Cypher System - Rulebook.pdf

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RULEBOOK
CREDITS
Writer/Designer:
Additional Designers:
Creative Director:
Editor/Proofreader:
Graphic Designer:
Cover Artist:
Monte Cook
Bruce R. Cordell, Robert J. Schwalb, Shanna Germain
Shanna Germain
Ray Vallese
Bear Weiter
Roberto Pitturru
Artists
´
Jacob Atienza, Marco Caradonna, Milivoj Ceran, chrom, Florian Devos, Dreamstime.com, Jason Engle, Erebus,
David Hueso, Baldi Konijn, Guido Kuip, Brandon Leach, Eric Lofgren, Patrick McEvoy, Jeremy McHugh,
Brynn Metheney, Grzegorz Pedrycz, Mike Perry, John Petersen, Roberto Pitturru, Scott Purdy, Nick Russell,
Joe Slucher, Lee Smith, Matt Stawicki, Cyril Terpent, Cory Trego-Erdner, Tiffany Turrill, Shane Tyree, Chris Waller,
Cathy Wilkins, Ben Wootten, Danar Worya, Kieran Yanner
Monte Cook Games Editorial Board
Scott C. Bourgeois, David Wilson Brown, Eric Coates, Gareth Hodges, Mila Irek, Jeremy Land,
Laura Wilkinson, Marina Wold, George Ziets
© 2015 Monte Cook Games, LLC.
CYPHER SYSTEM
and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries.
All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
Printed in Canada
TABLE OF CONTENTS
THE CYPHER SYSTEM
Chapter 1: INTRODUCTION
Chapter 2: ANYTHING GOES
Chapter 3: HOW TO PLAY THE CYPHER SYSTEM
Chapter 4: CREATING YOUR CHARACTER
Chapter 5: CHARACTER TYPE
Chapter 6: CHARACTER DESCRIPTOR
Chapter 7: CHARACTER FOCUS
Chapter 8: EQUIPMENT
Chapter 9: RULES OF THE GAME
Chapter 10: OPTIONAL RULES
Chapter 11: FANTASY
Chapter 12: MODERN
Chapter 13: SCIENCE FICTION
Chapter 14: HORROR
Chapter 15: SUPERHEROES
Chapter 16: CREATURES
Chapter 17: NPCs
Chapter 18: CYPHERS
Chapter 19: RUNNING THE CYPHER SYSTEM
Index
Campaign Design Worksheet
Character Sheet
4
5
7
14
22
64
90
182
PART 1: CHARACTERS
13
PART 2: RULES
187
188
224
PART 3: GENRES
235
236
244
250
258
266
274
334
340
366
410
412
413
PART 4: GAMEMASTER SECTION
273
PART 5: BACK MATTER
409
Chapter 1
INTRODUCTION
cypher is a secret. It’s something that not everyone understands. It holds potential.
Promise.
The
Cypher System Rulebook
came about because we published a game called
Numenera, and then another called The Strange. These were quite popular, both for
their settings and for their rules. They shared the same basic game engine: the Cypher
System. So it occurred to us, what if gamers want to use the system for fantasy, horror, or
something else? Wouldn’t it be nice if they could have the system material from Numenera
and The Strange with all the setting-specific material stripped out?
And doing that would be easy, right? We’d just need to grab stuff from both games,
already finished, and cram it all into one book. No problem.
Of course, once I started working on it, I realized that the way both games handled
character types was entirely idiosyncratic to those settings. You can’t take a Numenera
nano and plop her down in any genre. And if you tried to make the type fit more into a
fantasy setting, it wouldn’t fit into a science fiction one. Oh, and superheroes—those throw
a big wrench into things.
In other words, while the
Cypher System Rulebook
is partially a compilation of game
material from both Numenera and The Strange, it also has a
whole lot of new stuff. New descriptors and foci to make different
genres work, along with four new character types. New creatures
and NPCs. New cyphers. Lots of new rules for handling everything
In the Cypher System, the story is
from starship battles to the rising dread of horror. And rules for
king, and thus you can’t really get
superheroes—characters who break all the other rules.
What you’ll take away from this book depends on your context.
the rules wrong. If it works for your
If you’re already a fan of both Numenera and The Strange, many
game, then it works!
of the specifics here will be familiar. Still, you’ll find new descriptors,
foci, types, creatures, cyphers, artifacts, and rules. Mostly, though,
you’ll see how to use the game system you already love in any setting and any genre. Use
the material in this book to supplement your current games, or start a new game set in a
fantasy land of elves and fae creatures, a science fiction setting spanning the galaxy, or a
modern slasher horror game, different from anything you’ve played before.
Fans of Numenera and
If you’re a fan of Numenera
or
The Strange, but not both, you’ll find a ton of material
The Strange should
here that is new to you. Again, this can supplement your existing game, or it can be used
check out the rules for
to stretch the system into any genre you wish when you’re finished with your current
Insights (page 216)
and the optional genre
campaign.
rules in addition to the
If you’re new to the Cypher System entirely, you’re really in for a lot of great information
descriptors, types, and
and advice. The rules are simple, but this book includes plenty of character and setting
foci that are brand new
to this book.
options. It might seem overwhelming at first. But remember that in the Cypher System, the
story is king, and thus you can’t really get the rules wrong. If it works for your game, then it
works!
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