEST
even in the harshest cold temperatures, for for ten minutes per cypher level.
FANTASTIC twenty-four hours. During this time, the user
has Armor equal to the cypher’s level that X-RAY VIEWER
Master thief Garthal protects against cold damage.
North likes to use X-ray Level: 1d6 + 4
WATER ADAPTER Effect: Allows the user to see through up to 2 feet
viewers in his work.
“Never open a locked Level: 1d6 (60 cm) of material of a level lower than the
door if you don’t already Effect: The user can breathe underwater and cypher. The effect lasts for one minute per
cypher level.
know what’s on the operate at any depth (without facing the
other side,” he says. ZERO POINT FIELD
debilitating consequences of changing
A water adapter cypher Level: 1d6 + 3
can also be used in the pressure) for four hours per cypher level. Effect: Renders an inanimate object outside the
regular atmosphere, WEAPON ENHANCEMENT effects of most energy for one minute. This
allowing the user to means the object cannot be harmed, moved,
ignore ill effects from Level: 1d6 + 2 or manipulated in any way. It remains in
very low or very high Effect: Modifies a weapon’s attack in a particular place (even in midair).
atmospheric pressure.
The cypher does not fashion for ten minutes per cypher level. Roll
protect against vacuum. a d100 for the modification.
01–10 Eases attack by one step
11–20 Deals bonus electrical damage equal
to cypher level
21–30 Deals bonus cold damage equal to
cypher level
31–40 Deals bonus poison damage equal to
cypher level
41–50 Deals bonus acid damage equal to
cypher level
51–60 Deals bonus fire damage equal to
cypher level
61–70 Deals bonus sonic damage equal to
cypher level
71–80 Deals bonus psychic damage equal
to cypher level
81–90 Knockback (on 18–20 on successful
attack roll, target knocked back 30
feet [9 m])
91–95 Holding (on 18–20 on successful
attack roll, target can’t act on its
next turn)
96–97 Eases attack by two steps
98 Banishing (on 18–20 on successful
attack roll, target is sent to
random location at least 100 miles
[160 km] away)
99 Explodes, inflicting damage equal
to cypher level to all within
immediate range
00 Heart-seeking (on 18–20 on
successful attack roll, target is killed)
400
Cyphers
POWER BOOST CYPHERS EFFICACY BOOST (MAJOR) Bears a Halo of
Fire, page 64
These cyphers increase, modify, or improve Level: 1d6 + 1
a character’s existing powers. A burst boost Effect: This cypher boosts an ability that Major efficacy boost
cypher, for example, allows someone with the cyphers might be
Bears a Halo of Fire focus to create a blast of requires a skill roll. The use of the ability appropriate only in
fire in all directions, one time. Imagine this is eased by two steps. superhero campaigns, at
as being a fire-using superhero’s ability to “go least with any regularity.
nova.” EFFICACY BOOST (MINOR)
Power boost cyphers affect one use of a Level: 1d6
character’s abilities but do not require an Effect: This cypher boosts an ability that
action. Their use is part of the action that they
affect. requires a skill roll. The use of the ability
is eased.
Power boost cyphers are a special type of
cypher. In some Cypher System games, they ENERGY BOOST
may be inappropriate, and in others, they may
be the main (or only) type of cypher available, Level: 1d6
as determined by the GM. They can be either Effect: This cypher boosts an ability that has a
subtle or manifest.
stat Pool cost. The cost is reduced to 0.
AREA BOOST
RANGE BOOST
Level: 1d6 + 1
Effect: This cypher boosts an ability that Level: 1d6 + 1
Effect: This cypher boosts the range of an
affects a single target. The ability expands
the effect so it includes the immediate ability. Something that affects only you
area around that target. If the ability can now affect someone you touch. Any
normally affects an immediate area, other ability increases its range by one
the area becomes short. Short areas category (touch to immediate, immediate
are increased to long. Long areas are to short, short to long, long to very long,
increased to very long. Abilities with very very long to 1,000 feet [300 m], or double
long areas become 1,000-foot (300 m) for any range longer than very long).
areas. All other areas double in radius.
TARGET BOOST
BURST BOOST
Level: 1d6 + 2
Level: 1d6 + 2 Effect: This cypher boosts an ability that
Effect: This cypher boosts an ability that
affects a target at a range greater than
affects a single target at short range touch. It can affect a second target within
or farther. The range decreases to range (if the ability is an attack, make
immediate, but the ability affects all a separate attack roll for the second
targets within immediate range. creature).
DAMAGE BOOST
Level: 1d6 + 2
Effect: This cypher boosts an ability that
inflicts points of damage. The ability
inflicts additional damage equal to this
cypher’s level.
401
Chapter 25
RUNNING THE CYPHER SYSTEM
Unlike in the rest of this book, I’m going to write means using a heavy hand. Sometimes it means
this chapter from me to you. I’m addressing stepping back. Sometimes it means being
you, the game master (or potential game open-minded. It always means giving the other
master), directly because you are vital to turning players as much of the spotlight as you have
a halfway-decent game into an amazing game. as the GM, and attempting to give it to each of
In uninformed hands, even the greatest rules them in turn so that no one person dominates
and the greatest setting will make, at best, a the narrative or the gameplay—not even you.
mediocre game. You are the key in this process.
I will say this now, up front, and I will say it
The game master (GM) is the architect of often: the rules are your tools to tell a story, to
the game but not the sole builder. You’re the portray a character, and to simulate your world.
facilitator as well as the arbiter. You’re all of these The rules are not the final word—you are. You
things and more. It’s a challenging role that’s are not subservient to the rules. But you do have
not quite like anything else. People try to equate a master. That master is fun gameplay mixed
the GM with a playwright, a referee, a judge, or a with exciting story.
guide. And those are not terrible analogies, but
none of them is quite right, either. The Cypher System has also been designed to
make game mastering work the way that many
The Cypher System has been designed to experienced GMs run games anyway. The GMs
make the challenging tasks of game mastering as who recognize that they are not subservient to
simple as possible and allow you as the GM to the rules are often forced to work against the
focus on what’s important. Rather than dealing rules, to work in spite of the rules, or to use the
with a lot of die rolls, modifiers, and rules rules as smoke and mirrors to cover up what
minutiae, you can focus mainly on the flow of they’re really doing (which is providing everyone
the story. This is not to say that you are the sole with an exciting, compelling, and interesting
storyteller. The group is the storyteller. But it’s the narrative in which to participate). Hopefully, as
GM’s job to pull together the actions, reactions, a Cypher System GM, you will not find that to be
and desires of all the people sitting around the the case. On the contrary, most of the rules were
table, mesh them with the setting and background designed specifically to make it easier to run the
created before the session began, and turn it all game—or rather, to allow the GM to focus on
into a cohesive story—on the fly. Sometimes this helping to shepherd a great story.
402
Running the Cypher System
In this chapter, we’re going to talk about the SETTING DIFFICULTY RATINGS Ravage bear, page 350
rules and how to use them as your tools, as well Ray emitter, page 395
as interacting with players, running games, and The GM’s most important overall tasks are
crafting great stories. setting the stage and guiding the story created
by the group (not the one created by the GM
THE RULES VERSUS THE STORY ahead of time). But setting difficulty is the
most important mechanical task the GM has
On first glance, it might seem that for a in the game. Although there are suggestions
story-based game, there isn’t a lot of “story” throughout this chapter for various difficulty
in the rules. A wall, a bear, a pit to leap, and a ratings for certain actions, there is no master list
gun can be more or less summed up as a single of the difficulty for every action a PC can take.
number—their level. The thing is, the Cypher Instead, the Cypher System is designed with
System is a story-based game because the rules the “teach a person to fish” style of good game
at their core are devoid of story. A wall, a bear, mastering in mind. (If you don’t know what
a pit to leap, and a gun can be summed up as that means, it comes from the old adage “Give
levels because they’re all just parts of the story. a person a fish and they’ll eat for a day. Teach
They’re all just obstacles or tools. a person to fish and they’ll eat for a lifetime.”
The idea is not to give GMs a ton of rules to
There aren’t a lot of specifics in the rules— memorize or reference, but to teach them how
no guidelines for particular judo moves or the to make their own logical judgment calls.) Of
differences between repairing an electrically course, most of the time, it’s not a matter of
powered force screen projector and fixing a exact precision. If you say the difficulty is 3 and it
biomechanical aircraft. That’s not because those “should” have been 4, the world’s not over.
kinds of things are to be ignored, but because
those kinds of things are flavor—they are story, For the most part, it really is as simple as
description, and elaboration for the GM and the rating something on a scale of 1 to 10, 1 being
players to provide. A player running a character incredibly easy and 10 being basically impossible.
in a fistfight can and should describe one attack The guidelines in the Task Difficulty table,
as an uppercut and another as a roundhouse presented again on page 404 for reference,
punch, even though there’s no mechanical should help put you in the right frame of mind
difference. In fact, because there’s no mechanical for assigning difficulty to a task.
difference. That’s what a narrative game is all
about. It’s interesting and entertaining, and For example, we make the distinction between
that’s why you’re all sitting at the table in the first something that most people can do and
place. something that trained people can do. In this
case, “normal” means someone with absolutely
If different aspects of the game—walls, no training, talent, or experience—imagine your
bears, pits, and so on—have distinctions, they ne’er-do-well, slightly overweight uncle trying a
come through as story elements, which are task he’s never tried before. “Trained” means
special exceptions to the rules. Having so few the person has some level of instruction or
general rules makes adding special conditions experience but is not necessarily a professional.
and situations easier, because there is less
rules tinkering to deal with. Fewer special With that in mind, think about the act of
circumstances to worry about. Less chance of balance. With enough focus, most people can
contradictions and rules incompatibilities. For walk across a narrow bridge (like a fallen tree
example, you can easily have a wall that can be trunk). That suggests it is difficulty 2. However,
destroyed only by mental attacks. A ravage bear walking across a narrow plank that’s only 3 inches
has its unique grapple attack. A pit could have (8 cm) wide? That’s probably more like difficulty
frictionless walls. A ray emitter could freeze foes 3. Now consider walking across a tightrope.
solid. These are story elements that mechanically That’s probably difficulty 5—a normal person
build on the very simple base mechanics, and can manage that only with a great deal of luck.
they all make things more interesting. Someone with some training can give it a go, but
it’s still hard. Of course, a professional acrobat
can do it easily. Consider, however, that the
professional acrobat is specialized in the task,
making it difficulty 3 for them. They probably are
using Effort as well during their performance.
Let’s try another task. This time, consider how
hard it might be to remember the name of the
previous leader of the village where the character
403
Unless for some reason lives. The difficulty might be 0 or 1, depending the automaton’s nature effectively gives it two
you tell the players on how long ago they were the leader and how levels of training in such tasks. Thus, if the door
well known they were. Let’s say it was thirty years has a difficulty rating of 4, but the automaton is
directly, they’ll never ago and they were only mildly memorable, so it’s specialized and reduces the difficulty to 2, it has
know if you change difficulty 1. Most people remember them, and a target number of 6. The human has no such
an NPC’s stats or a with a little bit of effort, anyone can come up specialization, so the difficulty remains 4, and
task’s difficulty on the with their name. Now let’s consider the name the person has a target number of 12. However,
fly. If you’re doing it to of the leader’s daughter. That’s much harder. when you set the difficulty of breaking down
make a better story, Assuming the daughter wasn’t famous in her the door, don’t try to take all those differences
that’s your purview. own right, it’s probably difficulty 4. Even people into account. The GM should consider only the
who know a little about local history (that is to human because the Task Difficulty table is based
say, people who are trained in the subject) might on the ideal of a “normal” person, a “trained”
not be able to remember it. But what about the person, and so on. It’s humanocentric.
name of the pet dog owned by the daughter’s
spouse? That’s probably impossible. Who’s Most characters probably are willing to use
going to remember the name of an obscure one or two levels of Effort on a task, and they
person’s pet from thirty years ago? Basically no might have an appropriate skill or asset to
one. However, it’s not forbidden knowledge or decrease the difficulty by a step. That means that
a well-guarded secret, so it sounds like difficulty a difficulty 4 task will often be treated as difficulty
7. Difficulty 7 is the rating that means “No one 2 or even 1, and those are easy rolls to make.
can do this, yet some people still do.” It’s not Don’t hesitate, then, to pull out higher-level
the stuff of legend, but it’s something you would difficulties. The PCs can rise to the challenge,
assume people can’t do. When you think there’s especially if they are experienced.
no way you can get tickets for a sold-out concert,
but somehow your friend manages to score a THE IMPOSSIBLE DIFFICULTIES
couple anyway, that’s difficulty 7. (See the next
section for more on difficulties 7, 8, 9, and 10.) Difficulties 7, 8, 9, and 10 are all technically
impossible. Their target numbers are 21, 24, 27,
If you’re talking about a task, ideally the and 30, and you can’t roll those numbers on a
difficulty shouldn’t be based on the character d20 no matter how many times you try. Consider,
performing the task. Things don’t get inherently however, all the ways that a character can reduce
easier or harder depending on who is doing difficulty. If someone spends a little Effort or has
them. However, the truth is, the character does some skill or help, it brings difficulty 7 (target
play into it as a judgment call. If the task is number 21) into the range of possibility—
breaking down a wooden door, an 8-foot-tall (2 difficulty 6 (target number 18). Now consider
m) automaton made of metal with nuclear-driven that they have specialization, use a lot of Effort,
motors should be better at breaking it down and have help. That might bring the difficulty
than an average human would be, but the task down to 1 or even 0 (reducing it by two steps
rating should be the same for both. Let’s say that from training and specialization, three or four
TASK DIFFICULTY Target No. Guidance
0 Anyone can do this basically every time.
Task Difficulty Description 3 Most people can do this most of the time.
0 Routine 6 Typical task requiring focus, but most people can usually do this.
1 Simple 9 Requires full attention; most people have a 50/50 chance to succeed.
2 Standard 12 Trained people have a 50/50 chance to succeed.
3 Demanding 15 Even trained people often fail.
4 Difficult 18 Normal people almost never succeed.
5 Challenging 21 Impossible without skills or great effort.
6 Intimidating 24 A task worthy of tales told for years afterward.
7 Formidable 27 A task worthy of legends that last lifetimes.
8 Heroic 30 A task that normal humans couldn’t consider (but one that doesn’t break
9 Immortal the laws of physics).
10 Impossible
404
Running the Cypher System
steps from Effort, and one step from the asset of it needs to be a difficulty 6 task when they come Superhero games may
assistance). That practically impossible task just back the next day to do it again (or there needs want to take the task
became routine. A fourth-tier character can and to be an understandable reason why it’s not). The difficulty range up to 15.
will do this—not every time, due to the cost, but same is true for simpler tasks like walking across See page 293.
perhaps once per game session. You have to be a narrow ledge or jumping up onto a platform.
ready for that. A well-prepared, motivated Consistency is key. The reason is that players While I continually stress
sixth-tier character can do that even with a need to be able to make informed decisions. that the Cypher System
difficulty 10 task. Again, they won’t do it often If they remember how hard it was to open that is about story, not rules,
(they’d have to apply six levels of Effort, and portal yesterday, but it’s inexplicably harder to it is still a game, which
even with an Edge of 6 that would cost 7 points open it today, they’ll get frustrated because they means that the PCs
from their Pool, and that’s assuming they’re tried to apply their experience to their (and the players) can
specialized and have two levels of assets), but decision-making process, and it failed them. If fail. That’s why it’s not
it can happen if they’re really prepared for the there’s no way to make an informed decision, accurate to think of the
task (being specialized and maxed out in asset then all decisions are arbitrary. game as being identical
opportunities reduces the difficulty by four more to novels or movies. The
steps). That’s why sixth-tier characters are at the Think about it in terms of real life. You need to system invites its own
top of their field, so to speak. cross the street, but a car is approaching. You’ve kind of storytelling. The
crossed the street thousands of times before, so players have to feel that
FALSE PRECISION you can look at the car and pretty easily judge there are real stakes. That
whether you can cross safely or whether you have if they screw up, there
One way to look at difficulty is that each step to wait for it to pass first. If the real world had will be consequences—
of difficulty is worth 3 on the die. That is to no consistency, you couldn’t make that decision. sometimes very harsh
say, hinder the task by one step, and the target Every time you stepped into the street, you might consequences. And
number rises by 3. Ease the task by one step, and get hit by a car. You’d never cross the street. they have to be right
the target number is lowered by 3. Those kinds in that assumption.
of changes are big, meaty chunks. Difficulty, as Players need that kind of consistency, too. So
a game mechanic, is not terribly precise. It’s when you assign a difficulty to a task, note that
measured in large portions. You never have number and try to keep it consistent the next
a target number of 13 or 14, for example—it’s time the PCs try the same task. “Same” is the key
always 3, 6, 9, 12, 15, and so on. (Technically, this word. Deciphering one code isn’t necessarily like
is not true. If a character adds 1 to a d20 roll for deciphering another. Climbing one wall isn’t the
some reason, it changes a target number of 15 to same as climbing another.
14. But this is not worth much discussion.)
You’ll make mistakes while doing this, so
Imprecision is good in this case. It would be just accept that fact now. Excuse any mistakes
false precision to say that one lock has a target with quick explanations about “a quirk of fate”
number of 14 and another has a target number or something along the lines of a surprisingly
of 15. What false precision means in this context strong wind that wasn’t blowing the last time.
is that it would be a delusion to think we can
be that exact. Can you really say that one lock MISTAKES
is 5% easier to pick than another? And more
important, even if you could, is the difference Sometimes the PCs will break down a door, and
worth noting? It’s better to interact with the you’ll realize that you rated it too low. Or the
world in larger, more meaningful chunks than PCs will try to paddle a raft down a fast-moving
to try to parse things so carefully. If we tried to river, and you (and probably they) will quickly
rate everything on a scale of 1 to 30 (using target discover that the difficulty you gave the task was
numbers and not difficulty), we’d start to get ridiculously high.
lost in the proverbial weeds coming up with a
meaningful distinction between something rated Don’t fret.
as an 8 and something rated as a 9 on that scale. That door was already weakened by an
earthquake, a structural flaw, or the fact that a
CONSISTENCY while back some other explorers pounded on it all
day. That river was actually moving far faster than
Far more important than that level of precision is the PCs thought at first, or their raft was faulty.
consistency. If the PCs need to activate a device The point is, mistakes are easy to cover up. And
that opens a spatial displacement portal, and sometimes, you can even tell your players it was
the GM rules that it is a difficulty 6 task to get just a mistake. They might even help provide an
the antimatter rods spinning at the proper rates explanation if you do. It’s not the end of the world.
to achieve a specific harmonic frequency, then More important, most of the time, no one will
even know. Should have rated a task as difficulty
3 and instead you said it was 4? Oh well. Unless
405
GM intrusion, page 408 the player rolls a 9, 10, or 11—which would have just do what they do. If the PCs tie a rope around
succeeded for difficulty 3 but not difficulty 4—it something and use it to climb down into a pit,
won’t matter. And even if they do roll one of you could ask for tying rolls, climbing rolls, and
those numbers, who cares? Maybe the rain was so on, but why? Just to see if they roll terribly? So
really coming down that day, and it hindered the rope can come undone at the wrong time,
their task. or a character’s hand can slip? Most of the time,
that makes players feel inadequate and isn’t a lot
The thing to take away is this: don’t let the of fun. A rope coming undone in the middle of
fear of making a mistake keep you from freely an exciting chase scene or a battle can be a great
and quickly assessing the difficulty of a task and complication (and that’s what GM intrusions are
moving on with the game. Don’t agonize over for). A rope coming undone in the middle of a
it. Give it a difficulty, call for a roll, and keep the simple “getting from point A to point B” scene
game moving. Hesitating over a rating will be only slows down gameplay. The real fun—the
far more detrimental to the game than giving real story—is down in the pit. So get the PCs
something the wrong rating. down there.
ROUTINE ACTIONS There are a million exceptions to this
guideline, of course. If creatures are throwing
Don’t hesitate to make actions routine. Don’t poisoned darts at the PCs while they climb, that
call for die rolls when they’re not really needed. might make things more interesting and require
Sometimes GMs fall into the trap illustrated by a roll. If the pit is filled with acid and the PCs
this dialogue: must climb halfway down, pull a lever, and come
back up, that’s a situation where you should set
GM: What do you do? difficulty and perhaps have a roll. If a PC is near
Player: I _________. death, carrying a fragile item of great importance,
GM: Okay, give me a roll. or something similar, climbing down the rope
is tense, and a roll might add to the excitement.
That’s not a good instinct—at least, not for The important difference is that these kinds of
the Cypher System. Players should roll when it’s complications have real consequences.
interesting or exciting. Otherwise, they should
406
Running the Cypher System
On the flip side, don’t be afraid to use GM For some people, it’s easier to think in terms Chapter 22: Creatures,
intrusion on routine actions if it makes things of a percentage chance. A GM might think “She page 312
more interesting. Walking up to the king in his has about a 30% chance to know that fact about
audience chamber in the middle of a ceremony geography.” Each number on a d20 is a 5% Ultimately what you
only to trip on a rug? That could have huge increment, and it takes six increments to equal want is for the players
ramifications for the character and the story. 30%, so there are six numbers that mean the PC to interact with the
succeeds: 15, 16, 17, 18, 19, and 20. Thus, since situations in the
OTHER WAYS TO JUDGE DIFFICULTY the player has to roll 15 or higher, that means the game, not with the
target number is 15. (And that means the task rules and numbers
Rating things on a scale of 1 to 10 is something is level 5, but if you’ve already determined the that represent the
that most people are very familiar with. You can target number, you likely don’t care about the situation. Don’t let the
also look at it as rating an object or creature on level.) players get too worked
a similar scale, if that’s easier. In other words, if up over mechanics,
you don’t know how hard it would be to climb ADVANTAGES TO THIS SYSTEM dice percentages, and
a particular cliff face, think of it as a creature whatnot. That doesn’t
the PCs have to fight. What level would the 1. The GM makes measured adjustments drive the story.
creature be? You could look in chapter 22 and in large, uniform steps. That makes things
say “I think this wall should be about as difficult faster than if players had to do arithmetic
to deal with as a demon. A demon is level 5, so using a range of all numbers from 1 to 20.
the task of climbing the wall will be difficulty
5.” That’s a weird way to do it, perhaps, but it’s 2. You calculate a target number only
fairly straightforward. And if you’re the kind of once no matter how many times the PCs
GM who thinks in terms of “How tough will this attempt the action. If you establish that the
fight be?” then maybe rating tasks as creatures target number is 12, it’s 12 every time a PC
or NPCs to fight isn’t so strange after all. It’s just tries that action. (On the other hand, if you
another way to relate to them. The important had to add numbers to your die roll, you’d
thing is that they’re on the same scale. Similarly, have to do it for every attempt.) Consider
if the PCs have to tackle a knowledge task—say, this fact in light of combat. Once a player
trying to determine if they know where a caravan knows that they need to roll a 12 or higher
is headed based on its tracks—you could rate the to hit a foe, combat moves very quickly.
task in terms of an object. If you’re used to rating
doors or other objects that the PCs have broken 3. If a PC can reduce the difficulty of an
through recently, the knowledge task is just a action to 0, no roll is needed. This means
different kind of barrier to bust through. that an Olympic gymnast doesn’t roll a
die to walk across a balance beam, but the
Everything in the Cypher System—characters, average person does. The task is initially
creatures, objects, tasks, and so on—has a level. rated the same for both, but the difficulty
It might be called a tier or a difficulty instead is reduced for the gymnast. There’s no
of a level, but ultimately it’s a numerical rating chance of failure.
system used to compare things. Although you
have to be careful about drawing too many 4. This is how everything in the game
correlations—a first-tier character isn’t easily works, whether it’s climbing a wall,
compared to a difficulty 1 wall or a level 1 sweet-talking a guard, or fighting a
animal—the principle is the same. Everything bioengineered horror.
can be rated and roughly compared to everything
else in the world. (It works best to take PCs out 5. Perhaps most important, the system
of this equation. For example, you shouldn’t try gives GMs the freedom to focus entirely on
to compare a PC’s tier to a wall’s level. Character the flow of the game. The GM doesn’t use
tiers are mentioned here only for completeness.) dice to determine what happens (unless
you want to)—the players do. There aren’t
Last, if your mind leans toward statistics, you a lot of different rules for different actions,
can look at difficulty as a percentage chance. so there is little to remember and very little
Every number on the d20 is a 5% increment. For to reference. The difficulty can be used as
example, you have a 5% chance of rolling a 1. You a narrative tool, with the challenges always
have a 10% chance of rolling a 1 or a 2. Thus, if meeting the expected logic of the game. All
you need to roll a 12 or higher, you have a 45% the GM’s mental space can be devoted to
chance of success. (A d20 has nine numbers that guiding the story.
are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and
20. And 9 × 5 equals 45.)
407
Remember, any time GM INTRUSION The distinction is based on any number of
you give a player 1 XP for factors, including the situation, the characters
GM intrusion is the main mechanic that the GM involved, and the needs of the story. This might
a GM intrusion, you’re uses to inject drama and additional excitement seem arbitrary or even capricious, but you’re
actually giving them 2— into the game. It’s also a handy tool for resolving the master of what the intrusion can and can’t
issues that affect the PCs but do not involve do. RPG mechanics need consistency so players
one to keep and one to them. GM intrusion is a way to facilitate what can make intelligent decisions based on how
give to another player. goes on in the world outside the characters. Can they understand the world to work. But they’ll
the minotaur track the PCs’ movements through never base their decisions on GM intrusions.
the maze? Will the fraying rope hold? They don’t know when intrusions will happen
or what form they will take. GM intrusions are
Since the players roll all the dice, GM intrusion the unpredictable and strange twists of fate that
is used to determine if and when something affect a person’s life every day.
happens. For example, if the PCs are fighting
a noble’s guards, and you (the GM) know that When player modifications (such as skill,
there are more guards nearby, you don’t need to Effort, and so on) determine that success is
roll dice to determine if the other guards hear the automatic, the GM can use GM intrusion to
scuffle and intervene (unless you want to). You negate the automatic success. The player must
just decide when it would be best for the story— roll for the action at its original difficulty level or
which is probably when it would be worst for the target number 20, whichever is lower.
characters. In a way, GM intrusion replaces the
GM’s die rolling. PLAYER-AWARDED
EXPERIENCE POINTS
The mechanic is also one of the main ways
that GMs award experience points to the PCs. Players who gain 1 XP as the result of GM
This means that you use experience points as a intrusion also get 1 XP to award to another player
narrative tool. Whenever it seems appropriate, for whatever reason they wish—maybe the other
you can introduce complications into the game player had a good idea, told a funny joke, lent a
that affect a specific player, but when you do so, helping hand, or whatever seems appropriate.
you give that player 1 XP. The player can refuse This means that whenever you use GM intrusion,
the intrusion, but doing so costs them 1 XP. So you’re actually giving out 2 XP. The ability for a
by refusing an intrusion, the player does not get player to award XP to their friends is empowering
the experience point that the GM is offering, and interactive. It helps the players regulate the
and they lose one that they already have. (This flow of XP so that no one is left out. It rewards
kind of refusal is likely to happen very rarely in good play that pleases the group as a whole,
your game, if ever. And, obviously, a player can’t ensuring that everyone contributes to everyone
refuse an intrusion if they have no XP to spend.) else’s enjoyment. It shouldn’t just be the GM
who decides which players have done well. Some
Here’s how a GM intrusion might work in groups will want to decide the criteria for
play. Say the PCs find a hidden console with player-awarded points ahead of time. Some will
some buttons. They learn the right order in just want to play it by ear.
which to press the buttons, and a section of the
floor disappears. As the GM, you don’t ask the Variant: Alternatively, the group could combine
players specifically where their characters are the player-awarded points and vote at the end
standing. Instead, you give a player 1 XP and say of a session to decide who gets how many XP.
“Unfortunately, you’re standing directly over this This might be the most egalitarian way to do it,
new hole in the floor.” If the player wanted, they but it’s probably not as fun or empowering to the
could refuse the XP, spend one of their own, and individual players.
say “I leap aside to safety.” Most likely, though,
they’ll make the defense roll that you call for and USING GM INTRUSION
let it play out. AS A NARRATIVE TOOL
There are two ways for the GM to handle this A GM can use this narrative tool to steer things.
kind of intrusion. You could say “You’re standing That doesn’t mean railroad the players or direct
in the wrong place, so make a roll.” (It’s a Speed the action of the game with a heavy hand. GM
defense roll, of course.) Alternatively, you could intrusion doesn’t enable you to say “You’re all
say “You’re standing in the wrong place. The captured, so here’s your 1 XP.” Instead, the GM
floor opens under your feet, and you fall down can direct things more subtly—gently, almost
into the darkness.” In the first example, the PC imperceptibly influencing events rather than
has a chance to save themselves. In the second forcing them. GM intrusion represents things
example, they don’t. Both are viable options.
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Running the Cypher System
going wrong. The bad guys planning well. allow the orcs to hit one of the trapped PCs on Remember that GM
Fortune not favoring the characters. the head and render them unconscious while intrusions can occur
their friends struggle in the net. If the players at any time, not
Consider this scenario: the GM plants an still don’t surrender, it’s probably best to play just during combat.
interesting adventure seed in a small village, but out the rest of the encounter without more GM Disrupting or changing
the PCs don’t stay there long enough to find it. intrusions—using more would be heavy-handed a tense interaction
So just outside the village, the PCs run afoul of by anyone’s measure—although it’s perfectly with NPCs can have
a vicious viper that bites one of them. The GM reasonable to rule that a character rendered big repercussions.
uses intrusion to say that the poison from the debilitated is knocked unconscious, since the
snake will make the character debilitated unless orcs are trying to take the PCs alive.
they get a large dose of a specific antitoxin,
which the group doesn’t have. Of course, they USING GM INTRUSION
aren’t required to go back to the village where AS A RESOLUTION MECHANIC
the GM’s interesting adventure can start, but it’s
likely that they will, looking for the antitoxin. This mechanic offers a way for the GM to
determine how things happen in the game
Some players might find intrusion without leaving it all to random chance. Bad
heavy-handed, but the XP softens the blow. guys trying to smash down the door to the room
And remember, they can refuse these narrative where the PCs are holed up? You could roll a
nudges. Intrusion is not meant to be a bunch of dice, compare the NPCs’ stats to the
railroading tool—just a bit of a rudder. Not an door’s stats, and so on, or you could wait until
inescapable track, but a nudge here and there. the most interesting time, have the bad guys
break in, and award an experience point to the
What’s more, the GM doesn’t need to have PC who tried their best to bar the door. The latter
a deliberate goal in mind. The complication way is the Cypher System way. Intrusion is a
you introduce could simply make things more task resolution tool for the GM. In other words,
interesting. You might not know where it will take you don’t base things on stats but on narrative
the story, just that it will make the story better. choice. (Frankly, a lot of great GMs over the
years—even in the very early days of the hobby—
This is wonderfully empowering to the GM— have run their games this way. Sometimes they
not in a “Ha ha, now I’ll trounce the PCs” way, rolled dice or pretended to roll dice, but they
but in an “I can control the narrative a little were really manipulating things.) This method
bit, steering it more toward the story I want to frees the GM from worrying about mechanics
create rather than relying on the dice” sort of and looking up stats and allows them to focus
way. Consider that old classic plot development on the story.
in which the PCs get captured and must escape
from the bad guys. In heroic fiction, this is such This isn’t cheating—it’s the rules of the game.
a staple that it would almost seem strange if it This rule simply replaces traditional dice rolling
didn’t happen. But in many roleplaying games, with good game mastering, logic, and intelligent
it’s a nearly impossible turn of events—the PCs storytelling. When a PC is climbing a burning
usually have too many ways to get out of the bad rope, and everyone knows that it will break at
guy’s clutches before they’re captured. The dice some point, the game has a mechanism to
have to be wildly against them. It virtually never ensure that it breaks at just the right time.
happens. With GM intrusion, it could happen
(again, in the context of the larger encounter, Variant: If you want more randomness in your
not as a single intrusion that results in the game, or if you want your game to seem like more
entire group of PCs being captured with little of a simulation, assign a flat percentage chance
explanation or chance to react). for whatever you’re trying to resolve. For example,
each round, the star troopers have a 20% chance
For example, let’s say the PCs are surrounded to blast through the door—or, if you want the risk
by orcs. One character is badly injured— to escalate, a cumulative 20% chance to blast
debilitated—and the rest are hurt. Some of through the door. By not using GM intrusion,
the orcs produce a large weighted net. Rather this method robs the PCs of a few XP, but when
than asking for a lot of rolls and figuring the they see you rolling dice, it might help with their
mechanics for escape, you use intrusion and immersion. Alternatively, you can pretend to roll
say that the net goes over the PCs who are still dice but really use GM intrusion, though this
on their feet. The rest of the orcs point spears method seriously robs the characters of XP.
menacingly. This is a pretty strong cue to the
players that surrender is a good (and possibly There’s a better way. Announce your intrusion,
the only) option. Some players won’t take the but say that there’s only a chance it will happen
hint, however, so another use of intrusion might
409
This might not be true of (state the percentage chance), and then roll the INTRUSION THROUGH PLAYER ROLLS
your players, but many dice in plain view of everyone. If the intrusion
players rarely, if ever, occurs, award the XP as normal. This is likely When a PC rolls a 1, handle the GM intrusion
spend XP to refuse an the best of both worlds. However, it takes the the same way that you’d handle an intrusion
intrusion from the GM, narrative power out of your hands and gives it you initiated. The intrusion could mean the PC
to the dice. Perhaps this method is best used fumbles or botches whatever they were trying to
though they regularly use only occasionally. If nothing else, it injects some do, but it could mean something else. Consider
XP to avoid an intrusion variety and certainly some drama. these alternatives:
that comes from a bad USING (AND NOT ABUSING) • In combat, the PC’s foe is not as hurt as they
roll. And there’s nothing GM INTRUSION thought. Give the foe 5 extra points of health.
wrong with that. Some
Too much of a good thing will make the game • In combat, the PC drops their guard, and the
GMs might want to seem utterly unpredictable—even capricious. foe gets a free attack.
forbid using an XP to The ideal is to use about four GM intrusions per
reroll a 1, but there’s game session, depending on the length of the • In combat, reinforcements for the PC’s foes
really no point—if you’ve session, or about one intrusion per hour of game show up.
got an idea for a good play. This is in addition to any intrusions that are
triggered by players rolling a 1. • In combat (or any stressful situation), an ally
intrusion, you don’t decides to flee.
need to wait until a
player rolls a 1 to use it. • In combat (or any stressful situation), an
ally doesn’t like the PCs as much as they
thought. The ally steals from them or betrays
them.
• Out of combat, the PC’s pack falls open, or
the sole of their shoe tears open.
• Out of combat, it begins to rain heavily.
• Out of combat, a surprise foe appears, and
the scene turns into a combat.
• In an interaction, the GM introduces a
surprising motive for the NPC. For example,
the PCs are trying to bribe an official for
information, and the official reveals that what
they really want isn’t money but for someone
to rescue their kidnapped son.
GM INTRUSION
THAT AFFECTS THE GROUP
The core of the idea behind GM intrusion is
that the player being adversely affected gains an
experience point. But what if the intrusion affects
the whole group equally? What if the GM uses it
to have an unstable device overload and explode,
harming all the characters? In this case, if no PC
is involved more than the others (for example,
no single PC was frantically attempting to
repair the device), you should give 1 XP to each
character but not give any of them an extra XP to
hand out to someone else.
However, this kind of group intrusion should
be an exception, not the rule. GM intrusions are
much more effective if they are more personal.
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Running the Cypher System
EXAMPLE GM INTRUSIONS OPPONENT LUCK OR SKILL
It’s not a good idea to use the same events as The PCs aren’t the only ones with surprising
GM intrusions over and over (“Dolmar dropped tricks up their sleeves. For example:
his sword again?”). Below are a number of
different intrusions you can use. • The PC’s opponent uses a lightning-fast
maneuver to dodge all attacks.
BAD LUCK
• The PC’s opponent sees an opening and
Through no fault of the characters, something makes an additional, immediate attack.
happens that is bad or at least complicating. For
example: • The NPC commander rallies their troops,
who all deal 2 additional points of damage
• The floorboard beneath the PC gives way. for one round.
• The boat lists to starboard at just the wrong
• The PC’s opponent uses a cypher or similar
moment. device that produces just the right effect for
• A gust of wind blows the papers out of the the situation.
character’s hand. • A bit of the wall collapses in the middle of
• The buckle of the PC’s pack snaps at an the fight, preventing the characters from
chasing the fleeing NPC.
inopportune time.
• The NPC that the characters need to speak FUMBLES
with is home sick today. Although you might not want every player roll of
• A device (cypher or artifact) malfunctions or 1 to be a fumble, sometimes it could be just that.
Alternatively, the GM could simply declare that a
gives the user a jolt. fumble has occurred. In either case, consider the
following examples:
AN UNKNOWN COMPLICATION EMERGES
• In combat, the PC drops their weapon.
The situation was more complex (and therefore • In combat, the PC misses and strikes the
more interesting) than the PCs knew—perhaps
even more than the GM knew, at least at the wall, breaking or damaging their weapon.
start. For example: • In combat, the NPC hits the PC harder
• A poisonous snake darts out from the tall than usual, inflicting 2 additional points of
grass and attacks. damage.
• In combat, the PC hits an ally by accident
• The box that holds the plans is trapped with and inflicts regular damage.
a poison needle. • Out of combat, the PC drops or mishandles
an important object or piece of equipment.
• The NPC that the PCs need to befriend • In an interaction, the PC inadvertently or
doesn’t speak their language. unknowingly says something offensive.
• The NPC that the PCs try to bribe is allergic PARTIAL SUCCESS
to the bottle of alcohol they offer.
GM intrusion doesn’t have to mean that a PC
• The PCs find the book they need, but the has failed. For example:
pages are so brittle that if they open it, it
might crumble. • The PC disables the explosive device before it
goes off, but if someone doesn’t remain and
AN IMPENDING COMPLICATION EMERGES hold the detonator, it will still explode.
GMs can use this type of intrusion as a • The PC creates the antidote, but it will turn
resolution mechanic to determine NPC success the imbiber’s flesh blue for the next few
or failure. Rather than rolling dice to see how weeks.
long it takes an NPC to rewire a damaged force
field generator, it happens at a time of the • The PC jumps across the pit but accidentally
GM’s choosing—ideally when it would be most knocks loose some stones from the edge,
interesting. For example: making the jump harder for their friend right
behind them.
• The goblin reinforcements finally get through
the locked door.
• The ropes of the old rope bridge finally snap.
• The city guards show up.
• The unstable ceiling collapses.
• The NPC who holds a dagger to a character’s
throat and says “Don’t move” cuts the PC
when they do, in fact, move, putting them
immediately at debilitated on the damage track.
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Player intrusion, page 21 PLAYER INTRUSIONS ADJUDICATING
Needler, page 273 Player intrusions give the players a small bit of A lot of what I’m talking about here is what
narrative control over the world. However, the people sometimes call “adjudicating.”
It’s telling that in the world still remains in the GM’s purview. You can Adjudicating is basically the difference between
Cypher System, the always overrule a player intrusion, or suggest a computer game and a game run by an actual,
a way to massage it so that it fits better into living human being. All a computer can do (as
rules define “quite hurt” the setting. Still, because it is indeed narrative of yet) is follow the rules. But a human can use
and “pretty far” very control, a player intrusion should always involve their sense of logic (we’ll discuss that in detail
a small aspect of the world beyond the character. below) to determine whether the rules make
generally, intentionally “I punch my foe really hard” is an expression sense for a given situation, and they can do
leaving a lot up to of Effort or perhaps character ability. “My foe it on a case-by-case basis. Because there’s a
slips and falls backward off the ledge” is a player human GM using logic, the rules for how to play
the GM’s storytelling intrusion. the Cypher System take up only a small part of
abilities. A game with a this hefty book. If the rules had to cover every
less story-based approach Player intrusions should never be as big as GM imaginable situation, well, this would be a very
would likely define such intrusions. They should not end an encounter, different book.
things far more precisely. only (perhaps) provide the PC with the means
to more easily end an encounter. They should For example, imagine that the PCs encounter
At any time, it’s not have a wide-reaching or even necessarily a an assassin who tries to kill them with a needler
reasonable to switch one long-term effect on the setting. A way to consider loaded with poisoned needles. One of the PCs
“condition” for another. this might be that player intrusions can affect a is heavily armored, so they take no damage
Thus, if a PC is supposed single object (a floorboard snaps), feature (there’s from the needles—not even close. That sort of
a hidden shallow spot in the stream to ford), or sounds like the needles just bounced off their
to move down one step NPC (the vendor is an old friend). But not more armor. Should the poison on a needle that
on the damage track as than that. A player intrusion can’t affect a whole can’t penetrate a character’s armor affect that
village or even a whole tavern in that village. A character? Probably not. But that’s not an actual
the result of someone rock can come loose, but a player intrusion can’t rule. Well, why not make it a rule? Because then
attempting to knock create a landslide. suddenly anyone wearing a leather jerkin can’t
them out, something be affected by poison needles. Should that be
equally dire happens THE REST OF THE RULES the case? No, because the thick leather doesn’t
instead. This could also protect every area on the PC’s body. It’s more
be the case if someone I’ll say it again: the rules exist to be used as tools complex than that. Could you devise a rule
tries to blind or deafen to shape the game, the story, and the experience. to cover both situations? Probably, but why
a PC, or anything else When you tell a player that the howling, bestial bother? You can make a decision based on the
appropriate. Conversely, Cro-Magnon warriors at the top of the cliff throw situation. (You can also use GM intrusion and
an effect that normally down heavy stones and their character gets hurt, say that a needle hit where the armor didn’t offer
the rules give you a way to explain just how hurt. protection—GM intrusion really does solve a lot
blinds a character of these issues.)
could just move them One way to look at it is this: the GM is the
sensory input for the players. They can’t know Likewise, sometimes a character who falls off
one step down the anything about what’s going on in the fictional a high ledge should be stunned and lose their
damage track instead. reality of the game unless the GM tells them. The next turn. That isn’t a rule, but it makes sense—
rules, then, are one way to convey information sometimes. And the key word is sometimes.
to the players in a manner that is meaningful Because sometimes the situation or the context
to everyone sitting at the table. The GM could means you don’t want that to happen, so you
say “You’re quite hurt,” but the rules clarify adjudicate.
how hurt they are. The GM could say “You
can hurl that spear pretty far,” but the rules A character falling from a 100-foot (30 m)
provide a definition of “pretty far” that helps ledge might take 10 points of damage. That’s a
keep things consistent, moderately realistic, lot, but a fresh character with a decent amount of
and understandable so the GM doesn’t have to Might can take that and keep going. Sometimes
repeat things over and over. that’s okay, but sometimes it stretches our
suspension of disbelief. If a player reads the rules
The rules do more than that, of course. They on how much damage is dealt by falling, they
determine success or failure for PCs and NPCs. might even have their character jump off a high
They help define what resources characters have cliff deliberately, knowing that they can take it. So
to interact with the world (although the best you adjudicate that they don’t just lose their next
resource is the players’ ingenuity, and that isn’t turn, but the fall also knocks them down a step
defined by the rules). on the damage track. That’s harsh, and the player
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Running the Cypher System
will really feel it. But they should, and it will keep something that makes a PC fire resistant should While GMs always
them from exploiting what might seem like a probably provide some protection against a have notes that they
hole in the rules in a way that no real person heat-based weapon. If it doesn’t, your answer will put together before the
would (and no one in a story would). spoil the moment for the group. game session, it’s smart
to have a lot of blank
Remember, it’s your job to use the rules to The second wrong answer is when you’re paper to scribble notes on
simulate the world, even if the world is a fictional inconsistent. If you allow a PC’s fireproof armor during the game. You’ll
place with all kinds of strangeness. You’re not a to give them some protection against lava one invariably have to make
slave to the rules—it’s the other way around. If time but not the next, that’s a problem—not only stuff up as you go, and
you come across a hole in the rules or something because it breaks the suspension of disbelief later you might want
that doesn’t make sense, don’t shrug your but also because it gives the players nothing to be able to remember
shoulders and say “Well, that’s what the rules say to base their decisions on. Without predictable what you did. Sometimes
(or don’t say).” Fix it. consistency, they can’t make intelligent it will be a rules issue
decisions. (remembering that it
When talking about rules, sometimes people was a difficulty 4 jump
will toss around words like “game balance” or The Cypher System rules are written with the to cross the pit, so that it
refer to rules as “broken.” These concepts belong assumption that the GM does not need to fall will be consistent when
in games where players build characters using back on rules for everything, either for your own the PCs come back
extensive rules and make a lot of choices and then sake or as a defense against the players. “I’m that way again), and
pit those characters against specific challenges going to run a long distance and jump on my sometimes it will just be
to see how they fare. In such a game, a challenge big friend’s back. On their action, they will run an NPC’s name or some
rated or designed poorly, or a character option a long distance. So I can move twice as far in detail about them.
that grants too much or too little power, can throw one round. There’s no rule against that, right?”
everything completely out of whack. Advancing It’s true that there isn’t a rule against that, but GMs can encourage
and improving characters is the point of that it makes no sense. The GM’s logic rules the day smart players to be ready
kind of game, and the way that characters “win” here. with their actions, and
is by overcoming challenges (often, by fighting). to know enough about
Because the Cypher System is not a game about You shouldn’t need pedantic rules to defend how actions work so that
matching PC builds against specific challenges, against the players. You and the players should you don’t have to ask if
nor a game about advancing characters (at least work together to create a logical, consistent, they’re using Effort or tell
not solely, and in any event, characters do not and believable world and story. Players who try them to make a roll. In
advance due to fights or overcoming challenges), to use the lack of pedantry in the rules to gain a perfect world, when it’s
these concepts really don’t apply. If something unrealistic and illogical advantages for their Michele’s turn and you
seems broken, change it. If a PC ability is too characters should revisit the basic concept of the ask what she’s doing, she
powerful, make it less so. Do it either as part Cypher System. says “I’m going to try to
of the story, or—perhaps even better—just be climb the tree to get out
upfront with the players. “Hey, guys, this new Further, the rules don’t say things like “The of reach of the golem.
psychic power of Ray’s is just too good. It’s GM decides if the NPC knows the answer to I’m using a level of Effort,
making every fight a pushover and that’s not the question, or if they will answer, or how they and I rolled a 14.” That
fun. So I’m going to tone down its effect. Sound will answer.” Of course that’s the kind of thing way, you can take the
okay?” An honest discussion with the players is you decide—that’s your role. The rules don’t info and immediately
often the best way to handle, well, just about any state that you decide if something is logical and tell her if she succeeded
problem that crops up in a game. And if a player appropriate to the story or setting any more than or not. This keeps play
can’t handle that kind of interaction, maybe you they state that the player decides what actions moving at a wonderfully
don’t want them at your table anyway. their character will take. That’s just the way the brisk pace, and doesn’t let
game works. talk of game mechanics
LOGIC bog things down.
Does this put more pressure on the GM?
Running a game requires a lot of logic rather Yes and no. It means that you need to make
than a careful reading of the rules. For example, more judgment calls—more of the adjudication
some things give characters a resistance to fire described above—which can be challenging
(almost always expressed as Armor). But there is if you’re new at it. But being an arbiter of
no special rule for “fire damage” as opposed to what seems appropriate and makes sense is
“slicing damage” or “lightning damage.” Instead, something that we all do, all day long. Look at
you use logic to determine whether the damage it this way: when you’re watching a television
inflicted counts as fire. In these situations, there show or a movie, at some point you might say
are only two times when your answer is wrong. “That seems wrong” or “That seems unrealistic.”
There’s no difference between doing that and
The first is when the answer breaks the using logic as a GM.
players’ suspension of disbelief. For example,
In the long run, relying on logic frees the GM.
No longer saddled with hundreds (or thousands)
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Flash, page 140 of individual rules, compatibility issues, affected, harmful or not—you need to involve
loopholes, and the like, you are free to move a die roll. Whether the action is slashing with
Remember, most of the ahead with the story being told by the group. You a blade, using deception to trick someone,
time, powers, abilities, can focus more on the narrative elements of the intrusively reading an NPC’s mind, breaking
devices, and so forth are game than on the mechanical ones. To look at it down a door, or applying poison, something is
written from the point of a different way, in other games GMs sometimes being harmed or affected in a way that it doesn’t
view of the characters. spend a lot of time preparing, which is almost want to be, so a die roll is needed.
But the players make always rules-related stuff: creating NPC stat
die rolls, not the GM. blocks, memorizing rules subsystems that will Thus, someone using a power to become
So, for example, if the come into play, carefully balancing encounters, invisible likely doesn’t require a roll. It just
circumstances call for and so on. A Cypher System GM does very little works. There’s really no chance of failure (unless
of that. Prepping for the game means figuring the power comes from a faulty device or some
an NPC to make a out cool storylines, weird new devices or foes, other extraneous force is at work), and it doesn’t
defense roll, that means and the best way to convey the atmosphere. The directly affect anyone or anything other than the
mechanical elements can be handled during the character becoming invisible. However, using a
a PC should make an game, using logic at the table. device to shape the emotions of another creature
attack roll instead. would require a die roll.
DICE ROLLING
Of course, sometimes a character can use
Using the rules involves rolling dice. If the Effort to reduce the difficulty so there’s no need
dice don’t mean anything, then everything is to make a roll. But you, as the GM, can also
predetermined, and it’s no longer a game by any waive the need for a roll. Consider a character
definition—just a story being told. So the dice who uses their Flash ability on a bunch of level
need to matter. But that means that sometimes 1 rodents. Each has 3 health, and the PC needs
a PC will fail when they would succeed if it were to roll only 3 or higher to affect each one, but
a story, and vice versa. That’s not a flaw; it’s a there are twenty-four rodents. You can simply
feature. It’s what makes roleplaying games so say, “With a discharge of sudden energy, you
exciting. When we’re watching an action movie, incinerate the swarm of rodents, leaving little
we know that in the third act the hero will defeat behind but scorch marks and the smell of burnt
the villain at just the right moment. But in an hair.” This keeps things moving and prevents
RPG, maybe not. It’s not so predictable. That’s the game from coming to a dead stop while the
one of the things that makes them so special. player makes two dozen rolls. Frankly, most
first-tier characters will find level 1 creatures
On the other hand, things like GM intrusions merely a nuisance, so no drama is ruined when
sometimes trump the die rolls to help the story the PC takes them all out. Move on to another,
move along in a direction that is (hopefully) best greater challenge.
for the game. How do you manage it all?
When you waive the need for a die roll, what
As you describe the action or as the PCs move you’re effectively doing is making the action
about the world, the vast majority of things that routine, so no roll is needed. In the case of the
happen shouldn’t involve dice. Walking around, PC who uses Flash, you’re reducing the difficulty
buying things in a market, chatting with NPCs, by one step due to circumstances: the rodents
crossing the wilderness, looking for an ancient just aren’t that tough. That’s not breaking the
ruin—these are not actions that normally require rules—that’s using the rules. That’s the way the
die rolls. However, it’s easy to think of exceptions game is meant to be played.
where rolls might be needed. How do you
decide? There are two rules of thumb. As an aside, this doesn’t mean that the swarm
of rodents is a bad encounter. It would be bad
First, don’t ask for a roll unless it seems like in a game where it takes an hour and a half to
there should be a chance of failure and a chance resolve a fight that was no real challenge. But in
of success. If a PC wants to shoot an arrow from the Cypher System? Even if the character doesn’t
their bow and hit the moon, there’s no need blast every rodent, an encounter like that can be
to roll, because there’s no chance for success. resolved in five minutes. Not every encounter
Likewise, if they want to shoot that same arrow needs to be life-or-death to be interesting. But
at a large building from 10 feet (3 m) away, we’ll talk about designing encounters (and the
there’s no chance for failure. You and logic run related issue of pacing) later in this chapter.
the game, not the dice.
Second, if a creature (PC or NPC) or object
is affected in a harmful way—or, in the case of
a creature, in a way that it doesn’t want to be
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Running the Cypher System
USING CHARACTER TYPES choices at first tier (instead of a Warrior’s four Feel free to rename the
TO DEFINE THE SETTING choices). At second tier, Glaives get one choice types to anything you
(instead of a Warrior’s two choices) because all want to make them
Much more than in other Cypher System glaives get Skill With Attacks. fit a player’s character
games like Numenera or The Strange, the types concept. Chapter 5
presented in chapter 5 of this book are meant This emphasis is intended to reinforce (not offers some alternative
to be tools for you to customize your game. limit) the setting and the character concept. In names for each type in a
Nothing helps define the specifics of the setting Numenera’s setting, Glaives are combatants, and range of game genres.
like the options that characters have at their most combatants wear armor and they all make
disposal, just as nothing defines the setting of attacks. A Glaive who is not skilled in attacks Flavor, page 34
a novel like the main characters—who they are, makes no sense within the context of the setting.
what they know, and what they can do.
The types can also be ad hoc rather than
This means that you have all the freedom predetermined. Find out what the player’s
in the world to mix and match abilities, or character concept is, and tailor the type to that
predetermine ability choices. If, in your fantasy concept, perhaps using flavor.
world, you have a character type that is a wizard
who is a master of magic, it might be hard to For example, if a player in a modern game
imagine that character not being trained in wants to be a rock musician, use the Speaker
magical lore. So you take the Adept type, rename type but call it “Musician” (all of the abilities will
it “Wizard,” and make the Magic Training ability be music based rather than word based, but the
mandatory at first tier, leaving the player three effects remain the same). If a player in the same
rather than four choices for special abilities. game wants to be a rebellious teen who sneaks
out a lot, make them an Explorer with lots of
For a more in-depth example, consider the physical skills and abilities (perhaps add in stealth
Glaive from Numenera. The Glaive is much like flavor) and call it “Teenager.” If they change their
the Warrior type, but at first tier, the abilities mind and want to be a scientist, they can still be
Fighter and Combat Prowess are predetermined an Explorer, but adjust the type so its emphasis
for Glaives, ensuring that they are the most is on knowledge skills (perhaps add in skills and
physical of the types and reinforcing the idea knowledge flavor) and call it “Scientist.”
that they’re the best at inflicting damage with
weapons. This leaves Glaives with two ability Basically, the thing to remember is that types
serve two purposes: to help define the setting,
415
and to help fulfill the player’s character concept. while their comrades rest, call for an Intellect
Descriptor and focus also help to do the latter, roll immediately and use the result if anything
so GMs should feel free to make whatever happens during the entire time they are
changes or predetermined choices they see fit for guarding.
the types offered in their game.
But what if the PC isn’t actively looking? Let’s
TYING ACTIONS TO STATS say a pickpocket moves up behind them to
lift a few coins, so you ask the player to make
Although the decision is open to your discretion, an Intellect roll with a difficulty equal to the
when a PC takes an action, it should be fairly pickpocket’s level. (Arguably, they could make a
obvious which stat is tied to that action. Physical Speed-based roll to see if they are quick enough
actions that involve brute force or endurance use to catch a glimpse—it’s up to you.) Some PCs
Might. Physical actions that involve quickness, are skilled in perceiving, and that would come
coordination, or agility use Speed. Actions into play here. Success means that you tell the
that involve intelligence, education, insight, character what they see, and failure means that
willpower, or charm use Intellect. they notice nothing. However, the player knows
that they had to make a roll, so they know that
In rare instances, you could allow a PC to something was up. One way to keep players on
use a different stat for a task. For example, a their toes is to call for rolls when there is nothing
character might try to break down a door by to notice.
examining it closely for flaws and thus use
Intellect rather than Might. This kind of change GM Compares Levels: You can take the
is a good thing because it encourages player player out of the equation (so as not to alert
creativity. Just don’t let it be abused by an their suspicions) by comparing the PC’s tier to
exuberant or too-clever player. It’s well within the difficulty of the perceiving task. Ties go to
your purview to decide that the door has no the PC. You can still figure in skills and assets
flaws, or to rule that the character’s attempt will as bonuses to the PC’s tier. So a third-tier
take half an hour rather than one round. In other character trained in perceiving will spot the level
words, using a stat that is not the obvious choice 4 predator cat stalking up behind them. This
should be the exception, not the rule. method is particularly good for determining
simple results, such as whether the PC hears
THE FLOW OF INFORMATION a river in the distance. That kind of thing isn’t
worth a roll, but for some reason, you might not
You are the eyes and ears of the players. They want to give out the information automatically.
can’t know anything about the world unless This method also rewards a perceptive character,
you tell them. Make sure that the information who will hear the noise before anyone else. Don’t
you provide is both precise and concise. (We’ll forget to increase the difficulty for distance in
discuss good description later in this chapter.) such a situation.
Be evocative, but not to the point that the players
lose details in the language you use. Be open GM Intrudes: Rarely, you can keep things
to answering their questions about the world to yourself and spring the knowledge of what
around them. happened as a GM intrusion. If the PC discovers
that their pocket is now empty of coins, that’s
Sometimes it’s easy: a PC looks over the top of certainly a complication. Sometimes the
the hill, and you tell them what they see. Other “discovery” itself is a complication—for example,
times things are hidden, or there’s a chance the character notices a mugging going on in the
that they miss something important—secret alley as they walk by.
panels, cloaked assassins, creatures with natural
camouflage, details of significance in a crowded In addition, the GM is the source of
marketplace, and so on. In these cases, perhaps knowledge about the parts of the PCs’ lives that
a roll is involved. But it’s odd to ask players to don’t take place in a game session. If a character
roll when they haven’t taken any actions. It’s used to be in the military and needs to know the
within the bounds of the rules, but it can be name of their old unit commander, you need to
jarring. There are different ways to handle the give it to the player (or, better yet, let the player
situation: you can call for a roll, compare levels, come up with the name).
or use an intrusion.
GM Calls for Rolls: This is the most
straightforward approach. It’s always the best
choice if a PC’s action is to search, listen, or
otherwise keep an eye out. If a PC is on watch
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Running the Cypher System
FAILURE TO NOTICE enough to accomplish the task that the PC set A good rule of thumb is:
out to do, but since they would have succeeded players should always
If PCs miss a sensory detail, you should consider if the difficulty had been 3, the GM decides that know why they are
very carefully what to do about that. If there’s a the character still learns that something had rolling. If you suddenly
cool secret chamber in the ancient complex or come down the path recently—they just aren’t say “Give me a roll”
an important clue under the table in the castle certain if it was bandits. The reason is that if the to see if they notice
guardroom, maybe a perceptive PC should PC had simply been looking for tracks of any something, it’s probably
just find it (no roll required), particularly if they kind, the GM would have set a difficulty of 3. better either to act as if
said they were looking. To do otherwise might Similarly, if the player had rolled a 17—a success they noticed it and give
mean submitting to the tyranny of the dice. Just at least one step higher—the GM would have them the information,
because the PC rolled a 2, should the adventure said that not only did they find bandit tracks, but or to proceed as if they
come to a dead stop? there were five of them, and the tracks show that didn’t, and then spring
the bandits were burdened. In other words, the a surprise on them via
Well, in the first place, don’t design a scenario player would have received more information a GM intrusion. Of
that can come to a dead stop if the PCs botch than they asked for. course, if a player says
one roll. There should always be multiple paths that they’re looking
to success. In a situation where there are more results around carefully, that’s
than simply success or failure, you can convey another story entirely.
In the second place, consider your other these results based on multiple difficulties. A
options. Maybe the PCs will learn about the player can state an action, and you can come
secret chamber later and they’ll have to backtrack up with not one difficulty but two, three, or
to find it. If the characters don’t find the clue more. For example, if the PCs try to persuade
under the table, an NPC might—and then lord a merchant to give them information, the GM
it over them with a show of superiority. If all can predetermine that he gives them one minor
else fails, as noted above, sometimes discovery bit of information if they succeed at a task with
is a complication, and you can simply foist it a difficulty of 2, a fair bit of information if they
upon a PC through GM intrusion. In such a succeed at a task with a difficulty of 3, and
case, however, you might want to include a everything he knows on the topic if they succeed
challenge. For example, the PC finds the secret at a task with a difficulty of 4. The players don’t
door accidentally by leaning against the hidden make three different rolls. They make one roll
control pad, which lets out the flying insectoid with a scaled, graduated success.
hunter-seekers guarding the chamber before the
characters are ready for them. As a rule of thumb, reverse-engineer the
situation. If the player rolls considerably higher
On the other hand, perhaps in such a or lower than the target number (more than 3
situation, the PCs didn’t “earn” the discovery—if away), consider what a success at the difficulty
there was no roll, then no Effort was used and no they did overcome would have gained them. If
risks were taken. That’s not good. Maybe the PCs creating a makeshift electronic key to open a
just miss out this time. Maybe they should learn sealed door has a target number of 18, what does
to be more observant. the PC create if the player rolls 16? Perhaps the
answer is nothing, but perhaps it is a makeshift
In other words, the answer depends on the key that works intermittently.
situation. Don’t hesitate to vary things. It keeps
the players guessing. This system is rarely (if ever) used in combat
or situations where something either works or
GRADUATED SUCCESS doesn’t. But when crafting an object, interacting
with an NPC, or gaining information, it can be
Sometimes, a GM will break away from the very useful. Of course, you are never required to
traditional model that governs Cypher System use this model of task resolution—sometimes
task resolution and allow for a graduated success or failure is all you need to know.
success. With this method, you set a difficulty as Usually, graduated success involves going
usual, but if the player succeeds at a difficulty at only one step higher or lower than the original
least one step higher, their success is better than difficulty, but you can be as flexible about that as
normal. Likewise, if their roll indicates that they you wish.
would have succeeded at one step (or more)
lower, they might have a partial success. Finally, sometimes you can offer a
“consolation prize” for trying. Say a PC fears
For example, a PC tracking the bandits that that a door has been rigged with a trap. They
robbed the train looks for tracks in the woods search it but fail the roll. The GM might still
to see if any of them came down a certain path reveal something about the door. “You don’t find
recently. Given the terrain and the weather, the
GM decides that the difficulty is 4, so the target
number is 12. The player rolls a 10. This isn’t
417
anything special, but you do note that the door character has. It’s not limiting—it’s freeing.
appears quite sturdy and is locked.” It’s the kind The easiest way to design a good game is to
of information the GM might give automatically
(think of it as difficulty 0), but it softens the limit—and strictly define—PC power. Characters
blow of failure. Some information is better than of such-and-such a level (or whatever) can do
none, and it makes sense that the PC will learn at this kind of thing but not that kind of thing.
least something if they study an object for a few The GM knows that the characters aren’t going
minutes. to ruin everything by seeing into the past or
creating a nuclear explosion.
DEALING WITH CHARACTER ABILITIES
But that’s not the only way to design a good
A lot of people might think that the Cypher game. What if you—the GM—decide that while
System is a class-and-level game because it it would not be so great if the PCs could see into
has things that are enough like classes (types) the past (which would ruin the mystery of your
and levels (tiers) that it’s easy to see the scenario), it would be okay if they could blow
misconception. And that’s fine. up half the city? The Cypher System allows you
to permit anything you feel is appropriate or
But here’s the real secret, just between you interesting.
and me: it’s not tiers, types, or any of that
stuff that is the key to really understanding the To put it another way (and to continue the
system. ever-more-absurd examples), PCs who can solve
every mystery and blow up every city probably
It’s the cyphers. end up making the game a pushover (and thus
The cyphers are the key to making the game dull), but PCs who can solve one mystery or blow
work differently than other games. The Cypher up one city won’t ruin the campaign. Cyphers
System isn’t about playing for years before a allow the characters to do amazing, cool, and
character is allowed to teleport, travel to other fun things—just not reliably or consistently.
dimensions, lay waste to a dozen enemies at Thus, although they potentially have access to
once, or create a mechanical automaton to do great power from time to time, they have to use
their bidding. They can do it right out of the gate it wisely.
if they have the right cypher.
This system works because both the GM As the GM, it’s important to remember the
and the player have a say over what cyphers a distinction between a character ability gained
through type or focus, an ability or advantage
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Running the Cypher System
gained through an artifact, and an ability gained 3. Combat’s not the point of the game—it’s Exists Partially Out
through a cypher. The first two kinds of abilities merely an obstacle. If the players discover a of Phase, page 68
will shape the way you expect the characters to way to overcome an obstacle more quickly
behave, but the cyphers won’t. If a PC has the than you expected, there’s nothing wrong with Hover, page 149
Exists Partially Out of Phase focus, they’re going that. They’re not cheating, and the game’s not
to be walking through walls all the time—it’s broken. Just keep the story going. What happens
what they do—so it shouldn’t catch you off next? What are the implications of what just
guard. In a way, you should “prepare” for it. I put happened?
that word in quotes because I don’t mean that
you nullify it. Don’t put in a bunch of walls that OPTIONAL RULE:
they can’t get through. That’s no fun. Walking MODIFYING ABILITIES ON THE FLY
through walls is what they do, and if you take
that away, they don’t get to do anything. (Foiling Sometimes, a player can use a special ability in
their power every once in a while is fine because a way that goes beyond its normal bounds. Such
it might add to the challenge, but it should be changes can be done on the fly. In some cases,
the exception, not the rule.) By “preparing” for it simply costs more points to use the ability in
their ability, I mean don’t expect a locked door a new way. In other cases, more challenges are
to keep them out. Be ready when they sneak into involved.
places most people can’t go, and be ready to tell
them what they find. For any Intellect ability with a specific range,
you can increase the range by using more mental
But with cyphers, no preparation is necessary. energy. If you spend 1 additional Intellect point,
First of all, most of them don’t throw a wrench you can change the range by one step—either
into anything—they just help the character deal from short to long, or from long to very long. You
with a situation in a faster way, giving them can’t increase a range beyond very long (which
some healing, a temporary boost, or a one-use is 500 feet, or 150 m) by spending more points.
offensive power. Second, the PCs never end up Any Intellect ability that has a duration (anything
with a cypher that you didn’t give them, so you more than a single action in a single round)
can have as much say over their cyphers as you usually lasts one minute, ten minutes, or one
want. And third (and perhaps most important), hour. By spending 1 additional point of Intellect,
when a PC pulls out a detonation cypher you can increase the duration by one step, so
and blows up the lead wagon in the caravan, an ability that lasts one minute can be made to
completely changing the situation, that’s part of last ten minutes. Durations cannot be increased
the fun. You’ll have to figure out on the fly what more than one step.
happens next, and so will the players. That’s
not ruining things—that’s what is supposed to A player can make a special roll to modify the
happen. Players surprising the GM is part of the range, area, or other aspects of an ability. The roll
game. Cyphers just make those surprises more is always modified by the stat it’s normally based
frequent, and in ways as interesting as you’re on. The GM sets the difficulty for the roll based
willing to allow. on the degree of modification. Like any roll, the
player can use Effort, skill, and assets to ease
We’ll look at designing encounters later, the task. Generally, the difficulty falls into one of
but for now, remember this point: no single three categories from the Task Difficulty table:
encounter is so important that you ever have to
worry about the players “ruining” it. You hear Impossible (modifying an ability to accomplish
those kinds of complaints all the time. “Her an effect that has nothing to do with its
telepathic power totally ruined that interaction” description or intent)
or “The players came up with a great ambush
and killed the main villain in one round, ruining Formidable (modifying an ability to do
the final encounter.” something similar to the description or intent,
but changing its nature)
No. No, no, no. See the forest for the
trees. Don’t think about the game in terms Difficult (modifying an ability to do something
of encounters. Think about it in terms of the within the spirit and general idea of the ability)
adventure or the campaign. If a PC used a potent
cypher to easily kill a powerful and important For example, say an Adept has the Hover ability
opponent, remember these three things: and wants to modify its use in the middle of an
encounter. If they want to use it to blast someone
1. They don’t have that cypher anymore. with fire, that’s an impossible task (difficulty 10)
2. There will be more bad guys. because fire has nothing to do with the ability.
If they want to use it offensively within the
general description of the ability, they might
419
ENCOURAGING PLAYER CREATIVITY
The Cypher System is a game that places more importance on creativity than on understanding the rules. The players
should succeed not because they’ve chosen all the “right” options when creating their characters but because they come
up with the best ideas when facing challenges. This means that for every challenge, there should be a straightforward
solution (destroy the lightning-emitting turret to get into the tower) and a not-so-straightforward one (sneak up to the
tower, find the power conduit to the turret, and sever it). It’s not your responsibility as the GM to come up with both. The
players will come up with the not-so-straightforward solutions. You just have to be willing to go with their ideas.
This doesn’t mean you have to let them succeed if they try something weird. On the contrary, the not-so-straightforward
solution might end up being as hard or harder than the straightforward one. But you have to be ready to adjudicate
the idea no matter what. It’s tempting to say that there’s no way to find or sever the power conduit and the PCs have to
destroy the turret the old-fashioned way (a combat encounter). In some situations, that might be appropriate—perhaps
the conduit is simply not accessible to the PCs on the outside of the tower. But a GM has to be willing to say that
sometimes it is possible and to adjudicate the details on the fly. If you don’t, and you shut down the players’
outside-the-box ideas, they will learn that the only thing to do is charge into the fray every time. That the obvious solution is the
only possible solution. Eventually, this will make for boring play because things will seem repetitive and too tightly structured.
The best solution is not to develop preconceived notions of how the PCs might deal with the encounters in an
adventure. If they’re going to break into a tower, you can note that the tower has a few guards, a pressure-sensitive
intruder alert system around the perimeter, and a lightning-emitting turret on the top. But you don’t know if the PCs will
fight the guards, bribe them, or sneak past them. You don’t know how they’re going to deal with the alert system and the
turret. That’s not the kind of thing you need to think about ahead of time, but you have to be ready when it comes up at
the table. You should prepare for the most obvious situations—for example, predetermine the level of the turret and how
much damage it does. But when a player states that their action is to look around for spots where the turret cannot strike
because a wall blocks it or the angle prevents it, that’s when you take a second to consider and (particularly if they roll
well on an Intellect action) maybe say “Yes, as a matter of fact, there is a spot,” even if no such thing had occurred to you
before that moment.
Cyphers teach GMs to try to make a foe fly up and hit its head on the parts. They are offered as rewards by people who
design different kinds of ceiling. However, turning an ability that is not are grateful for the PCs’ help.
scenarios—ones in which offensive into an attack changes its nature,
making the task formidable (difficulty 7). Some adventures will offer more cyphers than
the whole adventure others. Still, as a rule of thumb, in any given
isn’t wrecked if a player If they want to use it to make a friend hover adventure, a character should use at least as
has something that can rather than themselves, that’s within the spirit many cyphers as they can carry. This means they
and general idea of the ability. That’s difficult should find that number of cyphers in that same
solve a single problem (difficulty 4) but not unreasonable. amount of time (give or take). Thus, you can
(defeat a foe, read a simply add up the number of cyphers the PCs
CYPHERS can carry, and on average, they should find at
mind, bypass a barrier, least that many cyphers in a given adventure.
or whatever). There You should think of cyphers as character abilities,
whether they’re subtle cyphers or manifest If your players are typical, they will use
should always be more cyphers. This means that it is incumbent upon combat-related cyphers liberally but hold onto
to the adventure than you to make sure that players always have plenty their utility cyphers. A ray emitter or defensive
one linchpin encounter, of cyphers to use. In the course of their travels, shield will be used, but a suspensor belt or
obstacle, foe, or secret. the PCs should find that cyphers are extremely phasing module will linger longer on their
common. And since the PCs are limited in the character sheets.
It’s all right if players number of cyphers they can carry, they will use
think of cyphers them liberally. As with everything else in the game, it’s
intentionally very easy for the GM to create
(especially manifest Manifest cyphers can be found by scavenging new cyphers. Just think of the effect and how to
cyphers) as equipment through old ruins. They can be found in the express it as a game advantage. Two kinds of
or treasure. You should corpses of magical or technological foes. cyphers exist when it comes to effect: those that
They can be found among the possessions allow the user to do something better, and those
choose points in the of intelligent fallen opponents or the lairs of that allow the user to do something they couldn’t
course of the story unintelligent creatures, either amid the bones of do otherwise.
former meals or as shiny decorations in a nest.
that are appropriate They can be found in villages, in the back of a The first group includes everything that
for awarding subtle merchant’s cart that sells junk and scavenged reduces the difficulty of a task (including defense
cyphers, especially tasks). The second group includes things that
if the PCs aren’t at
their full capacity.
Discovering Subtle
Cyphers, page 379.
Manifest Cyphers,
page 379
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Running the Cypher System
grant new abilities, such as flight, a new means or less means that they can use it freely without You may wish to forbid
of attack, the ability to see into the past, or any worrying too much. the use of XP to reroll
number of other powers. artifact depletion rolls.
SKILLS AND OTHER ABILITIES That’s pretty reasonable.
A few more important notes about devising Experience point
new cyphers: Sometimes, the rules speak directly to character advance, page 232
creativity. For example, players can make up
• Cyphers should be single-use items. The PCs their own skills. It’s possible to have a skill called Chapter 12: Experience
use them up and find new ones. “tightrope walking” that grants a character Points, page 237
a better chance to walk across a tightrope, Character arcs, page 238
• Cyphers should be potent. A minor ability and another skill called “balance” that gives
isn’t worth the trouble. If an attack cypher a character a better chance to walk across a
isn’t as good as a regular weapon, why tightrope and perform other balance actions
bother with it? as well. This might seem unequal at first, but
the point is to let players create precisely the
• Cyphers shouldn’t have drawbacks. characters they want. Should you let a character
• Cyphers should be temporary. Typically, a create a skill called “doing things” that makes
them better at everything? Of course not. The
power is used once. Abilities or advantages GM is the final arbiter not only of logic but also
that have a duration last from ten minutes to of the spirit of the rules, and having one or two
twenty-four hours (at most). single skills that cover every contingency is
• Manifest cyphers can take any form. Just clearly not in the spirit.
make them appropriate to the genre.
It’s important that players play the character
ARTIFACTS they want. This concept is supported not only
with the open-ended skill system but also with
In terms of the narrative, artifacts are a lot like the ability to get an experience point advance
cyphers, except that most are not one-use items. to tailor a character further. Likewise, the GM
Mechanically, they serve a very different purpose. should be open to allowing a player to make
It’s assumed that characters are exploring small modifications to refine their character. In
with some cyphers at their disposal. Artifacts, many cases, particularly ones that don’t involve
however, are added abilities that make characters stat Pools, Armor, damage inflicted, or the costs
broader, deeper, and often more powerful. They of Effort or special abilities, the answer from the
aren’t assumed—they’re extra. GM should probably be “Sure, why not?” If a PC
ends up being really good at a particular skill—
The powers granted by artifacts are more better than they “should” be—what’s the harm?
like the abilities gained from a character’s type If Dave can swim incredibly well, how does that
or focus in that they change the way the PC hurt the game in terms of the play experience or
is played overall. The difference between an the story that develops? It doesn’t. If Helen can
artifact and a type or focus ability is that almost pick practically any mundane lock she finds, why
all artifacts are temporary. They last longer than is that a bad thing? In fact, it’s probably good for
cyphers do, but because they have a depletion the game—there’s likely something interesting
roll, any use could be their last. on the other sides of those doors.
Like cyphers, then, artifacts are a way for In a way, this is no different than adjudicating
the GM to play a role in the development of a not-so-straightforward solution to a challenge.
the characters. Although armor, weapons, and Sometimes you have to say “No, that’s not
the like are fine, special capabilities—such as possible.” But sometimes, if it makes sense,
long-range communication or travel—can really open yourself up to the possibility.
change the way the PCs interact with the world
and how they deal with challenges. Some of CHARACTER ARCS
these abilities enable the actions you want the
PCs to take. For example, if you want them to Character arcs encourage players to be proactive
have an underwater adventure, provide them and create their own goals, with their own
with artifacts (or cyphers) that allow them to definitions of success and failure. Chapter 12
breathe underwater. has more details about using character arcs and
offers plenty of sample arcs for the PCs.
Also like cyphers, artifacts are simple for the
GM to create. The only difference with artifacts It’s the spirit of character arcs that’s important,
is that you give them a depletion roll, using any not the specific rules. Because the arcs consist
numbers on 1d6, 1d10, 1d20, or 1d100. If you of broad sets of guidelines for handling a
want the artifact to be used only a few times, give
it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or
even 1 or 2 in 1d6. If you want the PCs to use it
over and over, a depletion roll of 1 in 1d100 more
421
Aid a Friend, page 242 potentially limitless number of stories, you’ll the main way to breathe life into the world, tell
want to play fast and loose. Sometimes steps the stories the world has to tell, and portray the
will be skipped. Sometimes they’ll be repeated. kind of game you want to run. Memorable NPCs
Sometimes you’ll go straight to the climax after can make or break a campaign.
the opening (this should be rare, however).
NPCs shouldn’t be “cannon fodder” because
Other times, no character arc in chapter 12 no one thinks of themselves that way. Real
will fit what a player wants to do. In that case, it people value their lives. They shouldn’t be idiots,
behooves you to work with the player to make easily fooled into doing things or acting in ways
an arc that fits. The player’s intention is what’s that no person ever would, simply because a die
important. Players should think of a goal for their roll suggests it (unless they’re not very bright or
character first and then look through the sample something more powerful—like mind control—
arcs, rather than browse the list and feel that is at work).
those are the only options. When in doubt, find
the arc in chapter 12 that most closely fits what Think about real people that you know or
the player wants and then massage it in a few characters from books, television, and movies.
places where needed. Base your NPCs’ personalities on them. Make
them as widely varying, as interesting, and as
One thing to keep in mind: if the arc doesn’t deep as those people.
involve at least a few steps and at least some
time, it’s not really a character arc. If a PC gets Remember, too, that there are minor
picked on in a bar one evening by a jerk NPC and characters and major ones, just like in a book.
says “My character arc is to punch that guy in the The bandits who waylay the PCs are in the
face,” that’s not really a character arc. That’s just spotlight for only a few minutes at most and
an action. Character arcs require depth, thought, don’t need a lot of development, but a major
and, most likely, change on the PC’s part. adversary or ally might get a lot of attention from
the players and therefore deserves a lot from
Think of them in terms of the arcs of you. As with so many things related to being a
characters in your favorite novels or movies. good GM, consistency and believability are the
When a PC takes on and eventually completes keys to developing a good NPC.
a character arc, that should feel like a novel or
a movie’s worth of story (or at least the story NPC GAME STATS
of one character in the novel or movie). There
should be a real feeling of accomplishment NPCs are easy to create. Most can simply be
and closure at the end of an arc, but at the pegged at a level from 1 to 10 and you’re done.
same time—assuming the narrative is going to Working on how to describe or portray them will
continue—a sense that there’s more to come. take longer than working up their game stats.
One arc often leads right into the next.
Sometimes, though, you’ll want to elaborate
Character arcs aren’t meant to be entirely on the NPC’s capabilities and tailor them to
solo affairs. PCs working as a group should help the concept. A level 4 NPC who is a computer
each other with their respective arcs from time genius might be level 5 or 6 in computer-related
to time. The Aid a Friend arc helps to encourage tasks. But don’t simply make the NPC level 5 or
this. If one or two PCs use this arc to help 6 overall because then they’d also be better at
another character, suddenly it’s a group arc, and combat, interactions, climbing, jumping, and
cohesion and cooperation will come naturally. everything else, and that doesn’t fit your concept.
It’s worth noting, however, that some players Use the NPCs in chapter 23 as good starting
will want one of their character arcs to be a points or as examples for what you can do. But
solitary venture. They won’t want help. They you’re not limited by them. In fact, you’re not
might not even want the other PCs to know limited in any way. The most important thing to
about it. That’s okay too, but it might require that remember about NPCs in the Cypher System is
you spend some time with them playing outside that they do not follow the same rules as PCs.
of regular sessions, even if it’s just through text They don’t have descriptors, types, or foci. They
or email. don’t have tiers or any of the same stats. They
don’t even roll dice.
HANDLING NPCs
NPCs work precisely as you (and the setting
Nonplayer characters are people and creatures and story) need them to. If an NPC is the
that live in the world alongside the PCs. They are greatest swordsman in the land, you can give
just as much a part of the world as the PCs and him obvious advantages with a sword in attack
should be portrayed just as realistically. NPCs are and defense, but you can go outside the box as
well, allowing him to attack more than once per
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turn, attempt to disarm foes with a flick of his Keep to the Level: NPCs should generally Although an NPC’s level
blade, and so on. keep to their level parameters. Sure, you can and stats are important,
give a tough NPC more health than their level just as important are
There are no hard-and-fast rules for creating might indicate, and the aforementioned great their appearance, the
an NPC who can be matched perfectly against swordsman might attack and defend with his way they talk, and how
the PCs in combat—it’s not that kind of game, blade at higher than his normal level, but these they act. If an NPC is
and that’s not the purpose of NPCs. Instead, are minor exceptions. going to be more than
use the game’s simple mechanics to portray the a simple, short-term foe
NPCs in the world and in your narrative so that Explain Things However You Want: If you (like a bandit), when
they make sense and can do what you want them keep to the level parameters generally, you can you make your notes
to do (and cannot do what you don’t want them express them in all sorts of interesting ways. For about things like their
to do). example, a level 5 NPC usually inflicts 5 points level and Armor, also
of damage. But that damage might come from note something about
Like the player characters, NPCs often carry waves of magnetic force that they can produce their appearance or
and use cyphers. Thus, any NPC could have thanks to a nanotech virus that has taken over personality. If an NPC
virtually any capability at their disposal as a their body. is going to interact with
one-shot power. In theory, NPCs can heal the PCs for more than
themselves, create force fields, teleport, turn Wild Cards: You might give some NPCs— a minute, note at least
back time, hurt a foe with a sonic blast, or do sorcerers, gadgeteers with many strange devices, two different things: they
anything else. An NPC might also use spells, and the like—a wild card ability that allows make stupid jokes, they
possess mutant powers, or have biomechanical them to do interesting things like levitate, use have a scar on their ear,
implants. You can lay out these cyphers and telekinesis, construct objects of pure force, and so they laugh too much,
abilities when preparing for the game, or you forth. You don’t have to nail down these powers they talk very softly, they
can just go with the idea that certain NPCs can ahead of time. These rare NPCs can just do weird smell bad, and so on.
produce amazing and surprising effects and things. As long as you keep them reasonable
make them up as you go along—with some most of the time, no one will bat an eye. (If every
caveats. important foe has a force field, that will seem
repetitious, dull, and unfair to the PCs.)
If all NPCs can do whatever they want,
whenever they want, that won’t instill much Use GM Intrusions: Since a PC can produce
belief in the players or give you much credibility all kinds of interesting, useful, and surprising
as a GM. So keep the following things in mind. effects thanks to cyphers, you can occasionally
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Because Cypher System replicate this for an NPC by using GM intrusion INTERACTIONS
games aren’t just about to give them precisely the ability needed in the
current situation. If the NPC has been poisoned, Let’s say the PCs want to learn more about a
combat and gaining they pull out a vial of antivenom. If a villain is missing man, so they talk to his best friend.
power, the NPCs should cornered by the PCs, they activate a device on You and the players roleplay the conversation.
be motivated by things their belt that lets them phase down through The players are friendly and helpful and ask
beyond that. Love, lust, the floor. If the foe is at the extreme edge of low their questions with respect. Do you call for an
embarrassment, loyalty, health, they inject themselves with a temporary Intellect roll (using the friend’s level to determine
adrenaline boost that restores 15 points of health the difficulty) to see if he will talk to them, or do
revenge, familial ties, immediately. you simply decide that he reacts to them well
altruism, and curiosity and gives them the information?
are all great motivators. NPCs AND DEATH
As another example, an old woman has
Chapter 11: Rules of As explained in chapter 11, NPCs have a health watched over the entrance to an ancient ruin for
the Game, page 206 score rather than three stat Pools. When an years. She considers it a duty given to her by the
NPC reaches 0 health, they are down. Whether gods and has never told anyone the secrets she
that means dead, unconscious, or incapacitated knows. The PCs come along with some training
depends on the circumstances as dictated by in interactions, roll dice, and expect the woman
you and the players. Much of this can be based to spill her guts. Does she tell them everything?
on logic. If the NPC is cut in half with a giant
axe, they’re probably dead. If they’re mentally The answer to both questions is: it depends.
assaulted with a telepathic attack, they might be In either situation, you’re justified in ignoring the
insane instead. If they’re hit over the head with a dice and mechanics and simply handling things
club, well, that’s your call. through table conversation. That’s what makes
interaction encounters so interesting and so
It depends on the intentions of those who are distinctive from, say, combat. You can’t put aside
fighting the NPC, too. PCs who want to knock the dice and act out the fight between the PCs
out a foe rather than kill them can simply state and a giant, but you can roleplay a conversation.
that as their intention and describe their actions In such cases, you can portray the NPCs
differently—using the flat of the blade, so to precisely as you want, in ways that seem fitting
speak. to their personalities, without worrying about die
rolls. The best friend probably wants to help the
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PCs find his missing comrade. The old woman Most of the time, the GM should decide what GMs need to be fluid and
would never give her secrets to a band of smooth makes the most sense in the context of the flexible as they’re running
talkers that shows up on her doorstep one day. situation and the NPC. If the characters climb up a game. Sometimes
You can also ensure that the players get the a steep slope and must make rolls to ascend, the a strict mechanical
information you want them to get—and don’t NPC doesn’t make a roll. Instead, the GM quickly approach is needed, and
get the information you don’t want them to get. considers whether they could climb it and goes other times it’s fine to just
from there. A fit, able ally should simply climb handwave the situation
On the other hand, sometimes using game the slope. A feeble or clumsy NPC will need and keep the story
mechanics is a better option. For example, a assistance. In other words, the NPC doesn’t face moving. The important
person who isn’t particularly eloquent might the challenge (that’s what the PCs do)—they thing—particularly for
want to play a character who’s a smooth talker. remain a part of the unfolding story. The old newer GMs—isn’t always
You wouldn’t require a player who’s never held man the PCs must escort through dangerous knowing when to do
a sword in real life to prove that they’re an mountains needs help climbing because that’s which, but to remember
adept combatant to win a fight in the game, so part of the story of the adventure. His that you have the
you should not force the player of a charming able-bodied daughter who also travels with the freedom to experiment.
character to be, well, charming. The game group does not need help because that wouldn’t
mechanics can simulate those qualities. make much sense. Stagger: If the creature
strikes a foe, the
And sometimes, you can use both approaches. If the entire group is caught in a landslide later target must make an
You can let the conversation with the NPC play out in that same adventure, the GM can do one of immediate Might defense
around the table, and then call for rolls—not to two things in regard to the NPCs. Either decide roll or lose their next turn.
determine whether the PCs succeed or fail at the what happens to them as seems most logical or
interaction, but to get an idea of the degree of fitting (perhaps using GM intrusion, since what
success. For example, if the characters have a good befalls the NPCs also affects the PCs), or have
cover story for why the guards at the gate should let the players roll on behalf of the NPCs and treat
them pass, the roll might determine not whether them just like the player characters in every way
the guards say yes (you can use logic for that) but possible.
whether the guards accompany the PCs beyond
the gate. In a way, the die roll shapes an NPC’s CREATURES
reaction. It’s not an on/off switch but a general
degree of the overall trust that the PCs earn. Whenever possible, creatures should be handled
like other NPCs. They don’t follow the same rules
LANGUAGES as the player characters. If anything, they should
have greater latitude in doing things that don’t fit
Careful readers will have noticed that there are the normal mold. A many-armed beast should be
no intricate rules for languages in the Cypher able to attack multiple foes. A charging rhino-like
System, just a brief mention that you can animal ought to be able to move a considerable
become fluent in a new language rather than distance and attack as part of a single action.
gain a skill. That’s because for most people,
language is more of a background or roleplaying Consider creature size very carefully. For those
feature than a mechanical one. You don’t want that are quick and hard to hit, hinder attacks
to have to make a roll to speak, for example. against them. Large, strong creatures should
Characters should begin the game knowing the be easier to hit, so ease attacks against them.
language(s) that make the most sense for them. However, you should freely give the stagger
ability to anything twice as large as a human.
Languages are a special case, however, This means that if the creature strikes a foe, the
because some people won’t want to deal with it. target must make an immediate Might defense
And that’s fine. Some players and GMs will find roll or lose its next turn.
it an interesting challenge to communicate with
people or creatures who don’t share a common A creature’s level is a general indicator of its
language. Others will think it’s an impediment to toughness, combining aspects of power, defense,
interaction with no real upside. You can handle intelligence, speed, and more into one rating.
the issue however you want. In theory, a small creature with amazing powers
or extremely deadly venom could be high level,
NPC ALLIES and a huge beast that isn’t very bright and isn’t
much of a fighter could be low level. But these
Because the players usually roll all the dice, examples go against type. Generally, smaller
NPCs who are not opponents raise unique creatures have less health and are less terrifying
issues in the Cypher System. If a character gains in combat than larger ones.
an NPC ally who accompanies the group, how
are the ally’s actions resolved?
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Chapter 3: How OPTIONAL RULE: ACTING The Cypher System has no system for building
to Play the Cypher WHILE UNDER ATTACK creatures. There is no rule that says a creature
with a certain ability should be a given level, and
System, page 7 When a character is engaged in melee there is no rule dictating how many abilities a
combat, doing anything other than fighting creature of a given level should have. But keep
makes them more vulnerable. This is the spirit of the system in mind. Lower-level
true for PCs and NPCs. If a character creatures are less dangerous. A level 1 creature
engaged in melee takes an action other could be poisonous, but its venom should inflict
than fighting, each of their opponents can a few points of damage at most. The venom
make an immediate extra attack. The only of a level 6 creature, however, might knock a
exception to this rule is moving. If the PC down a step on the damage track or put
character’s only action is to move, they are them into a coma if they fail a Might defense
assumed to be moving slowly and carefully roll. A low-level creature might be able to fly,
out of the fight, safely withdrawing from phase through objects, or teleport because
combat. these abilities make it more interesting but not
necessarily more dangerous. The value of such
For example, Tom has his back against a abilities depends on the creature that uses them.
security door while fighting two guards. If In other words, a phasing rodent is not overly
he tries to open the door using its control dangerous, but a phasing battle juggernaut
terminal, he is taking an action other than is terrifying. Basic elements such as health,
fighting, and both guards get to make an damage, and offensive or defensive powers
attack against him. (such as poison, paralysis, disintegration,
immunity to attacks, and so on) need to be tied
directly to level—higher-level creatures get better
abilities and more of them.
TEACHING THE RULES
It’s not really your job to teach the players the
rules, yet it often falls upon the GM to do just
that. Before beginning a game, encourage the
players to read chapter 3 to get an overview of
the game. It won’t take them long.
You’ll probably also want to give them an
overview of the setting you’ve created and the
genre expectations that exist. Focus primarily on
the kinds of characters a player can create and
what they might do in the game. Once players
understand who they are and what they’ll do, the
rest of the setting is just details they can discover
as they go along.
The key to teaching someone the game is to
start with the idea of die rolls and how they use
the same mechanic no matter what a character
tries to do. Then explain using Effort, which
involves an introduction to the three stats. After
that, a player is ready to start making a character.
Taking a new player through the character-creation
process gets them ready to play. Don’t overload
them with a lot of details beyond that. All of
those can be picked up as needed in the course
of play.
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THE FIRST FEW SESSIONS The Cypher System is about discovery. Can you When referring to
have discovery through combat? distance, feel free to
With any game, GMs should consider running use the terms “close”
it a little differently the first few times, and Sure. Say the PCs are exploring an ancient and “immediate”
the Cypher System is no different. There are complex and encounter a strange life form. interchangeably. Use
a few things you can expect with a table full The creature attacks, but during the fight, it whatever sounds best
of new players. First of all, they won’t get the telepathically says “Curious” and “Creature in context. The Adept
terminology and the jargon right—they’ll use unknown” and “Protect the sanctum.” It’s might be “close” to
the terminology and jargon of the last game they telepathically talking to someone else, but the Warrior, within
played. And that’s fine. But you should try to get the PCs “overhear.” Although the combat is “close range,” or within
it right because the players will follow your lead, fairly standard, the PCs have discovered a new “immediate distance.”
and after a session or two, they’ll start getting creature, and they know it’s something that’s
it right. If you always call things by the wrong never encountered a human before. There are Encourage the players to
name, the players will, too. However, don’t just more of them, somewhere, and there’s some describe their actions, not
spout jargon. Each time you use a new term kind of sanctum. It’s not just a fight. The PCs the mechanics involved.
for the first time, such as “damage track,” “GM have learned something. The game is more fun if a
intrusion,” or even “difficulty,” explain what it player says things like “I
means. Make sure everyone’s on the same page, In a more standard setup, the combat is the leap up on the table and
even with the basic stuff. obstacle that the PCs must overcome to reach swing my sword down on
the discovery, which again reinforces the idea the creature,” instead of
The players won’t know what’s easy and that there is no right or wrong way to overcome “I use my jump skill to
what’s hard. Part of good Cypher System play the obstacle. Sneak past the foes or convince get up on the table so I
is knowing when to use Effort and when to them to let the PCs pass—both are entirely valid. can ease my attack roll.”
conserve, but beginning players will have no
frame of reference. In this case, the best way Mechanically, combat in the Cypher System
to give them solid ground to stand on is to be doesn’t play out as it does in many games where
fairly transparent. Tell them the target number damage whittles down a character’s hit points
for each task before they attempt an action. or health score. This kind of slow attrition is less
Guide them through the process. Remind them likely to happen in the Cypher System because
that they can use Effort if need be, although they the PCs will try to avoid getting hit. For example,
probably won’t forget. On the contrary, beginning many players will spend points from their Speed
players tend to use Effort on every roll. You can Pool to add Effort to their defense rolls to ensure
almost count on it. This means you can expect that they don’t get hit (and thus don’t lose points
beginning characters to do very well in whatever from their Might Pool). Characters also have
they set out to do, but they’ll have to rest more numerous abilities to add to their Speed defense
often because they’ll deplete their stat Pools rolls or reduce the difficulty of a Speed defense
more quickly. task. Last, and perhaps most significant, the
most frequent use of experience points for rerolls
RUNNING CYPHER SYSTEM COMBATS will probably be defensive in nature. Players just
don’t like their characters to get hit.
Cypher System combats should be about
something. There should be something There are two important aspects to this. The
interesting at stake. “Trying not to die” is an first is that it’s the players’ choice. They’re in
interesting stake, but it’s not the only one. control of which points they lose and how many,
Combat can be fun and hopefully exciting in its so it feels different, even though the effect is
own right, but it’s not necessarily the focus. In largely the same—a slow loss of points over
other words, fighting through a long combat isn’t time. The second aspect is that, narratively, you
the point, and finding a way to win a combat don’t have to explain and describe lots of minor
quickly through creative thought isn’t cheating. wounds and scratches that eventually amount
In fact, it should be encouraged. Defeating to something. In Cypher System combats,
the “big boss monster” easily should not be a when PCs are struck, it’s likely significant. Plus,
letdown; it should be the result of smart, creative so many creatures and foes have effects that
play. And Cypher System adventures shouldn’t paralyze, infect, poison, stun, and so on that
always have a climax involving a “big boss the damage is not necessarily the interesting or
monster,” anyway. The exciting end to the story significant part. That’s why there are creatures
could involve surviving a massive landslide, whose attacks can move a PC down the damage
finding a way to shut down a dangerous track a step or two. It’s not so much about the
machine, or convincing a tyrannical warlord to points of damage but the consequences of being
let the hostages go. hit at all.
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I’ve seen bad pacing CRAFTING STORIES the biggest twist is to have things go exactly
ruin more games than the way the players think they will.
probably anything else. I keep saying over and over that the Cypher • Don’t get bogged down justifying,
System is all about story—narrative. Your biggest rationalizing, or explaining every detail.
Keep things moving. job as the GM is to provide the impetus for The players aren’t supposed to understand
Keep them interesting. stories in the game. The stories themselves arise everything.
out of gameplay, but they are started and guided • Stories that involve a lot of events the PCs
by you. You provide the seed of the story and are unaware of will end up making little
present the events as they unfold because of sense to the players, and should probably be
what the PCs and NPCs do. avoided.
• Base your stories on real human emotion.
Crafting a good story is a topic that could fill NPC villains can be driven by greed or power,
a book of this size. I highly recommend that but also by love, longing, curiosity, or even
interested GMs read books or articles aimed at misguided altruism. Don’t make your players
fiction writers (many of which are available on just interact with the events—make them
the internet) that provide advice on plot. For that react to the emotions behind the events.
matter, similar sources about characterization Villains should inspire actual hate and anger.
can help in the creation of NPCs as well. The loss of a valued ally should inspire actual
sadness and loss.
For now, remember these key concepts: • Occasionally, create stories that are sequels
• Learn what motivates the players at your to your previous stories. The decisions that
the players made in the past affect things in
table. Exploration? Combat? Puzzle-solving? the present. Villains return for another try
Interacting with NPCs? Cater to these at reaching their goal, or perhaps just for
desires. revenge.
• Learn what motivates the PCs that the
players run. What are the characters’ goals? PACING
What do they seek? Wealth? Curiosity?
Power? Protecting others? Use these things The key to running a great game as opposed to
to start your stories. an adequate one is often the simple matter of
• Create stories that involve the PCs as directly pacing. Well, pacing is simple to describe, but
as possible. If something bad is affecting it’s not so simple to understand or implement.
people, have it affect the PCs or their loved It comes with practice and a sort of developed
ones, too. Rather than enticing them to strive intuition.
to save a random farmer, get them to save a
character’s brother or best friend. Pacing can mean many things. Let’s briefly
• Remember that the players are your break them down.
co-storytellers, and that the PCs are the main
characters of the story, so their decisions PACING WITHIN AN ENCOUNTER
should have direct impact on what happens.
• Weave multiple stories together. Have the Keep things moving. Don’t let the action get
PCs learn about the beginning of one story bogged down by indecisive players, arguments
while they’re still embroiled in another. about the rules, or irrelevant minutiae. Don’t
• Vary your stories. Follow a combat-heavy let the middle of an encounter get sidetracked
exploration of an ancient ruin with an by something that reminds a player (or worse,
intrigue-filled adventure in a large city that you) of a gaming story, a movie, or a funny thing
involves a lot of interaction. Create one story on the internet. There’s time for all of that later,
that is a long quest but then follow it up probably after the game session is over.
with another that wraps up in a single game
session. Don’t let the end of the encounter drag out.
• Vary the encounters within a story. Even When it’s clear how things are going to turn out,
in the middle of a series of battles, there’s and people might start to get bored, wrap it up.
always room for exploration or interaction If the PCs were fighting two dozen giant rats and
(and it breaks things up). only three are left, there’s nothing wrong with
• Not every story needs to be about saving saying that those last three run away or that the
the world. Sometimes the smaller stories PCs handily dispatch them. Wrap things up and
about helping one person can be the most move along.
interesting.
• Twists and unexpected events are wonderful
and should be used often, but sometimes
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PACING WITHIN A GAME SESSION excruciating detail. Although you want everyone
to be happy, you’re in charge of pacing. If you
Have many different encounters in a session— must err, make the players struggle to keep up,
some long, some short, some complex, some rather than letting them be bored and wonder
straightforward. One of the trickiest aspects of when you’re going to get on with it. Thus, if
game session pacing is deciding what to play out there’s no compelling reason against it, don’t
and what to skip. For example, the PCs want to hesitate to advance time, even in large chunks.
buy new gear with the money they were paid for If the PCs finish a big scenario and some
a job. You could describe the town’s market and downtime makes sense, there’s nothing wrong
roleplay each interaction with various merchants. with announcing, “So three weeks later, you hear
You could even call for occasional rolls to that . . .” and starting the next storyline (as long
see if the characters get good deals or not. as the players are content with it). Books and
Alternatively, you could say “Okay, you can buy movies do this kind of thing all the time. Skip the
whatever you want,” and then move on. There boring bits.
are good cases to be made for both approaches,
depending on the context. Maybe one of the PCs In addition, feel free to intrude on player
contracted a disease on the last mission and discussions for the purpose of moving things
doesn’t realize it until they are interacting with along. Sometimes players spin their wheels
people in the market. Maybe a pickpocket in or plan and plan their next move, never
the mall attempts to steal from the PCs, or they accomplishing anything. You can intrude by
notice a thief stealing from a store. Maybe the throwing an encounter or a surprise their way (“A
players like interacting with NPCs and enjoy your message arrives from the priests at the clave”),
portrayal of minor characters. All of these are or you can simply say “Let’s move things along.”
good reasons to play out a shopping encounter.
But if there’s no compelling reason, just advance Keep a clock handy so you can see how much
through it. time is left in the session. Never lose track
of time. You want to end a session at a good
Sometimes, you should do this even if one point—a place where everyone can catch their
player wants to play out every moment of their breath, at a good cliffhanger, or as everything
character’s life and describe everything in in a story wraps up so you can start anew next
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Fantasy, page 252 time. These are all fine stopping points, but you DESCRIBING THE ACTION
want to control which one you use. Next session,
you’ll have to start things up again, recap past Great roleplaying game sessions often involve
events, and get everyone back into the swing of immersion. Immersion comes from a sense
things. of being truly caught up in the action and the
fictional world. Just as when you read a great
Try to ensure that at the end of any session, book or watch a well-made movie, playing
the players can look back on what they did and an RPG can get you caught up in your own
feel like they accomplished something. imagination. And best of all, you’re sharing your
imaginative escape with everyone else at the
PACING WITHIN A STORY table. For immersion to work, you have to give
great descriptions.
This aspect of pacing goes back to researching
how fiction writers handle story creation, and it’s Cypher System combat, for example, is very
a huge subject, but consider the standard simple and open-ended rather than precise,
three-act structure as a good starting point. giving you lots of room to describe how
In act one, the problem is introduced. In act characters move, how they attack, and how they
two, things get worse (or a new complication is avoid attacks. A successful Speed defense roll
introduced). In act three, things are resolved. might mean dodging, blocking with a weapon, or
There are many other ways to do it, but ducking behind a pillar. A character who is struck
remember that the action needs to ebb and flow. in combat for 3 points of damage might have
You need downtime between the moments of dodged the weapon attack but fallen backward
action, horror, or high drama. onto a jagged and ruined control console.
PACING WITHIN A CAMPAIGN The players should describe their actions,
too. Encourage them to be creative in what
Mix short scenarios in with longer ones. Weave they do and how they perform a task, whether it
the plotlines together so that as one story ends, involves the way they attack, what they do to give
the PCs still have things to do. But don’t be themselves the best chance to make a difficult
afraid of downtime. Let the characters have a leap over a pit, or how they slip into a noble’s
week, a month, or longer here or there to live study to steal the map they need.
their normal lives before throwing them once
again into the heart of danger. If a campaign Don’t take any of this as a requirement. Long
takes a year of play time in the real world, you descriptions can be tedious as easily as they can
don’t want it to take place in only three weeks of be interesting. Sometimes the best way to serve
game time. That never feels right. the pacing of a combat encounter is to state
whether an attack hit and how much damage is
DESCRIPTION dealt and keep things moving. Vivid description
is great, but it’s not a valid excuse for you or a
Earlier, I recommended using description that player to drag things out and destroy the pacing.
was both precise and concise. Precision comes
from avoiding relative terms like “big” or “small” DESCRIBING THE WORLD
or emotional words like “terrifying” because
these words mean different things to different With so many different choices in the Cypher
people. This doesn’t mean you have to specify System, “the world” could mean a lot of different
the exact height of every structure the PCs find. things. Below are a few thoughts about genres.
But rather than describing a building as “a tall See the chapters in part 3 for more details on
tower,” consider saying “a tower at least five these genres.
times the height of the trees around it.”
Fantasy: A fantasy setting can be a weird
Being concise is important, too. Go on too place, and describing it can be difficult. It’s all
long with descriptions, and the players’ minds right to fall back on clichés—castles, knights,
will drift. Sometimes, what works best are short, dragons, and so forth. Keep in mind, however,
declarative, evocative descriptions with pauses in that these concepts are so well worn that if you
between for player comments or questions. use them, either you need to be okay with the
generic images that pop into the players’ heads,
or you need to be very specific about what makes
this dragon different. (And if you have the time
and inclination, by all means make your dragon
or your knight different—the players will enjoy it
and remember it.)
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Running the Cypher System
Don’t hesitate to make your fantasy world a mastiff, with too many legs and eyes” isn’t a Romance, page 286
grand and striking. If magic is prevalent in full description, but it’s an impression. It gives
the world, have the Emperor’s palace made of the players something to picture, even if it’s not Superheroes, page 289
nothing but foes petrified by his pet basilisk. precisely what you’re picturing. It’s weird and Modern, page 261
Have the cavalry mounted on six-winged birds evocative, and that’s important.
rather than horses. Put the sorcerer’s home on Post-apocalyptic,
the other side of a magical portal found only in a Romance: Don’t hesitate to use emotions in page 295
waterfall at midnight. your descriptions, and even more importantly, Science fiction, page 270
ask the players how events, characters, and
When possible, stress the most interesting places make their characters feel. Remember that Fairy tale, page 302
aspect of your description. For example, don’t in an interaction-heavy game, facial expressions Historical, page 307
bother telling the PCs about the normal buildings and use of a furtive glance can be extremely Horror, page 280
in the city if the central tower is a hundred feet informative.
tall and topped with a huge red crystal.
Superheroes: While the setting is ostensibly
Modern: If the setting is the modern world, the modern world, everything in superhero
use specific references when you can. The bad games is usually bigger, bolder, and brighter.
guys aren’t in a car—they’re in a Ford Explorer. Strong characters are rippling with muscles.
The agency boss is wearing a blue Armani suit Important characters are usually good-looking—
and offers you a glass of eighteen-year-old or hideously ugly. When a supervillain creates a
Glenfiddich. device that will destroy a city, the machine looks
dangerous. Things in this setting are rarely vague
On the other hand, since it’s the real world, or subtle.
don’t bother with description that’s not needed.
You don’t need to detail every building the Post-Apocalyptic: In a post-apocalyptic setting
characters drive by, obviously—just the one in the near future, use the same techniques as
they’re going to. The rest is simply “downtown.” with a modern game, but stress the
run-down nature of the objects or people, or
Science Fiction: As with fantasy, use clichés the rarity of preserved objects or places that the
and tropes if they’re handy. Refer to scenes from PCs encounter. Tell the story of the apocalypse
television and movies that would be familiar to in what remains. Don’t just have a “ruined
the players. building”— describe a three-story structure,
blackened by fire, with the top floor collapsed
Be wary of shorthand description and and a crashed emergency services helicopter
inappropriate comparisons. If the PCs see an protruding from the wreckage.
alien vehicle flying through the air toward them
and you describe it as “sort of like a flying car,” In a post-apocalyptic world set far in the
they’re going to picture a flying 21st-century future, where the PCs don’t have knowledge
sedan with tires, a steering wheel, and bumpers, of the time before the ruin, do the opposite.
and that’s probably not the image you want in Don’t describe what they see using names and
their heads. Instead, try to give them the gist language that they would never use. Treat it
of the vehicle. Saying something like “A large, like the sci fi setting discussed above, but the
dark vehicle—sharply angled and full of strange pre-ruin world is the “alien” stuff. Don’t call it
protrusions from all directions—suddenly a smartphone—describe a small plastic artifact
rumbles toward you through the sky, blocking with a dead window revealing nothing inside.
out the sun” puts a more evocative and weird
image in the players’ minds. It’s better to Fairy Tale: In a fairy tale setting, everything is
be vague than incorrect or, worse, jarringly larger than life. The forest is darker than dark.
inappropriate. The castle soars high into the sky. The ravenous
beast is hunger personified.
If you must, use 21st-century terms or
comparisons to describe things, but introduce Historical: As with a modern setting, use
them sparingly because they can break the mood specificity and real references as much as you
very easily. can.
Horror: Description is vital in horror—both PREPARING FOR THE GAME SESSION
in what you say and in what you don’t. Although
precision is a good thing, pedantic, exhaustive The Cypher System doesn’t require you to
detail is not. Even if that’s what is needed to spend hours carefully designing stats for NPCs
fully describe the monster or phenomenon, (unless you want to). There aren’t a lot of rules
don’t do it. Leave the players with an impression to memorize. It’s not worth writing out elaborate
rather than an exact description. “A creature that descriptions of each encounter because if you
looks like three black beetles, each the size of let things proceed organically, many planned
431
encounters might not be used. The rules of the • Barlis disappeared outside the flour mill
Cypher System allow you to come up with a lot of where he worked. North of town.
the details as you go along, since you don’t have
to reference loads of books and stats during the • Barlis lived in a small, run-down house.
game session. Partner: Nillen—distraught and prone to
drink.
To prepare for a session, you need to create
only three things: a list of names, a brief outline, • Flour mill: About a dozen workers. Boss:
and a list of ideas. Vorriln. Witness: Vadda saw Barlis disappear
right in front of her. Doesn’t want to talk
1. A list of names appropriate to the setting about it because she’s heard about some
No matter how much you prepare, you’ll end up kind of faerie curse that she thinks is
creating some NPCs on the fly, so have a list of involved (level 4 to get her to talk). Knows
names to use when this happens. Leave room to Barlis recently found a strange item—looked
write a quick note next to each name you use in like a large silver coin with a horned skull on
case that NPC shows up in the game again. it.
2. A brief outline • Pickpocket (level 3) attempts to steal from
The outline is an idea of where you think the one PC while they’re in town.
story could go. Of course, the key word is think.
You can’t know for certain—the actions of the • Local priest: Rorich. Has seen small coins
PCs will take things in unexpected directions. In like the one Vadda describes, and says that
truth, “outline” is probably not the right word. they are symbols of a demonic cult. Sends
Think in terms of places the PCs might go, PCs to a hermit who lives west of the village
people or creatures they might interact with, and and knows more about the cult.
events that might occur. For example, let’s say
that in a fantasy campaign, the PCs enter a small And so on.
village. You plan to start the session by having Obviously, that’s just the beginning, but you’ve
them hear about a local man named Barlis who covered a lot of the contingencies, assuming
disappeared mysteriously. Your notes might say: the PCs investigate Barlis’s disappearance at all.
Some of that material might not get used. The
PCs might not go to his house—only to the mill
and then to the priest. Maybe they won’t go to
the priest at all, and you’ll need to have someone
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Running the Cypher System
else direct them to the hermit. Or maybe the PCs The bottom line, however, is don’t play games Energy Protection,
will come up with a wholly unexpected path of with jerks. One disruptive, rude, or offensive page 134
investigation. player can ruin the whole group’s fun.
Remember that anything
3. A list of ideas A different problem player is one who just you prepare that doesn’t
Just like with the list of names, jot down a bunch doesn’t get the narrative focus of the Cypher get used can always be
of random ideas. These are things you can throw System. These kinds of players tend to see all recycled later. Never
into the game at a moment’s notice. They might games as competitive enterprises, and they force the players into a
be flavor, cool visuals, or important side plots. might try to “win” by exploiting what they see situation just because you
For example, in a horror game, your list might as holes in the rules to create and play an planned it out and are
include: unbeatable character. Although part of many really fond of what you
people’s RPG experience is the fun of playing a came up with. Save that
• A music box from the 1800s with ornate but powerful character, it shouldn’t be the ultimate cool idea and use it later.
slightly macabre decoration, currently broken goal in the Cypher System because such a player
will get frustrated and bored.
• Man with one side of his face horribly burned
long ago For example, a player might try to use the
Energy Protection ability to protect against
• Graffiti painted on the side of a building: “I kinetic energy and then claim that he is immune
saw it. And worse, it saw me.” to all attacks. He’ll see this as a hole that he was
smart enough to exploit, and he’ll hold up the
• Dogs constantly barking in the distance, and rules and say “Show me where I’m wrong!”
then silence
When a player does that, point him here:
• A trail of blood that leads to a door that “You’re wrong.”
won’t open He’s wrong because the Cypher System isn’t a
board game where the rules are like a puzzle to
These are all ideas that you can sprinkle into be solved or beaten. The rules exist to facilitate
the game when appropriate. You haven’t tied the story and portray the world. If there’s a
them to a specific encounter, so you can “hole” in the rules or a rule that would produce
insert them whenever you want. You might not an illogical or unenjoyable result if followed to
use them all in the same adventure—they’re just the letter, change it, redefine it, or just overrule it.
ideas. It’s that easy.
On the other hand, some players absolutely will
HANDLING PLAYERS get it. They’ll understand that it’s the spirit of the
rules, not the letter, that’s important. They’ll get
Part of being a GM is handling players. This that the story being told is key. Rather than poring
means a lot of things. For example, it’s partially over the description of a power and trying to twist
your job to make sure that everyone has a good the words to an unintended meaning, they’ll use
time. You need to ensure that all the players their intelligence and creativity to figure out the
get to do the kinds of things they like to do best way to use the power to portray a character
in games, and that no one is left out. If one who fits the setting and is fun to play.
player really likes combat and another enjoys People who try to exploit the rules don’t
NPC interaction, provide some of both. Before understand the Cypher System, but people who
you can do that, you need to find out what the exploit the situations do. If a player is smart and
players want in the first place, so talk to them creative enough to turn the tables on their foes
and learn their expectations. in an unexpected way by using what’s around
them, allow it (if it makes sense). If the PCs find
Another big part of handling players is coping a pool of caustic fluid and lure their foes into it
with disruptive players. Disruptive players rather than fighting them in a straightforward
can be the death of a game. They can hog all manner, that’s not cheating—that’s awesome.
the attention, tell other players what to do, or Be certain you don’t accidentally penalize players
challenge your rulings at every turn. A lot of GMs for not doing the obvious or straightforward thing.
are tempted to deal with such players during the Be generous with people who take nonstandard
game by punishing them or giving them negative actions or who do something realistic (such as
feedback. For example, they have the character using their action to take stock of the situation
get attacked more often, lose experience rather than attack—ease their next action). Don’t
points, or suffer similar consequences. Resist make “attack” always the right choice. It’s a creative
this temptation. Instead, speak with the player game, so allow the players to be creative.
person to person (not GM to player) outside
of the game and explain that their behavior is
causing problems. Be clear, direct, and firm, but
also be friendly.
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GM intrusion, page 408 MATURE THEMES COMPLEX ENCOUNTERS
Sometimes, the term Sometimes, it’s appropriate to involve mature Encounters aren’t just about combat. As
“adventure” gets just as themes in Cypher System games. Sex, extreme mentioned above, talking to NPCs is an
violence, and other topics can certainly fit into encounter. Dealing with a physical obstacle is an
messy as “encounter.” the world. But each group must decide for encounter. Figuring out how to use a complex
Deciding where one themselves if such themes fit into their game. machine is an encounter. The best encounters—
You should also prepare your stories with your the really memorable ones, in fact—involve
adventure begins and specific players in mind. If one or more are very multiple things happening at once. A fight on
another ends can be, young or have issues with certain topics, avoid a boat racing down the rapids, for example, is
and perhaps should be, things that would be inappropriate. Also be an interesting encounter. An encounter where
difficult. “Adventure” is a aware that some topics, like overt sexuality, rape, a couple of PCs must disable a bomb before it
useful term for published and graphic violence might disturb players even blows up the space station while the others fend
products, but for your when you aren’t expecting it. It’s always best to off attacking star troopers is interesting too.
own use, you might want know for certain before allowing these topics into
to toss the concept out your game. Sometimes an encounter can be intentionally
and just let one story or designed with that goal. At least occasionally, you
event flow into another Think of it like the movie rating system. If should take an idea you have for an encounter
you can tell the story that you want to tell in and then add something else that will make it
naturally. a G or PG (or even PG-13) way, you’re likely even more interesting, exciting, or challenging.
fine. If events unfold that will give your game The possibilities are endless. Perhaps gravity
an R rating or higher, it’s best to talk with your functions differently than expected. A weird
players ahead of time. It’s not a matter of good fungus gives off spores that alter perception. The
or bad, but a matter of appropriateness for the encounter takes place inside a sentient machine
“audience” and giving people a heads-up ahead that must be reasoned with and appeased while
of time—just like movie ratings. everything else is going on. An interdimensional
effect makes all metal in the encounter
DESIGNING ENCOUNTERS temporarily cease to exist. And that’s just for
starters. Make things crazy and fun. Design
Encounters are to a game session what scenes encounters that are like nothing the players have
are to a movie or a book. They’re a way to break ever experienced.
up the session, and the adventure at large, into
smaller, more manageable chunks. Sometimes encounters with multiple levels
of action or weird complications arise out of the
Sometimes it’s more difficult to know where game itself. The PCs have to leap onto a moving
one encounter ends and another begins. For platform to get down into the giant machine’s
that reason, “encounter” is not always a useful interior conduit system, which is interesting, but
or meaningful game term. It’s only useful for the robots that they ran from earlier suddenly
you when you think about the scenes of your show up. You didn’t plan for that ahead of time;
adventure. When the PCs talk to the temple it just happened because that’s the way things
priests, that’s one encounter. After they do so, went. And that’s great.
hopefully getting the information they need, they
head off into the wilderness, where they have to Finally, GM intrusions can bring about these
cross a deep chasm—another encounter. When kinds of encounters on the fly. The PCs have to
a dragon appears and attacks, that’s another repair a huge device at the heart of an ancient
encounter. And so on. complex that is venting poisonous gas before
they are all overcome. With a GM intrusion that
Thus, not everything that happens is an occurs to you at the last minute, you let them
encounter. Heading off into the wilderness, for know that the gas also weakens the structural
example, probably involves gathering supplies, integrity of metal, which means the supports
deciding on a route, and so on, but it isn’t really under the floor the PCs are standing on are
an encounter. An encounter is when you, the buckling and will collapse at any moment.
GM, provide a lot of detail. You and the players
interact a lot in an encounter. You might decide BALANCING ENCOUNTERS
to subdivide everyone’s actions into rounds to
help keep track of who’s doing what, when. In the Cypher System, there is no concept of
a “balanced encounter.” There is no system
for matching creatures of a particular level or
tasks of a particular difficulty to characters of
a particular tier. To some people, that might
seem like a bad thing. But as I’ve written earlier,
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Running the Cypher System
matching character builds to exacting challenges But let me caution you, and I can’t stress this A railroad adventure is
is not part of this game. It’s about story. So enough: it depends on the situation at hand. one in which the players
whatever you want to happen next in the story If the PCs are already worn down from prior have no meaningful
is a fine encounter as long as it’s fun. You’re not encounters, or if they have the right cyphers, choices. It’s like riding on
denying the characters XP if you make things too any of the expectations listed above can change. a train, which can only
easy or too difficult, because that’s not how XP That’s why there is no system for balancing follow the tracks, and the
are earned. If things are too difficult for the PCs, encounters. Just keep in mind that beginning tracks go in one direction.
they’ll have to flee, come up with a new strategy, characters are pretty hardy and probably have
or try something else entirely. The only thing you some interesting resources, so you aren’t likely Damage track, page 218
have to do to maintain “balance” is set difficulty to wipe out the group by accident. Character
within that encounter accurately and consistently. death is unlikely unless the PCs have already
been through a number of other encounters and
In a game like the Cypher System, if everyone’s are worn down.
having fun, the game is balanced. Two things will
unbalance the game in this context. RESOLVING ENCOUNTERS
• One or more PCs are far more interesting Don’t plan for how an encounter will end. Let
than the others. Note that I said “more the game play determine that. This ensures
interesting,” not “more powerful.” If my that players have the proper level of input. You
character can do all kinds of cool things but can decide, for example, that if the PCs go into
can’t destroy robots as efficiently as yours the tower, a gang of mutants inside will attack.
does, I still might have a whole lot of fun. However, you can’t decide how that encounter
will end. Maybe the PCs will be victorious. Maybe
• The challenges the PCs face are routinely too they won’t. Maybe they’ll flee, or maybe they’ll
easy or too difficult. bargain for their lives.
The first issue should be handled by the If you try to decide such things ahead of time,
character creation rules. If there’s a problem, that’s called railroading the game, and it puts
it might be that poor choices were made or a the players in the role of observers rather than
player isn’t taking full advantage of their options. actors. Even if you try to plan out the results
If someone really doesn’t enjoy playing their of an encounter ahead of time but then let the
character, allow them to alter the PC or—perhaps game play dictate them, you still might end
better—create a new one. up planning for a lot of outcomes that don’t
happen. In other words, if you base a whole
The second issue is trickier. As previously plotline on the PCs fleeing the tower to get away
stated, there is no formula that states that N from the mutants, but instead they manage to
number of level X NPCs are a good match for drive the mutants out instead, all your plans are
tier Y characters. However, when the game has wasted.
four or five beginning characters, the following
guidelines are generally true. Plan for various possible outcomes, but don’t
predetermine them. Think of your story as having
• Level 1 opponents will be nothing but a many possible plotlines, not just one.
nuisance, even in sizable numbers (twelve to
sixteen). CHALLENGING CHARACTERS
• Level 2 opponents will not be a challenge If the game has a balance problem, it’s more
unless in numbers of twelve or more. likely due to players finding things too easy
rather than too hard. If things are too hard, they
• Level 3 opponents will be an interesting should run away and find something else to
challenge in numbers of four to eight. do (or you should lighten up a bit). But if the
characters in the group need a greater challenge,
• Level 4 opponents will be an interesting try one or more of the following options.
challenge in numbers of two or three.
Damage Track: Sometimes a few points of
• A single level 5 opponent might be an damage aren’t enough to scare a player. But a
interesting challenge. weapon or effect that immediately moves them
one step down the damage track will terrify
• A single level 6 opponent will be a serious them. No matter how big a character’s stat Pools
challenge. are, no matter how much Armor they have, there
are only three such steps to death.
• A single level 7 or 8 opponent will likely win
in a fight.
• A single level 9 or 10 opponent will win in a
fight without breaking a sweat.
435
Lasting and permanent Ongoing Damage: Poisons that inflict even a foe as a level 5 NPC. That means their attack
damage could also be small amount of damage (1 or 2 points) every deals more damage and is harder to defend
round until an antidote is found can be extremely against. It also means less die rolling, so the
caused by a particularly deadly. Or consider this: one of the reasons that combat moves along faster.
vicious disease, the effect napalm is so terrible is that it clings to surfaces,
including flesh. Imagine a weapon or effect that Beef up the Foes: You’re in charge of the NPC
of an especially hellish inflicts 5 points of fire damage every round and stats. If they need more Armor, more health, or
curse, a brush with a persists for eight rounds unless the characters higher levels to be a challenge, simply make it
psychic or cybernetic can figure out a way to douse it. so. It’s easy and straightforward to give an NPC a
entity with godlike “boost package” of four things:
Lasting Damage: For a more realistic
intelligence, standing at simulation of damage, you can use a GM • +10 health
ground zero when the intrusion to indicate that damage suffered by a • +1 to Armor
player character is “lasting.” Most of the time, • 3 additional points of damage
bomb goes off, and so on. this damage is described as being a concussion, • Attacks and defends as one level higher
a broken bone, a torn ligament, or severe muscle That should do the trick, but if necessary, give
Sometimes players are or tissue damage. This damage does not heal the boost package to the same NPC again.
unwilling to spend XP normally, so the points lost cannot be regained Beef up the Obstacles: Include more exotic
on anything other than by making recovery rolls. Instead, they return materials in doors and other barriers, which
character benefits, which at a rate of 1 point per day of complete rest increase their level. Make physical challenges
in turn lead to advancing (or 1 point per three days of regular activity). more difficult—the surfaces that need to be
to new tiers. The truth Until the points are restored, the damage has a climbed are slippery, the waters that need to
secondary effect, such as hindering tasks with an be swum are roiling, and other actions are
is, spending XP on injured arm, reducing movement speed by half hampered by strong winds. Don’t beef up
immediate or short-term from an injured leg, hindering Intellect actions obstacles in this way too often, but remember
gains very likely provides from a concussion, and so on. Using lasting that circumstances such as weather are your
as much overall benefit. damage is particularly appropriate in cases tools for adjusting the difficulty of any action.
In other words, in the big where it would be an obvious consequence, such
picture, four crucial rerolls as when a character falls a long distance. It is HIGHER-TIER CHARACTERS
also appropriate for characters who are already
are probably about the impaired or debilitated. Although characters start out quite capable,
same as acquiring a new by the time they reach the fifth or sixth tier,
Permanent Damage: Similar to lasting they will be truly legendary. Both you and the
skill. It will take some damage, permanent damage is a special players might find reaching the upper tiers more
players a while to come to situation adjudicated by the GM. Permanent rewarding and satisfying if the journey unfolds
that conclusion, however. damage never heals normally, although more gradually, so you can slow down this
extraordinary technologies and magic can progress if desired. To do this, starting at third or
potentially repair damage or replace lost body fourth tier, you can specify how the players can
parts. This kind of damage should be used spend the experience points they earn. Requiring
sparingly and only in special situations. that some XP (as much as half) must be spent
on immediate, short- and medium-term, or
Effects Other Than Damage: Attacks can long-term advantages—rather than on character
blind, stun, grapple, paralyze, infect, hobble, or advancement—will slow down the progression
otherwise hinder a character without dealing any through the upper tiers. But it won’t take
points of damage at all. anything away from the play experience because
spending XP on those advantages is fun and
Effects That Harm Equipment: A PC’s gear is rewarding, too.
often the source of their abilities. Destroying or
nullifying cyphers or artifacts damages them just CHARACTER DEATH
as surely as breaking their leg would—it limits a
player’s options, which really hurts. Challenging characters is important. If there is
no threat of failure—or at least the perceived
Enemies Working in Concert: Although a threat of failure—it’s hard for players to feel
group effectively acting as one is a special ability compelled by the story. Very often, the ultimate
of some creatures, you could apply it to any failure a PC might face is death. An adventurer’s
creature you like. As a general rule, for every life is a dangerous one. But death is serious
four creatures working together, treat them as because it means the player can no longer play
one creature with a level equal to the highest of their character.
them plus 1, dealing a minimum of 2 additional
points of damage. So a level 4 bandit who has If a character dies, the easiest and most
three level 3 allies could team up and attack one straightforward response is to have the player
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Running the Cypher System
create a new character. Ideally, they will make SWITCHING DESCRIPTORS The GM can use lasting
a beginning character (which is the easiest to AND FOCI AFTER or permanent damage
create), but if the other characters are third tier CHARACTER CREATION as a substitute for death.
or higher, it will be more satisfying to let the In other words, if a PC
player create their new character at an advanced As the campaign goes along, it’s possible that reaches 0 in all of their
tier. a player might want to switch the descriptor stat Pools, they would
or focus that they chose when creating their normally be dead, but
However, keep in mind that a lower-tier PC can character. instead you could say
operate effectively in the company of higher-tier that they are knocked
characters. The differences are not so striking. If It’s best if these changes occur organically unconscious and wake up
a player brings a new beginning PC into a group rather than being forced. In other words, with some kind of lasting
of advanced characters, be particularly generous a character’s descriptor changes because or permanent damage.
with XP to help the new character catch up to the something happened in the game to change
others a bit. them, or their focus changes because a new Inability, page 207
opportunity arose in the course of play. (Don’t
Regardless, arrange the circumstances of the do it if a player wants to change just for the sake
story so that you can bring in the new character of variety or to become more powerful in the
in a logical fashion and as quickly as possible. current situation. In those cases, they should
make a new character instead.)
Not Quite Dead: There is an alternative for a
player who really, really wants to keep playing Changing a descriptor is both easy and
the same character. Allow the PC to teeter on appropriate. For example, in the course of play,
the brink of death but survive, saved by their a Strong Warrior’s father is killed by a terrible
companions or by sheer luck. They might villain. The Warrior is fueled now by revenge.
recover but have serious injuries that result in a This story event could easily justify the Warrior
weakness, an inability, or some other drawback. changing their descriptor from Calm or Kind. If
The point is not to penalize the PC (although the Warrior became a terrible person because of
barely escaping death should have some it, they might take the Dishonorable descriptor.
repercussions) but to change the character in a Likewise, a Learned Adept who falls into a vat of
memorable way. acid might become Hideous or Mad.
437
As with everything, switching descriptors and foci should be worked out
between the player and the GM. The best play experiences come from good
communication.
If a focus gives a Of course, these characters lose their old A focus change should occur only when a
character multiple descriptor and any benefits it conveyed, but character attains a new tier, and it probably
abilities at the same that can be part of the story, too. The Strong shouldn’t be allowed more than once per
tier, the character gains Warrior who is now a Calm Warrior stopped character.
all of those abilities. exercising and physically pushing their body.
They might still be strong, but it’s not their Mechanically, the new focus does not
defining characteristic—they’re not as strong as overwrite the old focus the way a new descriptor
they were. They’re calmer instead. Likewise, the replaces an old descriptor. Instead, the old focus
Learned Adept forgets some of their schooling abilities remain, and at the new tier, the character
and loses their focus on such pursuits due to the gains an ability from the new focus, but the
accident that made them Hideous. ability must come from a tier lower than the one
just attained. For example, if our Explorer who
There’s no limitation on the number of times Masters Weaponry begins to Bear a Halo of Fire
a character can change their descriptor. For at tier 3, they keep their tier 1 and tier 2 abilities
example, if the aforementioned Warrior achieves from from mastering weaponry, and for their tier
their vengeance, maybe they go back to being 3 ability, they choose either a tier 1 or tier 2 ability
strong—as long as it fits the story. from Bears a Halo of Fire (probably the tier 1
ability, because that makes more sense). When
Switching a focus is a bit trickier, and the they reach tier 4, they choose from the tier 1, 2,
story reason is probably more awkward. How or 3 abilities of Bears a Halo of Fire (although
does an Explorer who Battles Robots become an obviously they can’t choose the one they already
Explorer who Bears a Halo of Fire? The change selected). The character always chooses new
likely involves time to train and a story reason. abilities from tiers lower than the one they attain
Perhaps the Explorer trained at a monastery in their new focus. This means that the only way
they found in the hills where they specialize in to get the sixth-tier ability of a focus is to start
“fire magic,” or maybe they discovered some with that focus.
fire-related device. Perhaps they were kidnapped
by strange forces and bathed in weird energies. A character can’t choose abilities from their
Almost anything is possible. You just have to former focus. Once the change is made, it’s
work at it a bit. made.
438
Running the Cypher System
AN EXAMPLE OF PLAY
Sometimes the best way to understand a game is to see it played. This section provides the next best thing: a script depicting a
group playing through a Cypher System encounter in a science fiction space opera setting.
GAME MASTER: Just as the scanners indicated, you see the GM: Roll.
structure near the river. You note that its smooth walls are 40
feet high and faceted, almost like crystal. There’s a small door STEVE: Rolled a 7.
on the side facing the river.
GM: You don’t find anything out of the ordinary. However,
STEVE (playing a second-tier Explorer named Catissan): Does tracks on the ground indicate that a number of creatures go
it look like something a human might build? through this doorway on a regular basis, and their footprints
are longer and narrower than a human’s.
GM: It’s tough to know that without investigating further,
but it does occur to you that the door seems designed for This bit of information is a “gimme.” The characters had already
creatures both taller and narrower than you. figured out that this was made by the alien Muggariks.
SASHA (playing a second-tier Warrior named Viddo): This is SASHA: The Muggariks. We’re at the right place.
where the Muggariks we’re after went, then. They were tall and TONY: I take out my light blaster and go inside.
thin.
GM: Perhaps. STEVE (to Tony): Steady, there. We should go in as a team.
(To the GM) I go, too.
TONY (playing a second-tier Adept named Irom): I walk up to
the building. SASHA: I go in, too. They’ll need me.
SASHA: I cover him with my blaster rifle. TONY: I’ve got my Ward to protect me. Don’t forget, I’ve got
cool psychic powers.
STEVE: I’m going to check around the door—search for
anything strange or dangerous. STEVE: Still, I’m going to take the lead.
GM: Okay, Steve. That’s going to be an Intellect task. GM: Okay.
STEVE: I’m going to use a level of Effort. I have an Intellect SASHA: I’m following close, but keeping to the shadows and
Edge of 1, so it will cost me 2 points from my Pool. keeping quiet.
The GM knows there’s nothing to find at the doorway, but she The GM knows that Sasha’s Tough Warrior is flavored with
muses for half a second as if pretending to figure out a target stealth, so her tactics are no surprise.
number.
439
GM: The door opens, and it’s quiet and dimly lit inside. The GM: Okay. You know from having read about the Muggariks
ceilings are high, and there’s weird art on the walls that just that their species has a powerful sense of claustrophobia.
looks like colored blobs to you. They hate feeling closed in or trapped, and can’t stand locked
doors.
STEVE: No guards? No alarm?
STEVE: That explains the front door, but what’s with this one?
GM: Not that you perceive.
TONY: Maybe we’re not dealing with Muggariks after all.
SASHA: I keep my eyes peeled.
SASHA: Back at the spaceport, we heard that guy talking
TONY: I walk in farther and call out in my most charming about alien mind-control spiders or something.
voice, “Hey, fellas, it’s us, the guys whose hyperdrive crystals
you stole. We’re just here to talk!” TONY: That was quite a while ago, though. I don’t know if
that’s involved.
SASHA: That never works.
STEVE: Still, if we see a Muggarik, let’s not necessarily shoot
STEVE: No, I think it’s prudent. Maybe we can talk this to kill or anything. Maybe they’re being controlled and aren’t
through. We still don’t know why they stole them. themselves.
GM: Well, there’s no response to your entreaty. Eventually, you GM (to Tony): Going to try to open the door?
explore the structure’s interiors and see what might be some
sleeping chambers, a common area, and some storage, but TONY: Yes. I’m trained and Machine Interface eases the task
no one’s here. by another step. I won’t bother with Effort at this point. I roll
a 7.
TONY: And no sign of the crystals?
GM: Good enough. You realize that it was kind of a jury-rigged
GM: Nope. seal. This door was never meant to be locked.
SASHA: Have we explored the whole place? SASHA: Nice work. What’s inside?
GM: There’s one door near the back you haven’t opened. It GM: It’s dark, but you hear something moving around, out of
seems to be sealed. sight.
STEVE: That must be it. I’ll try to force it open. TONY: “Hello?”
GM: That’s a Might roll. STEVE: He’s not actually trained in social interaction—he just
STEVE: I roll a 13. thinks he is. Any chance I can use my Good Advice ability from
GM: It doesn’t budge. my Leads focus to help him if we start a dialogue? My Intellect
SASHA: Damn. Edge means that it doesn’t actually cost me anything.
GM: Sure thing. But so far, Irom doesn’t have anyone to talk
to.
TONY: Is there a mechanical seal? Something I can tap into SASHA: I’ll sneak ahead and see if I can figure out what’s
with my Machine Interface ability? making the noise.
Tony’s Adept has tech flavoring. The GM calls his type a “Psi-tech.” GM: Farther in, you see a tall, angular figure in a torn shipsuit.
It has smooth reddish skin, and its back is to you.
GM: Yes.
TONY: That’s a Muggarik!
SASHA: Before he starts that process, I’m going to spend 3
Intellect points for an Insight. STEVE: Don’t shoot it, Sasha—remember what we said.
The GM thinks for a moment. SASHA: I know. “Hey, you,” I say.
440
Running the Cypher System
GM: The alien figure turns around. In the dim light from the STEVE: Oh, no. I wish I had something to block it. A shield or
open doorway, you see that there’s something covering its something.
face—something alive with a number of squirming legs.
SASHA: We’ll get you one for next time.
SASHA: I was right! Mind-control spiders!
TONY: If there is a next time.
STEVE: Let’s try not to hurt the guy, just the thing on his face.
STEVE: I’m putting Effort into this roll too. Just one level. That
TONY: When did we start to care about the Muggariks so costs 3 points because I don’t have any Speed Edge. I roll a 12.
much? They stole our hyperdrive crystals.
GM: The thing leaps toward your face, but you duck backward.
STEVE: They were probably mind-controlled then, too. It lands on the wall next to you and clings there.
GM: I need initiative rolls. TONY: I shoot it with my blaster on my turn. I . . . roll a 1.
Crap.
The Muggarik is a level 4 NPC. That means the target number
to beat it in initiative (and just about anything else) is 12. It also GM: Okay. That’s an intrusion. The Muggarik shakes off its
means the Muggarik has 12 health and if it hits in combat, it will condition and draws a long knife. It doesn’t have a thing
do 4 points of damage. The thing on its face is level 4 as well, but clutched to its face, but it’s moving strangely.
level 5 for Speed defense because it is so small.
SASHA: It’s still controlled, maybe.
STEVE: I got a 12.
TONY: Just shoot him!
TONY: 4.
GM: It uses the knife to slash at Catissan.
SASHA: 8.
STEVE: I don’t use Effort for this Speed defense. I roll a 7.
GM: Okay, Catissan goes first, but Irom and Viddo don’t act
until after the Muggarik. GM: The knife slashes your arm. You take 4 points of damage.
But you’ve got light armor, so you lose 3 points from your
STEVE: I run up and try to yank that thing off his face. Might Pool.
GM: It’s not a big room, so it’s just an immediate distance. TONY: Shoot him!
You need to make an attack roll.
SASHA: I shoot my blaster rifle, but at the creepy thing on the
STEVE: Right. I’ll use two levels of Effort. That will cost me 4 wall. I use one level of Effort and roll a 14.
points instead of 5, because I have a Might Edge of 1. I roll a
20! GM: It’s small and fast, but that’s a hit, thanks to putting
Effort into it.
GM: That not only hits, but you get the points back too. Plus,
you get a major effect. SASHA: I do 6 points of damage, plus 1 from my Masters
Weaponry focus.
STEVE: I want to grab the thing with all the legs and pull it off
the Muggarik! Then I throw it on the ground, hoping Viddo GM: Your blast sends some of its many legs flying across the
will shoot it. room. Yellow fluid splatters across the wall. But it’s still alive.
GM: Sounds like a reasonable major effect. You pull it off his STEVE: Ew. Okay, my turn? I step back, keeping my eye on
face and toss it down. The Muggarik stumbles backward. both of them, but wait to use my Good Advice ability to help
Tony’s attack on his turn.
TONY: Nice one.
GM: Okay. Both of them continue to attack you, Steve.
GM: The Muggarik seems dazed and incoherent. His face is
pale. The smaller thing scuttles across the ground and leaps STEVE: I figured. It’s costly, but I’m going to use a level of
toward Catissan. Speed defense roll, please. Effort on both Speed defense rolls. I roll a 16 against the
spider-thing, but only a 4 against the Muggarik.
441
GM: The Muggarik cuts you with his knife again. That’s 3 TONY: I don’t trust him. My blaster is still out.
more points after you subtract your Armor.
GM: Eventually the Muggarik seems to recover a bit. He sees
STEVE: Ouch. I’m really hurting here, guys. the two of you giving him some aid, but then he spots Irom’s
blaster pointed at him.
TONY: I shoot the spider-thing. Since Catissan’s ability is
easing my attack, and I’ve got a light blaster that reduces it Normally, the Muggarik would be grateful, but the GM decides
another, I’m going to use a level of Effort, but for damage. I that it panics instead, so she slides two cards toward Steve—a
roll a 17! GM intrusion. (The group uses cards to represent XP.)
GM: That’s a hit! GM: The Muggarik’s eyes grow wide, and he tries to get up
and make a run for it.
TONY: Okay, so the blaster does 2 points of damage, but my
level of Effort makes that 5, and my 17 roll adds another 1, for SASHA: We should grab him.
a total of 6 points.
STEVE: I try to calm him down. “Hey, friend. It’s okay, we just
GM: Its blackened corpse slides down to the floor. got rid of that thing that was controlling you.”
TONY: That’s the way it’s done, my friends. SASHA: Yeah, I try to help. I’m trained in pleasant social
interactions, so that should ease the task.
SASHA: All right. What about the Muggarik?
GM: Okay, make a roll.
GM: He stands utterly motionless for a moment and then falls
to the ground. STEVE: I’ll use a level of Effort, too. That costs 3 points
because I don’t have any Intellect Edge. And I roll . . . a 2.
SASHA: Aha! I was hoping that would happen. Kill the icky
thing, and the mind control ends. SASHA (sliding an XP card toward the GM): I’m going to
spend an experience point to have Steve reroll that.
STEVE: Whenever it’s my turn, I’m making a recovery roll.
GM: Okay. Steve, roll again.
GM: We don’t need to pay attention to initiative at this point,
although I guess it depends on what you guys do next. STEVE: Thank you, Sasha. I roll a 12 this time. That’s better, at
least.
STEVE: I got a 4 on my roll, and I add 2 points for my tier. I’m
putting all those points back into my Might Pool. GM: It’s good enough. The Muggarik stops and calms down.
Oh, and Steve, you still have an experience point to give to
SASHA: I check out the Muggarik. one of the other players.
GM: He’s alive and conscious. His large black eyes don’t STEVE: Right. I give it to Sasha, obviously, for helping me.
seem to focus.
SASHA: Thanks.
TONY: Ask him where our crystals are.
TONY: “All right, dude. Where’s our hyperdrive crystals?
SASHA: I’m going to give him a minute first. And where are the rest of your buddies?” And I’ll holster my
blaster.
STEVE: Yeah, I help Viddo. We make him comfortable. We’ll
ask him about the crystals when he can talk. GM: Now that he’s calm, he clearly realizes that you saved
him. Getting him to talk won’t require a roll. He begins to
tell you about the K-chiln in a strangely cracking voice. “They
are horrible, awful, multilegged insect-like creatures that
have taken control of many of my people. I do not know
what I did while under their control, but I do recall a number
of my friends leaving with some canisters holding crystals.
They were headed for a starship at a landing platform in the
woods.” What do you do?
442
Part 5
BACK MATTER
INDEX 444
CAMPAIGN DESIGN WORKSHEET 446
CHARACTER SHEET 447
INDEX
Abides in Stone 64 crime boss 373 experience points, see XP 237
abomination 315 exploration focus category 86
Absorbs Energy 64 Cruel 43 Explorer 27
action 215, 207 Explores Dark Places 68
Adept 24 cure ability category 98 fairy tale genre 302
advancement, character 240 fallen angel 329
ally use focus category 82 currency 201 fantasy genre 252
ambient damage 217 Fast 45
Anathema (supervillain) 356 customizing descriptors 59 Fights Dirty 68
Appealing 38 customizing foci 94 Fights With Panache 68
Armor 202 flavor 34
armor 217 cypher 377 Flies Faster Than a Bullet 68
artifact 204 216 focus 60
artifcially intelligent, PC species 279 damage focus categories 82
assassin 373 damage from hazards 217 focus connection 61
asset 209 Focuses Mind Over Matter 68
attack 215 damage track 218 follower 233
attack modifiers 220 Dances With Dark Matter 66 Foolish 46
attack skill ability category 96 free level of Effort 209
Awakens Dreams 64 darkness 221 Fuses Flesh and Steel 69
basic focus category 83 219 Fuses Mind and Machine 69
Battles Robots 64 dazed fusion hound 330
Bears a Halo of Fire 64 debilitated 218 genre
Beneficent 39 ghost 5
Blazes With Radiance 64 deep one 319 ghoul 331
Brandishes an Exotic Shield 64 deep water 221 giant 332
Brash 39 defend action giant rat 333
Builds Robots 65 Defends the Gate 225 giant snake 334
Calculates the Incalculable 65 66 giant spider 334
Calm 40 Defends the Weak 66 GM intrusion 335
Channels Divine Blessings 65 defense task 23 GM intrusion, group 237, 408
Chaotic 40 deinonychus 320 goblin 410
character arc 238 demigod golem 335
Charming 41 321 Graceful 336
chase 224 demon 322 gravity, effects of 46
childhood adventure genre 265 Descends From Nobility 67 grey 222, 276
chimera 316 descriptor 38 Grows to Towering Heights 337
chronophage 317 detective 374 guard 69
Clever 41 Guarded 374
climbing 226 devil 323 half-giant, PC species 47
Clumsy 41 hard science fiction genre 259
combat difficulty 207, 7 Hardy 276
combat flavor 8 dim light 220 healing 47
Commands Mental Powers 36 disease 219 heavy weapon 228
companion ability category 65 Dishonorable 44 helborn, PC species 203
Conducts Weird Science 96 distance helping 259
Consorts With the Dead 65 213 Helps Their Friends 226
control ability category 65 distraction 227 Hideous 69
Controls Beasts 97 djinni 324 high-tier abilities 48
Controls Gravity 65 Doctor Dread (supervillain) 357 hinder 95
cooperative actions 66 Doesn’t Do Much 67 historical genre 207, 7
cover 226 Doomed Honorable 307
craft ability category 220 dragon 44 horror genre 48
crafting 97 325 horror mode, optional rule 280
Crafts Illusions 227 draw the attack 227 Howls at the Moon 283
Crafts Unique Objects 66 Drives Like a Maniac 67 Hunts 69
Craven 66 dwarf, PC species 258 immediate distance 69
CRAZR 42 ease 207, 7 impaired 213
creating new foci 318 Edge 15 Impulsive 218
Creative 80 inability 48
creature 42 Effort 15 infatuation, optional rule 207, 33
crime and espionage genre 312 elemental, earth 327 Infiltrates 287
268 elemental, fire 326 70
elf, PC species 258
Emerged From the Obelisk 67
Empathic 44
Employs Magnetism 67
encounter 214
encounters, designing 434
energy manipulation focus category 84
Entertains 67
enthraller 328
environment ability category 99
environment manipulation
focus category 85
example of play 439
Exiled 45
Exists in Two Places at Once 67
Exists Partially Out of Phase 68
444
Index
influence focus category 87 Operates Undercover 73 Stands Like a Bastion 77
information ability category 99
orc 347 stat 207
initial cost 212 paralysis 219
statue, animate 355
initiative 214 Perceptive 54
Inquisitive 49 stealth flavor 34
Performs Feats of Strength 73 Stealthy 56
Insight, gaining 231 Pilots Starcraft 74
Intellect 14 striker combat focus category 90
player intrusion 21, 412 Strong 56
Intelligent 49
Plays Too Many Games 74 Strong-Willed 56
Interprets the Law 70 poison 219
Intuitive 49 stunned 219
Pool 15 subtle cypher 378
invisible target 221 position 220
irregular focus category 88 superheroes genre 289
post-apocalyptic genre 295 support ability category 105
Is Idolized by Millions 70
power boost cypher 401 support focus category 92
Is Licensed to Carry 70 power shifts, optional rule 292
Is Wanted by the Law 70 surprise 220
practiced 207 Swift 57
Jovial 50 price categories 202
jumping 228 swimming 229
prince(ss) of summer 348 take the attack 227
kaiju 338
protection ability category 102 Talks to Machines 77
Keeps a Magic Ally 71 puppet tree 349
killer clown 339 tank combat focus category 93
quintar, PC species 279 target number 7
killing white light 340 Rages 74
Kind 50 task 207, 7
range 220 task ability category 106
Leads 71
Learned ravage bear 350 Task Difficulty table 8, 208, 404
51 recovery roll 218
Learns Quickly 71 technology flavor 35
relationship levels, optional rule 288 terrain 224
level 207 repairing 227
light weapon 203 Throws With Deadly Accuracy 77
replicant 351 thug 376
Lives in the Wilderness 71 Resilient 54
long distance 213 Thunders 77
retrying 212 tier 17
Looks for Trouble 71 Rides the Lightning
Loves the Void 74 Tongue-Tied 57
71 riding 229
low-tier abilities 95 Tough 57
Risk-Taking 54 trained 207, 7
Lucky 51 roach, PC species 301
Mad 51 transform ability category 107
romance genre 286 Travels Through Time
madness, optional rule 284 round 214 77
turn 207
magic flavor 36 Rugged 55 type 20
Magnetar (supervillain) 358
major effect 212 Runs Away 74 tyrannosaurus rex 361
Sailed Beneath the Jolly Roger
manifest cypher 379 74 underwater 221
Scavenges 75
Masters Defense 72 scavenging 296 vacuum, effects of 277
vampire 362
Masters Spells 72 science fiction genre 270 vampire, transitional
Masters the Swarm 363
72 secret agent 375 vat reject 364
Masters Weaponry 72
Mechanical 52 Sees Beyond 75 vehicular combat 230
senses ability category 103
mechanical soldier 341 Separates Mind From Body vehicular movement 230
75 very long distance 213
medium weapon 203 shadow elf 352
meta ability category 100 Vicious 58
Sharp-Eyed 55 Virtuous 58
Metes Out Justice 72 Shepherds Spirits 76
wait action 225
mi-go 342 Shepherds the Community 75 wardroid 365
mid-tier abilities 95
Might 14 shock, optional rule 282 Warrior 20
short distance 213
miniatures 235 Shreds the Walls of the World 76 Was Foretold 78
weakness 33
minor effect 211 Siphons Power 76 weapons 203
Mister Genocide (supervillain) 359
modern genre 261 skeleton 353 Wears a Sheen of Ice 78
Skeptical 55
mokuren 343 skill 19 Wears Power Armor 78
Weird 58
morlock, PC species 300 skills and knowledge flavor 37 wendigo 366
move 223
movement ability category 101 Slays Monsters 76 werewolf 367
slidikin 354
movement expertise focus category 89 sneaking 229 Wields Two Weapons at Once 78
witch 368
Moves Like a Cat 73 social ability category 103 wizard, mighty 376
Moves Like the Wind 73
Murders 73 Solves Mysteries 77 Works for a Living 78
Speaker 30
Mysterious 52 Speaks for the Land 77 Works Miracles 79
Works the Back Alleys 79
Mystical 53 special abilities 18 Works the System 79
Naive 53
Needs No Weapon 73 special attack ability category 104 Would Rather Be Reading 79
special roll 210
Never Says Die 73 specialized 207, 7 Wrath (supervillain) 360
xenoparasite 369
neveri 344 species as descriptor 59 XP 237
nuppeppo 345
occultist 375 Speed 14 XP advance 232
spellcasting, optional rule 259
ogre 346 stagger 425 zhev 370
zombie 371
445
CAMPAIGN DESIGN WORKSHEET
CAMPAIGN BASED ON GM
MODIFICATIONS
GENRE
TYPES AVAILABLE
TYPE
DESCRIPTORS AVAILABLE Cruel Hideous Mad Skeptical
Dishonorable Honorable Mechanical Stealthy
Appealing Doomed Impulsive Mysterious Strong
Bene cent Empathic Inquisitive Mystical Strong-Willed
Brash Exiled Intelligent Naive Swift
Calm Fast Intuitive Perceptive Tongue-Tied
Chaotic Foolish Jovial Resilient Tough
Charming Graceful Kind Risk-Taking Vicious
Clever Guarded Learned Rugged Virtuous
Clumsy Hardy Lucky Sharp-Eyed Weird
Craven
Creative Shepherds Spirits
Shreds the Walls of the World
FOCI AVAILABLE Employs Magnetism Looks for Trouble Siphons Power
Entertains Loves the Void Slays Monsters
Abides in Stone Exists Partially Out of Phase Masters Defense Solves Mysteries
Absorbs Energy Exists in Two Places at Once Masters Spells Speaks for the Land
Awakens Dreams Explores Dark Places Masters the Swarm Stands Like a Bastion
Battles Robots Fights Dirty Masters Weaponry Talks to Machines
Bears a Halo of Fire Fights With Panache Metes Out Justice Throws With Deadly Accuracy
Blazes With Radiance Flies Faster Than a Bullet Moves Like a Cat Thunders
Brandishes an Exotic Shield Focuses Mind Over Matter Moves Like the Wind Travels Through Time
Builds Robots Fuses Flesh and Steel Murders Was Foretold
Calculates the Incalculable Fuses Mind and Machine Needs No Weapon Wears Power Armor
Channels Divine Blessings Grows to Towering Heights Never Says Die Wears a Sheen of Ice
Commands Mental Powers Helps Their Friends Operates Undercover Wields Two Weapons at Once
Conducts Weird Science Howls at the Moon Performs Feats of Strength Works for a Living
Consorts With the Dead Hunts Pilots Starcraft Works Miracles
Controls Beasts In ltrates Plays Too Many Games Works the Back Alleys
Controls Gravity Interprets the Law Rages Works the System
Crafts Illusions Is Idolized by Millions Rides the Lightning Would Rather Be Reading
Crafts Unique Objects Is Licensed to Carry Runs Away
Dances With Dark Matter Is Wanted by the Law Sailed Beneath the Jolly Roger
Defends the Gate Keeps a Magic Ally Scavenges
Defends the Weak Leads Sees Beyond
Descends From Nobility Learns Quickly Separates Mind From Body
Doesn't Do Much Lives in the Wilderness Shepherds the Community
Drives Like a Maniac
Emerged From the Obelisk
OTHER NOTES
ADVANCEMENT TM
NAME WHO INCREASE MOVE TOWARD EXTRA SKILL OTHER LIMIT
CAPABILITIES PERFECTION EFFORT TRAINING Refer to the MONEY
IS A +4 points into +1 to the Edge +1 into E ort Train in a skill or specialize Cypher System
stat Pools of your choice in a trained skill Rulebook
DESCRIPTOR TYPE
FOCUS SPECIAL ABILITIES
TYPE, FLAVOR, OR OTHER CYPHERS
TIER EFFORT XP
MIGHT SPEED INTELLECT
POOL EDGE POOL EDGE POOL EDGE
RECOVERY ROLLS 1d6+ DAMAGE TRACK
1 ACTION 1 HOUR IMPAIRED DEBILITATED
10 MINS 10 HOURS
+1 E ort per level Can move only an
Ignore minor and major immediate distance
e ect results on rolls Cannot move if Speed
Combat roll of 17-20 Pool is 0
deals only +1 damage
SKILLS Pool T S I EQUIPMENT
T trained, S = specialized, I = inability
ATTACKS
ARMOR
BACKGROUND NOTES PORTRAIT