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hello, fellow adventurers! this is a post seeking the attention of anyone looking to join a campaign in the cypher system, gods of the fall setting. we are currently a group of 3, myself (the dm) and two players (my friends), and we are looking for 2 more people to join us! i have been running ttrpg tables for about 10 years now. ive done it for fun, for work, and now hopefully, for you! “I don’t know the Cypher System or Gods of the Fall, but I want to play. Is this campaign friendly to that?” absolutely! my current players have never played in the cypher system before either, so you have no need to fear being unfamiliar. i have all of the books necessary, and i am more than willing to guide new players through the intricasies of the setting and system. “How often will we play, and at what time?” timing and frequency are things i am more than willing to be flexible about. we would likely play in the early evenings on weekends, but the specifics are always negotiable. i am comfortable doing monthly or biweekly sessions that will be about 3 to 4 hours long over discord and roll20. “Who should apply, and where?” we are an lgbt+, leftist, feminist, diversity and inclusion-oriented table of younger millenials. our table is 18+. anyone who is looking for adventure within those perameters is welcome to apply ! i look forward to speaking with you, and i hope you have a great day!
100 Knick-knacks for Cold and Ice Regions, A Baker’s Dozen of Magical Weapon Properties (PFRPG) and 100 Uncanny Contents and Uncanny Encounters in the Revel’s Sublunar Tunnels Now Available 100 Knick-knacks for Cold and Ice Regions, A Baker’s Dozen of Magical Weapon Properties (PFRPG) and 100 Uncanny Contents and Uncanny Encounters in the Revel’s Sublunar Tunnels are now available to buy on DriveThruRPG. 100 Knick-knacks for Cold and Ice Regions has 100 minor items that could be found in treasure hoards, in an NPCs possession or given to characters. A Baker’s Dozen of Magical Weapon… View On WordPress
Odlark Image © Monte Cook Games [The Cypher System is Monte Cook’s go at making a generic RPG ruleset, like GURPS or the d20 System, and Numenera is my favorite of the settings for it. The setting is the Ninth World, which is Earth. A billion years from now. It’s the Ninth because eight previous globe spanning civilizations have come and gone, leaving the vaguely medieval era civilization that the PCs come from. And with a billion years of magitech (the titular Numenera), interactions with creatures from other planets and other dimensions, natural and artificial evolution, stuff’s gotten weird. And for the purposes of this blog and my interests, there are three full hardcover bestiaries and all of them rule. I currently have a table set up with no fewer than 240 monsters from the Numenera setting on it. And am going to be pulling from that, at least once a week, until I get bored. Get ready for an invasion from the Ninth World. I started with the odlark for a couple reasons. For one thing, it’s one of the cover monsters of the original Ninth World Bestiary. For another, it’s delightfully strange. D&D is full of psychic aberrations, but almost all of them are imperialist slavers of one type or another. How about some giant caterpillar monsters that just want to talk and make stuff by 3D printing sourdough starter? Like Numenera in general, it’s clearly taking inspiration from 50 years of tabletop RPG tropes and putting a New Weird spin on them.] Odlark CR 8 LN Aberration This creature resembles a caterpillar the size of a horse, with two dozen small limbs along its length. Its is wearing a translucent organic cowl or helmet over its large pink head, but its large eyes with horizontal pupils and wide mouth are both visible. The smell of ale hangs over its gear. Odlarks are strange alien creatures that are more interested in discussion and exploration than violence. Their technology is centered around “grup”, an organic material produced by specialized nanites. Each odlark has a prized grup vat, which it uses to produce food, gear and construction material. In order to “learn” how to make an item, a grup vat needs to be either fed multiple examples of an item, which are broken down and analyzed, or be injected with a small amount of grup from a vat that already can make that item. Anything produced from a grup vat is translucent, has a slightly melted appearance, and emits an aroma of ale. Odlarks are happy to trade their grup-made items with other creatures, especially in order to obtain magic items. Most odlarks would rather talk than fight, but they are skilled at defending themselves. The strong jaws of an odlark can inflict a nasty bite, but odlarks consider biting other sapient life to be gauche. Instead, they use weapons, particularly those that double as tools such as axes and hammers. They wield these not with their parapods, which are better suited to climbing than fine manipulation, but with telekinesis. They can also hone their telekinetic fields into bolts of deadly force or assault the minds of their foes. An odlark will typically flee before fighting to the death, unless it is defending its home or its grup vat. Odlarks know that their strange appearance causes alarm in many humanoid creatures, and tend towards caution around strangers for fear that they will react violently. That said, a friendship made with an odlark can be a friendship for life, and odlarks live a long time (two to three hundred years on average). Odlarks are philosophical in outlook and tend to aggregate with others who share their particular philosophy, odlark or not. Odlarks love a spirited debate, and most have strong opinions on history, myth and religion, politics and magical theory. They are inveterate explorers, and use their psychic powers to fly to out of the way places and survive hostile conditions. Odlark CR 8 XP 4,800 LN Large aberration Init +5; Senses darkvision 60 ft., Perception +13 Defense AC 23, touch 10, flat-footed 22 (-1 size, +1 Dex, +3 armor, +10 natural) hp 95 (10d8+50) Fort +8, Ref +6, Will +10; +4 vs. psychic spells Defensive Abilities psychic resilience Offense Speed 30 ft., climb 30 ft. Melee bite +9 (1d6+4) or masterwork greataxe +11/+6 (2d8+6) Ranged force ray +7 touch (6d6) Space 10 ft.; Reach 5 ft. Psychic Magic CL 10th, concentration +14 (+18 casting defensively) 25 PE— analyze aura (2 PE), fly (3 PE), life bubble (5 PE), mental barrier II (3 PE), mind thrust III (3 PE, DC 17), telekinesis (4 PE, DC 18) Statistics Str 16, Dex 13, Con 20, Int 19, Wis 17, Cha 18 Base Atk +7; CMB +10; CMD 21 (35 vs trip) Feats Alertness, Combat Casting, Craft Technological Item , Improved Initiative, Lightning Reflexes, Technologist (B) Skills Appraise +10, Climb +20, Craft (technological) +12, Diplomacy +10, Fly +8, Knowledge (arcana, dungeoneering, engineering, religion) +10, Knowledge (history) +13, Perception +14, Sense Motive +14, Spellcraft +13 Languages Aklo, Common, Odlark SQ grup vat, proficiencies, telekinetic grip Ecology Environment any land or underground Organization solitary, pair, expedition (3-6) or school (7-24) Treasure double standard (masterwork studded leather armor, masterwork Large greataxe, brown nanite hypogun with three nanite canisters , other treasure) Special Abilities Force Ray (Su) As a standard action, an odlark can fire a ray that deals 6d6 force damage on a successful touch attack within a range of 60 feet. Grup Vat (Ex) An odlark maintains a grup vat from which it can manifest items. A grup vat contains 15 cubic feet of grup, which can be shaped by the odlark into any item made of organic material, stone or base metals as per a fabricate spell. If a Craft check is required, it uses a result of 20+ the odlark’s CR (28 for the average odlark). A grup vat replenishes its materials each day unless destroyed; if a grup vat is destroyed, the odlark can make another one with a supply of starter grup taken from another vat. In addition, a grup vat can be used to produce technological items, although it can only make nanite canisters and items powered by nanite canisters. The odlark must still have the appropriate feats to make technological items. When used in this fashion, it requires 1 day of work for every 1000 gp of the item produced, and the odlark must feed raw materials equal to ½ the base cost of the item into the grup vat in order to provide it the resources. Proficiencies (Ex) An odlark is proficient in simple weapons as well as all martial weapons in the axes and hammers weapon groups. Telekinetic Grip (Su) Although an odlark does not have hands, as long as it has 1 PE remaining in its psychic magic pool, it can manipulate objects with telekinesis as if it did. It can only focus on one or two items as a time, as if it had two hands. It uses its Charisma score to calculate attack and damage bonuses instead of Strength, and cannot benefit from the effect of feats that involve Strength or Dexterity when wielding weapons in this way, such as Power Attack or Weapon Finesse.
So I attended Gamehole Con last week and had a lot of fun making character designs on the fly based on the premade character sheets that I was given! I redid them digitally after I got home, though. Really enjoyed the chance to try out a few systems that I hadn’t tried out before as well!
Cypher System and the perfectionist DM I am the person who the cypher system was like “NAH, THEY WON’T BE INTERESTED BECAUSE LESS PREP” and I said “Bet.” Anyway, that’s how I ended up with 20 cyphers (ok 22, 20 for use, 2 extra to fill in as cyphers get used) for my players that are pre-organized by session (like this one would be useful in session 2 or 3 for sure, this one is just for kicks, this one will be REALLY useful for bosses…) and some are somewhat critical to them killing the big bad or getting clues if they’re used strategically. 5 pages of hand written notes. I’m also organizing my pre-session notes and including the notes where the players get xp as a group. Like I know I’m going to intrude at this point so they can get a thing, so I may as well award them points. Y'all, I think I’m doing this low prep thing incorrectly.
Soul/Silk So I’m honestly not going to make any changes for how this can be used lorewise honestly. I may add a few things but that has yet to be determined. For those that aren’t familiar Soul in Hollow Knight is used for a variety of things such as casting spells, creating bursts of energy, and healing. Since I’m using the Cypher System though I’ll be turning it into a focus for players to pick. I’ll be creating another version of Absorbs Energy essential accept with a change from absorbing kinetic energy to absorbing soul when landing a hit. Now for Silk I’d have to work on that some since even in the lore for silksong it’s somewhat vague on what it’s capable of being used for. Fron what I have looked into it can be used to prolong life, create runes, and trap/imprison someone if anyone has suggestions please tell me Post by @cheshirecrafter · 1 link
Is vacation week and a half (on 1.5 days of vacation) so I’m way behind on queuing stuff. More things for next session: -speaker can do the speaking thing a lot. - arcanist needs more to do - fighter should be fine. -explorer was busy last session. He should be fine too. Here’s the cats performing important squirrel sentinel duties: ALT
Lemme tell ya, nothing motivates you to create an official character reference like a contest wherein the prize is free and really good art 🙌 Did I win that contest? Not to my knowledge, but! that means I still have official character references for Andras (human) and Roshan (parasaurolophus)! Andras and Roshan are characters from a Cypher Systems game called Predation, where essentially military scientists get trapped in the late Cretaceous period, and their descendants have to figure out how to get home before the asteroid hits and it’s g'night for humans and dinosaurs alike. Andras is… a touch off his rocker, due to exposure to events the game calls Time Anomalies, but Roshan is there to keep him from going off the deep end. Emotional Support Dino for the win 🙌 There’s more info on these two on my Art Fight account, so go check ‘em out if you feel so inclined!
100 Things to Find in the Fantasy Garbage, Locales of Sundara: On a Wing Messengers, 100 Data Files to Find for Sale in the Revel II and Filler Art - Barrier Door Now Available 100 Things to Find in the Fantasy Garbage, Locales of Sundara: On a Wing Messengers, 100 Data Files to Find for Sale in the Revel II and Filler Art – Barrier Door are now available to buy on DriveThruRPG. Fantasy settings have garbage and 100 Things to Find in the Fantasy Garbage has 100 pieces of garbage. They range from the ordinary to the disgusting to the dangerous. Locales of Sundara: On a… View On WordPress
April is Mega Dungeon month on Backerkit. Projects include: Castle Zagyg for the Castles & Crusades RPG by Troll Lord Games , based on Gary Gygax’s original dungeon. Jewel in the Sky , a science-fantasy dungeon for the Cypher system by Monte Cook Games . Hastening Doom for 5e D&D by Kobold Press . Metadungeon for the DIE RPG by Rowan, Rook & Decard . Castle Whiterock for 5e D&D and Dungeon Crawl Classics by Goodman Games .
if you want to try a new tabletop RPG, Cypher System is made by an openly trans-inclusive team that doesn’t use AI at all and it’s super easy to GM, so you can tell stories instead of figuring out how much charisma a CatDog centaur has and it’s genre-agnostic, with mechanical variations included for romance, horror, sci-fi and so on and they’re crowdfunding the 2nd edition right now, with a bunch of genre and setting books thrown in idk seems good Cypher: Faster. Easier. And Even Better!
Meet Alya For those who wonder, I’ve been on Twitter gushing about my Cypher System character Alya. She was made for a Curse of Strahd campaign and I loved playing her so much that she’s now a permanent OC. You can read more on Character Hub below or ask me questions here! ALT ALT I’ll be gradually adding more lore to her I just gotta organize shit. I really should take more notes for my campaign experiences. Alya Mostafa Character Hub
Session 1 Everyone went into a cloud, fought some maggots, found some bodies and met a chicken named Tater Tot. They then went into the kitchen, found another body, found some correspondence, learned a bunch of lore bits. They left the farm, found ANOTHER BODY. Stg, there will be less dead bodies next time. Met the BBEG and gave him an egg. They also met a snail knight named Sir Muckfoot. He was less fabulous than I hoped because I didn’t prepare him well Anyway, things to work on: Session Ends. Prep more cyphers in advance, lower combat level. And remember those descriptions I wrote down. Remember the prepped music.
After over a year of prep, I’m about to start running my next campaign. I’ve moved away from D&D/WotC and into Cypher, by Monte Cook Games. Additionally, I’ve ported my old Weird West hack of 5e over to Cypher and am running that as a 2nd campaign. Session 0s have been had, characters are rolled, and the new year will see these games kick off. In Iron City, my fantasy game, the PCs live and adventure in the huge city of Gralmorden (very much inspired by Monte Cook’s Ptolus settjng) Iron City is a mix of bog standard fantasy, grim dark, cyberpunk, and film noir. The city if rife with crime, wealth inequality, corruption, revolution, and mystery. Under the city is a vast network of ruins, dungeons, and caverns. There’s even a subway! The PCs are Mouse, a little Pixen thief who doesn’t know she has magic powers; Knox, a Dwergrim explorer with artificed Augments, similar to cyberwear; Krellen, an ex-sailor turned poet and revolutionary; [name TBD], a scholarly explorer and investigator who operates by the seat of his pants; and [name TBD], a former city guardsman (Bluejacks in the setting) who’s penchant for excessive violence is now focused on trying to do the right thing. Meanwhile, iver in Outland Territories, my weird west game, the gang rides again! Returning to the Outland Territories is Brixton Turnbull, the war-scarred gunslinger; Rev Jeremiah Sloane, a haunted priest who hunts the supernatural; Gritty Osteen, a grizzled old inventor who used to be a swamp hermit; and Elmer, a half-sylvan exile bar brawler. Joining them is Doc Badger, a Dwergrim alchemist and snake oil salesman from the Old World.
D10: The Strange Rumours - Recursions: Atlantis The Strange is a game published by Monte Cook Games. It is, at least in part, set in the normal world, but there are other worlds out there, in the Strange. This list has ten rumours for that setting, similar to the various different adventure hooks in the books, and these can be used as adventure hooks or simple misinformation. Agents from Atlantis have apparently been seen on Earth, but… D10: The Strange Rumours - Recursions: Atlantis
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