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Expanded_Worlds-Preview-2017-03-14
Expanded_Worlds-Preview-2017-03-14
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Part 1
CHARACTERS
CHARACTER DESCRIPTOR
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Character Descriptor
7
Tier 2: Resilient. In your explorations of NPC is next to you, they serve as an asset for
uncivilized regions, you’ve been exposed one attack you make on your turn.
to all sorts of terrible things and have If your fellow explorer dies, you gain a
developed a general resistance. You gain +1 new one after at least two weeks and proper
to Armor and are trained in Might defense recruitment. Enabler.
tasks. Enabler.
Tier 4: Explorer’s Intuition (4 Intellect
Tier 3: Apprentice Explorer. You gain a points). Your competence in the skills of
level 2 NPC apprentice explorer who is exploration gives you an uncanny intuition
completely devoted to you. You and the when it comes to finding things. While in
GM must work out the details of the fellow the wilderness, you can extend your senses
explorer who demurs to you. up to a mile in any direction and ask the
You’ll probably make rolls for your GM a very simple, general question about
apprentice when they take actions. In combat, that area, such as “Where is the native
they usually don’t make separate attacks, but camp?” or “Is my friend Dr. Livingstone still
helps you with yours. On your action, if the alive?” If the answer you seek is not in the
area, you receive no information. Action.
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Character Focus
confuse your friends—but you also can do Additional Equipment: You have a ring of Fell Through a Rabbit
things that defy reality. At least reality on this keys, which sometimes work on locks when Hole GM Intrusions:
side of the rabbit hole. you least expect it. Sometimes silly strangers
are dangerously insane.
Connection: Choose one of the following. Minor Effect Suggestion: A small Nonsense influence from
1. Pick one other PC. It was while following animal—a cat, a raccoon, or a rabbit—trips a surreal realm can cut
that character you first learned of the surreal up your foe, and your foe falls. both ways, creating
realm to which you are now connected. Major Effect Suggestion: A stranger impediments and calling
2. Pick two other PCs. You know about an appears and helps you for a few rounds. attention. Sometimes the
surreal realm calls those
important connection between them that
who’ve previously visited
they don’t know. Tier 1: Legerdemain (1 Speed point). You can back, whether they want
3. Pick one other PC. You accidentally perform small but seemingly impossible tricks. to return or not.
draw that character to the attention of a For example, you can make a small object
dangerous creature that lives within the in your hands disappear and move into a
surreal realm to which you are connected. desired spot within reach (like your pocket).
4. Pick one other PC. Whenever this You can make someone believe that they have
character is near, your abilities seem to take something in their possession that they do
twice as long to activate. not have or vice versa. You can switch similar
objects right in front of someone’s eyes. Action.
NONSENSE TABLE
1 Escape (2 Intellect points). You gain a notion on how to escape, wriggle free from bindings, or squeeze
through a tight spot, gaining an asset to any escape task. Alternatively, you can gain an asset to any
defense task to throw off an ongoing negative effect like poison or a curse. Action.
2 Pierce to the Heart (1 Intellect point). You are inspired by trickery. If you succeed on a Speed-based task
against one creature within immediate range, the difficulty of your next attack against that creature before
the end of the next round is reduced by one step. Action.
3 Unexpected Trapdoor (3 Intellect points). A surface is not as solid as it first appeared, and you find a trap
door. You can use the door to access the basement, the attic, or go through a wall up to 10 feet (3 m) thick
if you succeed on an Intellect task equal to the level of the impediment. Alternatively, a foe within short
range drops through said trapdoor to whatever lies beneath (which might just be a ten-foot deep pit). The
trapdoor persists for about a minute. Action to initiate.
4 What’s This In My Pocket? (3 intellect points). You’re sure it wasn’t there before, but it is now. You pull a
cypher from your pocket. The GM determines what kind. If you are already at your cypher limit, one cypher
you already have goes missing. Action.
5 Premonition (2 Intellect points). You learn one random fact about a creature or location that is pertinent
to a topic you designate. Alternatively, you can choose to learn a creature’s level; however, if you do so, you
cannot learn anything else about it later with this same ability. Action.
6 Fetch (3 Intellect points). You cause an object to disappear and reappear in your hands or somewhere else
nearby. Choose one object that can fit inside a 5-foot (2 m) cube and that you can see within long range.
The object vanishes and appears in your hands or an open space anywhere you choose within immediate
range. Action.
7 You’re Not So Hurt As All That (3 Intellect points). When you touch an impaired or debilitated character,
you can move them up one step on the damage track (a debilitated PC becomes impaired, and an
impaired PC becomes hale). Alternatively, if you use this ability on a PC during a rest, you grant them a +2
bonus to their recovery roll. Action.
8 What Kind of Beast is That? (3 Intellect points). A creature from the surreal realm to which you have a
connection appears of up to level 3. The creature aids you for up to one minute before leaving. Action to
initiate.
9 Because I Said So (3 Intellect points). You’re inspired by a crazy impulse. For one minute, you gain an
asset to tasks related to deceiving, persuading, and intimidating. Action to initiate.
10 Begin at the Beginning (2 Intellect points). For one hour, you can see in complete darkness within short
range as if it were dim light. Also, you gain an asset to all tasks related to finding your way and tracking
other creatures. Action to initiate.
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Chapter 3
POST-APOCALYPTIC
CREATING A POST-
P
ost-apocalyptic literature, movies,
and games are a subgenre of science APOCALYPTIC SETTING
fiction that focuses on the dystopia For a post-apocalyptic story to have long-
that follows the fall of civilization. Strictly term interest, the world can’t be completely
speaking, post-apocalyptic stories take dead. Other people are necessary to interact
Science Fiction, place after the end of the world. At least, with, help, and compete against for limited
page 250 the end of the world for most people. resources. A wealth of food, parts, and
Players take the role of the survivors (or other supplies should be available so that
Fantasy, page 236
their descendants) trying to persevere in survivors can live long enough to establish
the face of immense hardship. Popular something more long-term. Other threats
post-apocalyptic scenarios include those should also manifest—rival survivors,
set after nuclear war, in the aftermath of a mutant abominations, wild creatures,
zombie plague, in the months and years aliens, disease, poisons, and yes possibly
following an alien invasion, or after the even zombies—depending on the post-
environment collapses in the face of human apocalyptic world you want to create.
overpopulation. Other ways the world could Creating a post-apocalyptic setting is
end include a massive meteorite strike, the almost cheating because you can start
long-awaited robot-uprising, a powerful with the world as it is now, with its current
solar flare that burns out the world’s technology, its history, and all the rest,
power grids and communications, or even before ruining it with an apocalypse of your
something as prosaic as a global disease choosing.
pandemic. Alternatively, you could decide that the
apocalypse comes much earlier in the
history of the real world, or much later. You
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Post-Apocalyptic
might even decide that the apocalypse that Your players might start a game a little Gods of the Fall—a
defines your setting occurs in another world more invested in the setting if they’re Cypher System game
entirely, perhaps in a fantasy world where already familiar with a few of the locations setting—describes a
post-apocalyptic fantasy
the gods all suddenly and inexplicably go and history, even if those locations are world where all the gods
extinct. ruined, and the history is forgotten by died out.
However, if you stick with the real world most of the characters. To the players,
as your baseline, consider these additional it’s “home.” Setting a shootout in a
advantages that you gain. Maps are the fictional version of a now-ruined nearby
biggest benefit. All the maps of the real supermarket, library, or coffee-house will
world are useful as maps of your fictional be all the more visceral because the players In some post-apocalyptic
post-apocalyptic world with just a few will be able to imagine it as clearly as if settings, GMs may
modifications. Add a crater here, a shanty- they’d been there themselves. Because they wish to offer players the
chance to play as robots
town there, and maybe a crashed jet-airliner probably have.
or androids. This can be
or another oddity, and voila, you’ve created Even if your baseline is the real world, accomplished by using
a high-fidelity map in just minutes. you’ve chosen to run your game after some the Artificially Intelligent
Another advantage of starting with the kind of apocalypse. That means that many descriptor.
real world is that it sets a baseline for encounters and situations faced by the PCs
designing the post-apocalyptic cultures, should be colored by that event. Thus, the
wildlife, plant-life, architecture, and so on. aforementioned shootout in the grocery Artificially Intelligent,
It’s easy to make a major and memorable store should contain a post-apocalyptic page 256
encounter using something like a bear, even twist. Maybe there’s a berserk android in
if it’s a zombie bear or radioactive bear, or aisle seven, a wounded mutant in the stock-
just a huge freaking bear facing off against room, or a radiation hazard associated with
characters armed with their fists and sticks. a particular food item.
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Chapter 10
CREATURES
The creatures presented in this section are designated as being part of particular genres
Creatures, page 274 in Part 2, but of course, GMs are free to use a creature however and wherever they want.
The number of genres possible in roleplaying games, including genre mashups, may be
almost limitless. That means that this chapter only begins to explore the types of creatures
that characters might encounter. Of course, the new creatures here are designed to expand
those presented in the Cypher System Rulebook.
The most important element of each creature is its level. You use the level to determine
the target number a PC must reach to attack or defend against the opponent. In each entry,
the difficulty number for the creature is listed in parentheses after its level. The target
number is three times the level.
A creature’s target number is usually also its health, which is the amount of damage
it can sustain before it is dead or incapacitated. For easy reference, the entries always
list a creature’s health, even when it’s the normal amount for a creature of its level. For
Understanding the more detailed information on level, health,
Listings, page 274 combat, and other elements, refer to
Understanding the Listings. CREATURES BY LEVEL
Glowing roach 2
Bogeyman 3
Faerie 3
Fusion hound 3
Nightgaunt 3
Shoe thief 3
Devolved 4
Robot mimic 4
Mad creation 4
Midnight scrabbler 4
Abomination 5
Cambion 5
Crucible 5
Cryptic moth 5
Killer clown 5
Prince(ss) of Summer 5
Satyr 5
Erlking 6
Gamma worm 6
Reanimated 6
Demon, chain 7
Hydra 7
The Minotaur 7
Cerberus 8
Typhon 10
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Creatures
ABOMINATION 5 (15)
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Asgard. Oz. Gotham. The Dreamlands or the Victorian London of Sherlock Holmes or Jack the Ripper. The setting of your favorite
movie. Worlds even more exotic or bizarre, driven by laws of magic, psionics, or mad science.
You call them recursions. They’re like pocket dimensions with their own laws of reality, connected to Earth via a dark energy
network beneath the normal matter of the universe. A dangerous, chaotic network known as the Strange.
Recursions spawn from myths, legends, and fiction. Human imagination. They’re rarely larger than a continent and sometimes not
much bigger than a city block. Often the denizens are little more than automatons going through the motions of their fictional world.
But sometimes, in the larger or more mature recursions, they have the spark: self-awareness. Sentience. The ability to form their
own motivations and agendas.
And some of those beings understand that they aren’t alone in the Strange. Some of them know about Earth and the limitless
universe beyond it. And some of them are very, very dangerous.
When you visit these worlds, you adapt to them, taking on some of the physical aspects and knowledge of the natives. You
become, in part at least, a different version of yourself.
What will you find when you venture into Earth’s shoals? And what will find you, as you travel into…
f b.com/MonteCookGames @TheStrangeRPG