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01 Cypher System Notes
01 Cypher System Notes
01 Cypher System Notes
Unless otherwise noted, all Glimmers can also be used with Numenera and the
Strange.
Make a roll
- Roll d20 against task difficulty 0-10. Target roll is difficulty x3
- Can decrease difficulty through various means
- Skills decrease difficulty by 1 (trained) or 2 (specialized) levels
- Assets (equipment, help, etc.) can decrease difficulty by up to 2 levels
- Effort (see under character) can also decrease difficulty
- Difficulty 0 is automatic success
- Target Roll = (Difficulty - Skills - Assets - Effort)x3
- Special rolls
-- 1: FUMBLE! BAD!
-- 17/18: If on attack roll, +1/+2 damage
-- 19: Minor effect. Attack: +3 damage or special result (knockback, distract,
etc.). Out of combat: Do something with particular grace. A bit further than
success
-- 20: Major effect. Attack +4 damage or special result (knockdown, stun, extra
action). Out of combat: Major bonus, climb twice as fast, etc.
Cyphers
- Special items. Should be used and found frequently.
- Varies a lot by setting.
- Almost always one use items.
Combat
- Enemies have levels, like difficulty. Roll against enemy typically at difficulty
level of enemy
- Player makes both attack and defense rolls
- Damage is flat numbers. Damage Taken = Attack Damage - Armor
- Weapon Types
-- Light (2 damage, difficulty -1 to hit)
-- Medium (4 damage, can be used in one hand)
-- Heavy (6 damage, needs two hands)
- Bonuses: Can rarely apply +1, etc. to a roll. If at +3, just reduce difficulty by
one
- Range
-- Immediate: Everyhing within 3 meters, get there immediately as part of action
-- Short: Anywhere within 15 meters, get there as full action
-- Long: Anything less than 30 meters, get as full action with right roll
3 stats:
- Might (Strength, health, physical strength and punishment)
- Speed (Speed, agility, swiftness, reflexes)
- Intellect (Intelligence, charisma, wisdom)
Skills
- No set list. See example list on Rulebook page 20.
- Trained: Lower difficulty by 1. Specialized: Lower difficulty by 2.
- Skill can even be in char's special ability, making them better. Choose specific
Ability, not general.
- Can come with buying Benefits (see character tier), from Focus or other sources.
- Skills stack, but can never lower difficulty more than 2. E.g. Trained in Lying
and Social Interactions could cont as Specialized in Lying.
- Only skills gained through Type abilities allow you to to get attack or defense
skills.
Abilities
- May drain a stat pool when used. Has a set cost, affected by Edge.
- If Effort is used, Edge is subtracted from total. Cost = Ability Cost + Effort
Used - Edge
- Can allow for new actions you couldn't normally take, keyword 'Action'
- Can boost other actions, such as attacks or wearing armor, keyword 'Enabler'
Character Tier
- Tier 1 to 6
- Start at Tier 1. Tier increase when 4 Benefits have been purchased with XP.
-- Each Benefit cost 4 XP
-- Can be purchased in any order, but must buy 1 of each kind to advance tier
before you can buy the same again
-- Benefits:
--- Increase capabilities: 4 points to split on stat pools
--- Moving Toward Perfection: Add 1 to 1 stat edge
--- Extra Effort: Increase Effort score by 1/
--- Skills
---- You become Trained in a skill of your choice.
---- You become Specialized in a skill you are Trained in.
--- You gain a Special Option (counts as the Skill benefit needed to advance tier)
---- Reduce cost of wearing armor (might cost -1, speed reduction -1)
---- Add 2 to recovery rolls
---- Select a new type-based ability from your tier or a lower tier.
- Gain new abilities at each tier. Can usually choose between 2 and 4 abilities per
tier from Type, while gaining specific abilities from Focus.
- Can always choose an ability at a lower tier as one of the chosen abilities.
- At each Tier increase, you can choose ONE ability that you can substitute for
another ability at a lower tier (e.g., no reason for an ability that lets you use 3
cyphers and one that let you use 4 cyphers, if they don't stack)