์žฅ๋ฅด [CSRD]

The Cypher System can be used to play in many settings. This chapter provides additional information and rules for ํŒํƒ€์ง€, ๊ทผํ˜„๋Œ€, SF, ํ˜ธ๋Ÿฌ, ๋กœ๋งจ์Šค, ์ˆ˜ํผ ์˜์›…, ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค, ๋™ํ™”, and ์—ญ์‚ฌ genres.

ํŒํƒ€์ง€

For our purposes, ํŒํƒ€์ง€ is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque ํŒํƒ€์ง€, also known as second-world ํŒํƒ€์ง€ because it includes a completely new world not our own. Big ํŒํƒ€์ง€ epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles. Of course, ํŒํƒ€์ง€ might also involve the ๊ทผํ˜„๋Œ€ world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of SF, with spaceships and laser guns amid the wizardry and swords (this is often called science ํŒํƒ€์ง€). ํŒํƒ€์ง€ can also be defined by the amount of ํŒํƒ€์ง€ elements within it. A second-world ํŒํƒ€์ง€ filled with wizards, ghosts, dragons, curses, and gods is referred to as high ํŒํƒ€์ง€. ํŒํƒ€์ง€ with a firmer grounding in reality as we know it in our world is low ํŒํƒ€์ง€. (In fact, low ํŒํƒ€์ง€ often takes place in our world, or in our worldโ€™s distant past, like the stories of Conan.) No single element indicates concretely that a given ํŒํƒ€์ง€ is high or low. Itโ€™s the prevalence of those elements. The point is, there are many, many types of ํŒํƒ€์ง€.

ํŒํƒ€์ง€ ๊ฒŒ์ž„์„ ์œ„ํ•œ ์œ ํ˜• ์ œ์•ˆ

Role Character Type Warrior Warrior Knight Warrior Ranger Explorer Barbarian Explorer flavored with combat Thief Explorer flavored with stealth Wizard Adept Cleric Speaker flavored with magic Druid Explorer flavored with magic Warrior mage Warrior flavored with magic Bard Speaker

ํŒํƒ€์ง€ ๊ฒŒ์ž„์„ ์œ„ํ•œ ๊ธฐ๋ณธ์ ์ธ ์ƒ๋ฌผ๊ณผ NPC

Bat: level 1 Dog: level 2, perception as level 3 Dog, guard: level 3, attacks and perception as level 4 Hawk: level 2; flies a long distance each round Horse: level 3; moves a long distance each round Rat: level 1 Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor) Warhorse: level 4; moves a long distance each round Wolf: level 3, perception as level 4 Blacksmith: level 2, metalworking as level 4; health 8 Farmer: level 2, animal handling as level 3; health 8 Merchant: level 2, haggling and assessment tasks as level 3 Villager: level 2

ํŒํƒ€์ง€ ์ถ”๊ฐ€ ์žฅ๋น„

In the default Medieval Europe-style ํŒํƒ€์ง€ setting, the following items (and anything else appropriate to that time period) are usually available.

INEXPENSIVE ITEMS Weapons Notes Arrows (12)

Crossbow bolts (12)

Knife (rusty and worn) Light weapon (wonโ€™t last long) Wooden club Light weapon

Other Items Notes Burlap sack

Candle

Iron rations (1 day)

Torch (3)

MODERATELY PRICED ITEMS Weapons Notes Blowgun Light weapon, immediate range Dagger Light weapon Handaxe Light weapon Sword (substandard) Medium weapon (wonโ€™t last long) Throwing knife Light weapon, short range

Armor Notes Hides and furs Light armor Leather jerkin Light armor

Other Items Notes Backpack

Bedroll

Crowbar

Hourglass

Lantern

Rope Hemp, 50 feet Signal horn

Spikes and hammer 10 spikes Tent

EXPENSIVE ITEMS Weapons Notes Battleaxe Medium weapon Bow Medium weapon, long range Cutlass Medium weapon Light crossbow Medium weapon, long range Quarterstaff Medium weapon (requires 2 hands) Sword Medium weapon

Armor Notes Breastplate Medium armor Brigandine Medium armor Chainmail Medium armor

Other Items Notes Bag of heavy tools

Bag of light tools

VERY EXPENSIVE ITEMS Weapons Notes Greatsword Heavy weapon Heavy crossbow Heavy weapon, long range Sword (jeweled) Medium weapon

Armor Notes Dwarven breastplate Medium armor, encumbers as light armor Full plate armor Heavy armor

Other Items Notes Disguise kit Asset for disguise tasks Healing kit Asset for healing tasks Spyglass Asset for perception tasks at range

EXORBITANT ITEMS Armor Notes Elven chainmail Medium armor, encumbers as no armor

Other Items Notes Sailing ship (small)

ํŒํƒ€์ง€ ์•„ํ‹ฐํŒฉํŠธ

In many ways, ํŒํƒ€์ง€ is the genre for artifacts. All magic itemsโ€”wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so onโ€”are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a ํŒํƒ€์ง€ campaign will likely want to create many magic artifacts.

ANGELIC WARD Level: 1d6 + 2 Form: Tiny figurine of a winged angel Effect: Once activated, the figurineโ€™s spirit emerges and becomes semisolid as a glowing, human-sized winged angel. It follows within 3 feet (1 m) of the figurine owner. Anything within long range that attacks the owner is attacked by the angelic ward, which sends out a bolt of flesh-rotting energy, doing damage equal to the artifactโ€™s level. Once activated, it functions for a day. Depletion: 1 in 1d10

RING OF DRAGONโ€™S FLIGHT Level: 1d6 + 2 Form: Green iron ring that appears like a dragon wound around the finger Effect: When the wearer activates the ring, dragon wings unfurl from their back, and for one minute the wearer can fly up to long range. The ring does not confer the ability to hover or make fine adjustments while in flight. Depletion: 1 in 1d10

SOULFLAYING WEAPON Level: 1d6 + 1 Form: Weapon of any type, with engraved glowing runes denoting soulflaying Effect: This weapon functions as a normal weapon of its kind. The wielder can use an action to activate its soulflaying magic for one minute. During that time, if the weapon scores a hit, it inflicts normal damage, plus 3 additional points of Intellect damage on all creatures that have souls (not automatons, mindless undead, or the like). Depletion: 1 in 1d100

SPELLBOOK OF THE AMBER MAGE Level: 1d6 Form: Weighty tome bound in amber filled with pages of spell runes Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect-based task, the user can attempt to trap a creature within long range inside a block of amber. Only creatures whose level is equal to or lower than the artifactโ€™s level can be targeted. A creature successfully caught is preserved in perfect stasis until the encasing amber is broken away (the amber has 10 points of health per level of the artifact). Depletion: 1 in 1d20

WAND OF FIREBOLTS Level: 1d6 + 2 Form: Wand of red wood 8 inches (20 cm) long, carved with intricate flamelike images Effect: When activated, the wand looses a blast of fire at a chosen target within short range, inflicting damage equal to the artifactโ€™s level. Depletion: 1 in 1d20

ํŒํƒ€์ง€ ์ข…์กฑ ์ˆ˜์‹์–ด

In a high ํŒํƒ€์ง€ setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some possibilities for how this might work.

DWARF Youโ€™re a stocky, broad-shouldered, bearded native of the mountains and hills. Youโ€™re also as stubborn as the stone in which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill should be wary of your temper. When dwarves are wronged, they never forget. You gain the following characteristics: Stalwart: +2 to your Might Pool. Skill: You are trained in Might defense rolls. Skill: You are trained in tasks related to stone, including sensing stonework traps, knowing the history of a particular piece of stonecraft, and knowing your distance beneath the surface. Skill: You are practiced in using axes. Skill: You are trained in using the tools required to shape and mine stone. Vulnerability: When you fail an Intellect defense roll to avoid damage, you take 1 extra point of damage. Additional Equipment: You have an axe. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You found the PCs wandering a maze of tunnels and led them to safety.
  2. The PCs hired you to dig out the entrance to a buried ruin.
  3. You tracked down the thieves of your ancestorโ€™s tomb and found they were the PCs. Instead of killing them, you joined them.
  4. Before dwarves settle down, they need to see the world.

ELF You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You manage the sorrows of living well past many mortal lifetimes with song, wine, and an appreciation for the deep beauties of growing things, especially trees, which can live even longer than you do. You gain the following characteristics: Agile: +2 to your Speed Pool. Long-Lived: Your natural lifespan (unless tragically cut short) is thousands of years. Skill: You are specialized in tasks related to perception. Skill: You are practiced in using one bow variety of your choice. Skill: You are trained in stealth tasks. In areas of natural woodland, you are specialized in stealth tasks. Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage. Additional Equipment: You have a bow and a quiver of arrows to go with it. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. Before putting an arrow in the forest intruders, you confronted them and met the PCs, who were on an important quest.
  2. Your heart yearned for farther shores, and the PCs offered to take you along to new places.
  3. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the villains.
  4. An adventure was in the offing, and you didnโ€™t want to be left behind.

HALF-GIANT You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely have giant heritage from large ancestors, youโ€™re massive. Always large for your age, it became an issue only once you reached puberty and topped 7 feet (2 m) in height, and kept growing from there. You gain the following characteristics: Tough: +4 to your Might Pool. Mass and Strength: You inflict +1 point of damage with your melee attacks and attacks with thrown weapons. Breaker: Tasks related to breaking things by smashing them are eased. Inability: Youโ€™re too large to accomplish normal things. Tasks related to initiative, stealth, and fine manipulation of any sort (such as lockpicking or repair tasks) are hindered. Additional Equipment: You have a heavy weapon of your choice. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You fished the PCs out of a deep hole theyโ€™d fallen into while exploring.
  2. You were the PCsโ€™ guide in the land of giants and stayed with them afterward.
  3. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.
  4. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.

HELBORN Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to your unsettling appearance, youโ€™ve probably been forced to make your own way in a world that often fears and resents you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their differencesโ€”a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with the GM on your particular helborn appearance. You gain the following characteristics. Devious: +2 to your Intellect Pool. Skill: You are trained in tasks related to magic lore and lore of the underworld. Fire Adapted: +2 to Armor against damage from fire only. Helborn Magic: You are inherently magical. Choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, you gain that ability as part of your helborn heritage, and can use it like any other type or focus ability. Inner Evil: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude by indicating that you lose control. Once youโ€™ve lost control, you attack any and every living creature within short range. You canโ€™t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After you regain control, you suffer a โ€“1 penalty to all rolls for one hour. Inability: People distrust you. Tasks to persuade or deceive are hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You were nearly beaten to death by people who didnโ€™t like your look, but the PCs found and revived you.
  2. The PCs hired you for your knowledge of magic.
  3. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs, whoโ€™d never visited the underworld. Yet.
  4. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.

์˜ต์…˜ ๋ฃฐ: ๋งˆ๋ฒ• ์ฃผ๋ฌธ

ํŒํƒ€์ง€ settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar characters? Itโ€™s not uncommon in ํŒํƒ€์ง€ literature for a thief or warrior to learn a few spells as they steal or brawl through their adventures. Leiberโ€™s Gray Mouser knew some spells, Moorcockโ€™s Elric knew a lot, pretty much everyone in Anthonyโ€™s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent barbarian, anyone can learn some spellcasting under this ์˜ต์…˜ ๋ฃฐ. Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

FIRST SPELL Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizardโ€™s library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on. Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell canโ€™t be used like a normal ability gained through a PCโ€™s type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Pool cost (if any).

Using a Recovery Roll to Cast a Spell: If the character uses a one-action, ten-minute, or one-hour recovery roll as part of the same action to cast the spell (including paying any Pool costs), they can use the ability as an action. This represents a significant mental and physical drain on the character, because the normal benefit of recovering points in a Pool is not gained.

Spending Time to Cast a Spell: If the character takes at least ten minutes chanting, mumbling occult phonemes, concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.

MORE SPELLS Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the characterโ€™s magical learning has progressed. Two additional rules for learning additional spells apply: First, a character must be at least tier 3 and have previously gained one low-tier spell before they can learn a mid-tier spell. Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a high-tier spell. Otherwise, gaining and casting additional spells are as described for the characterโ€™s first spell.

WIZARDS AND THE OPTIONAL SPELLCASTING RULE Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings, Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spellsโ€”abilities provided by their type or focusโ€”are used simply by paying their Pool costs. Extra time or physical effort isnโ€™t required to cast them. Thatโ€™s because, in the parlance of the ํŒํƒ€์ง€ genre, these spells are considered to be โ€œprepared.โ€ But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations. Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those whoโ€™ve simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells theyโ€™ve learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery. For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now itโ€™s prepared. Later, the wizard could spend the time studying to change out their prepared spells with others theyโ€™ve learned using the optional spellcasting rule. (A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or alower tier. If so, the ability gained doesnโ€™t count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.)

๊ทผํ˜„๋Œ€

The ๊ทผํ˜„๋Œ€ setting is easy because itโ€™s just the real world, right? Well, yes and no. Itโ€™s easy for players to understand the context of a ๊ทผํ˜„๋Œ€ setting. They know the default assumptionsโ€”cities, cars, cell phones, the internet, and so on. Itโ€™s also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well. But for the same reason, itโ€™s not easy. The setting is the real world we all know, so itโ€™s easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts arenโ€™t as important as the story youโ€™re creating, but some verisimilitude is nice.

MOLDING CHARACTERS FOR A ๊ทผํ˜„๋Œ€ GAME If youโ€™re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind Over Matter. Some of the Adeptโ€™s powers might be too over the top for the genre. Similarly, the technology flavor is probably too high-tech for a ๊ทผํ˜„๋Œ€ game. For someone with technical skills, use the skills and knowledge flavor instead. Sometimes, the types might be more physical than is always desirable for a ๊ทผํ˜„๋Œ€ game, but thatโ€™s because the least physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities. Last, donโ€™t forget foci such as Doesnโ€™t Do Much or Would Rather Be Reading for โ€œnormalโ€ characters who have useful skills but not much in the way of flashy abilities.

๊ทผํ˜„๋Œ€ ๊ฒŒ์ž„์„ ์œ„ํ•œ ์œ ํ˜• ์ œ์•ˆ

Role Type Police officer Explorer with combat flavor Detective Explorer with stealth flavor Soldier Warrior Criminal Explorer with stealth flavor Teacher Speaker Professional (accountant, writer, etc.) Speaker with skills and knowledge flavor Technical profession Explorer with skills and knowledge flavor Dilettante Speaker with skills and knowledge flavor Doctor/Nurse Explorer with skills and knowledge flavor Politician Speaker Lawyer Speaker Scholar Explorer with skills and knowledge flavor Spy Speaker with stealth flavor Occultist Adept Mystic/Psychic Adept

๊ทผํ˜„๋Œ€ ๊ฒŒ์ž„์„ ์œ„ํ•œ ๊ธฐ๋ณธ์ ์ธ ์ƒ๋ฌผ๊ณผ NPC

Businessperson: level 2, business tasks as level 3 Cat: level 1, Speed defense as level 3 Clerk: level 2 Dog: level 2, perception as level 3 Dog, guard: level 3, attacks and perception as level 4 Horse: level 3; moves a long distance each round Rat: level 1 Worker: level 2; health 8

๊ทผํ˜„๋Œ€ ์ถ”๊ฐ€ ์žฅ๋น„

In a ๊ทผํ˜„๋Œ€ setting, the following items (and anything else appropriate to the real world) are usually available.

INEXPENSIVE ITEMS

Weapons Notes Ammo (box of 50 rounds)

Knife (simple) Light weapon (wonโ€™t last long)

Other Items Notes Duct tape roll Useful and ubiquitous Flashlight

Padlock with keys

Trail rations (1 day)

MODERATELY PRICED ITEMS Weapons Notes Hand grenade Explosive weapon, inflicts 4 points of damage in immediate radius Hunting knife Light weapon Machete Medium weapon Nightstick Light weapon

Armor Notes Leather jacket Light armor

Other Items Notes Backpack

Bag of heavy tools

Bag of light tools

Binoculars Asset for perception tasks at range Bolt cutters

Cell phone

Climbing gear

Crowbar

Electric lantern

First aid kit Asset for healing tasks Handcuffs

Rope Nylon, 50 feet Sleeping bag

Tent

EXPENSIVE ITEMS Weapons Notes Light handgun Light weapon, short range Medium handgun Medium weapon, long range Bow Medium weapon, long range Rifle Medium weapon, long range Shotgun Heavy weapon, immediate range

Armor Notes Kevlar vest Medium armor

Other Items Notes Camera designed to be concealed Transmits at long range Microphone designed to be concealed Transmits at long range Cold weather camping gear

Nightvision goggles

Scuba gear

Smartphone

Straightjacket

VERY EXPENSIVE ITEMS

Weapons Notes Heavy handgun Heavy weapon, long range Assault rifle Heavy weapon, rapid-fire weapon, long range Heavy rifle Heavy weapon, 300-foot (90 m) range Submachine gun Medium weapon, rapid-fire weapon, short range

Armor Notes Lightweight body armor Medium armor, encumbers as light armor Military body armor Heavy armor

Other Items Notes Disguise kit Asset for disguise tasks Used car Level 3 Small boat Level 3

EXORBITANT ITEMS

Other Items Notes Large boat Level 5 Luxury car Level 5 Sports car Level 6

์˜ต์…˜ ๋ฃฐ: PC๋ฅผ ์•„์ด๋กœ ๋‹ค๋ฃจ๊ธฐ

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this ์˜ต์…˜ ๋ฃฐ. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

AGE 9 TO 13 Slight: โ€“4 to your Might Pool. Vulnerable: Adults look out for you. You are trained in all pleasant social interactions with adults. Inability: Might-based tasks are hindered. Inability: Tasks involving knowledge are hindered.

AGE 14 TO 17 Youthful: โ€“2 to your Might Pool. Inability: Tasks involving knowledge are hindered.

SF

SF is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard SF, and everything in between. Even when compared to ํŒํƒ€์ง€, SF is so wide that it almost isnโ€™t a single genre at all. Truthfully, thereโ€™s not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of SF is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard SF), or is it more of an โ€œanything goesโ€ proposition? Is science we canโ€™t explain really just magic? For our purposes, weโ€™ll treat fantastic SF as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. Itโ€™s a familiar setting to almost everyone interested in SF. That said, weโ€™ve also got some additional guidance for hard SF, where whatโ€™s possible is more grounded in what we currently scientifically extrapolate. But your SF setting can be anything you can imagine.

SF ๊ฒŒ์ž„์„ ์œ„ํ•œ ์œ ํ˜• ์ œ์•ˆ

Role Type Soldier Warrior Technician Explorer with technology flavor Pilot Explorer with technology flavor Diplomat Speaker Doctor Speaker with skills and knowledge flavor Spy Explorer with stealth flavor Scientist Explorer with skills and knowledge flavor Psion Adept Psychic knight Warrior with magic flavor

SF ๊ฒŒ์ž„์„ ์œ„ํ•œ ๊ธฐ๋ณธ์ ์ธ ์ƒ๋ฌผ๊ณผ NPC

Innocuous rodent: level 1 Guard beast: level 3, perception as level 4 Corporate drone: level 2 Physical laborer: level 2; health 8

SF ์ถ”๊ฐ€ ์žฅ๋น„

In a SF setting, the following items (and anything else appropriate to the setting) are usually available.

INEXPENSIVE ITEMS Weapons Notes Energy pack (50 shots)

Knife (simple) Light weapon

Other Items Notes Flashlight

Survival rations (1 day)

Moderately Priced ITEMS

Weapons Notes Hunting knife Light weapon Machete Medium weapon Grenade (sonic) Explosive weapon, inflicts 2 points of damage in immediate radius, plus Might defense roll or lose next turn Grenade (thermite) Explosive weapon, inflicts 5 points of damage in immediate radius

Armor Notes Leather jacket Light armor

Other Items Notes Backpack

Bag of heavy tools

Bag of light tools

Binoculars Asset for perception tasks at range Breather 8 hours of breathable air Climbing gear Asset for climbing tasks Communicator Planetary range Crowbar

Environment tent

First aid kit Asset for healing tasks Handcuffs

Nightvision goggles

Portable lamp

Rope Nylon, 50 feet Sleeping bag

EXPENSIVE ITEMS

Weapons Notes Light blaster Light weapon, short range Medium blaster Medium weapon, long range Needler Light weapon, long range Shotgun Heavy weapon, immediate range Stunstick Medium weapon, inflicts no damage but human-sized or smaller target loses next action

Armor Notes Armored bodysuit Medium armor Lightweight body armor Medium armor

Other Items Notes Camera designed to be concealed Transmits at long range Microphone designed to be concealed Transmits at long range Environment suit Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures Wrist computer Asset for most knowledge-based tasks

Very EXPENSIVE ITEMS Weapons Notes Heavy blaster Heavy weapon, long range Heavy blaster rifle Heavy weapon, 300-foot (90 m) range Pulse laser gun Medium weapon, rapid-fire weapon, long range

Armor Notes Battlesuit Heavy armor, also works as environment suit

Other Items Notes Disguise kit Asset for disguise tasks Gravity regulator Belt-mounted device that regulates gravity to 1G for wearer if within 0 G to 3 G conditions Handheld scanner Asset for identifying tasks Hovercraft Level 4 Infiltrator Asset for lockpicking tasks when used with electronic locks Jetpack Level 4 Stealthsuit Asset for stealth tasks

Exhorbitant ITEMS Weapons Notes Blast cannon 10 points of damage, 500-foot (150 m) range, requires a tripod and two people to operate

Armor Notes Force field Not armor, offers +1 to Armor

Other Items Notes Luxury hovercar Level 5 Robot servant Level 3 Small spaceship Level 4

SF ์•„ํ‹ฐํŒฉํŠธ

Artifacts in a SF game can be strange relics from an unknown alien source or tech items that arenโ€™t yet widely available. In a galactic setting, for example, itโ€™s easy to imagine that innovations or specialized items might not have spread everywhere.

AMBER CASEMENT Level: 1d6 + 4 Form: Series of short, rounded tubes and hoses about 12 inches (30 cm) long Effect: The device solidifies the air in a 10-foot (3 m) cube of space, the center of which must be within short range. The air is turned into an amberlike substance, and those trapped in it will likely suffocate or starve. Depletion: 1โ€“4 in 1d6

METABOLISM BUD Level: 1d6 Form: Organic pod, almost like a small, hemispherical bit of brain; once grafted to a host, the hostโ€™s flesh grows over the pod until it is only a lump Effect: The pod grafts onto any living host (usually near the brain or spine) and injects chemicals that boost the creatureโ€™s metabolism. This permanently raises the hostโ€™s Speed Pool maximum by 5 points. Depletion: โ€”

MIND IMAGER Level: 1d6 + 2 Form: Handheld device with a plastic panel screen and wires that must be affixed to the head of a creature Effect: This device shows a visual image of what a creature is thinking. The affected creature need not be conscious. Depletion: 1 in 1d20

PSYCHIC CRYSTAL Level: 1d6 + 4 Form: Violet crystal the size of a fist Effect: The crystal allows the user to transmit their thoughts telepathically at an interstellar distance. Even at that range, communication is instantaneous. Each use allows about a minuteโ€™s worth of communication, and the communication is entirely one way (so having two crystals would be handy). Depletion: 1 in 1d10

REPAIR SPHERE Level: 1d6 + 2 Form: Small spherical automaton about 8 inches (20 cm) in diameter Effect: This device comes with a small module that can be affixed to a machine. Floating along, the sphere attempts to follow within immediate range of the module (though it can be directed to remain where it is). It moves a short distance each round. It can come to the module from a range of up to 10 miles (16 km) away. If the module is attached to a machine and that machine takes damage, the sphere moves to repair the damage with sophisticated tools that restore 1d6 โ€“ 2 points per round (meaning that if a 1 or 2 is rolled, no damage is repaired that round). This requires no action on the part of the machine being repaired. The sphere can attempt to repair a machine a number of times per day equal to its level. The sphere must be newly activated each day. Depletion: 1 in 1d100

์šฐ์ฃผ์„ 

Here are a few sample starship types:

Starship Level Crew Weapon Systems Fighter 1 1 1 Interceptor 2 1 1 Freighter 3 (4 for defense) 4 1 Frigate 4 20 4 Cruiser 4 25 5 Battleship 10 1,000 36

โ€œCrewโ€ indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. โ€œWeapon Systemsโ€ indicates the maximum number of different enemies the ship can target at onceโ€”but only one attack per target in any circumstance. (Since itโ€™s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.)

์ค‘๋ ฅ์˜ ํšจ๊ณผ

In a hard SF game, variable effects of gravity canโ€™t be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, itโ€™s an issue people must overcome. Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are hindered. A few unlucky travelers (usually those who roll a 1 or otherwise face a GM intrusion) are almost completely incapacitated, and find all tasks hindered by three steps. Long-Term Microgravity Exposure: Long-term exposure to microgravity environments without medical interventions degrades health. How long one spends in such conditions is directly relevant. The GM may assign long-term penalties to PCs if the situation warrants it, though the use of advanced space medicine, proper exercise, and recommended steroids and other hormones can avoid these complications. Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range. Characters trained in low-gravity maneuvering ignore the damage penalty. High Gravity: Itโ€™s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in difficulty but not the range decreases. Zero Gravity: Itโ€™s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.

์ง„๊ณต์˜ ํšจ๊ณผ

Vacuum is lethal. Thereโ€™s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

ํƒœ์–‘๊ณ„ ์—ฌํ–‰๊ณผ ๊ถค๋„ ์—ญํ•™

In a hard SF setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isnโ€™t simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity. Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

INTERPLANETARY TRAVEL Origin Destination Travel Time Using Nuclear Plasma Engine Earth/Moon Mars 20 + 1d20 days Mars Asteroid belt 30 + 1d20 days Asteroid belt Jupiter and its moons 30 + 1d20 days Jupiter Saturn and its moons 60 + 1d20 days Saturn Uranus 90 + 1d20 days

SF ์ข…์กฑ ์ˆ˜์‹์–ด

In a SF setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

ARTIFICIALLY INTELLIGENT You are a machineโ€”not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting. Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine. Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are. You gain the following characteristics: Superintelligent: +4 to your Intellect Pool. Artificial Body: +3 to your Might Pool and your Speed Pool. Shell: +1 to Armor. Limited Recovery: Resting restores points only to your Intellect Pool, not to your Might Pool or your Speed Pool. Mechanics, Not Medicines: Conventional healing methods, including the vast majority of restorative devices and medicines, do not restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair. The difficulty of the repair task is equal to the number of points of damage sustained, to a maximum of 10. Repairing your Might and Speed Pools are always two different tasks. Machine Vulnerabilities and Invulnerabilities: Damaging effects and other threats that rely on an organic systemโ€”poison, disease, cell disruption, and so onโ€”have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines. Uncanny Valley: You have a hard time relating to organic beings, and they donโ€™t react well to you. All positive interaction tasks with such beings are hindered by two steps.

QUINTAR You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they donโ€™t have such conceptsโ€”quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else. Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere. You gain the following characteristics: Cerebral: +4 to your Intellect Pool. Skill: You are trained in one type of knowledge task of your choice. Skill: Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans. Difficult Rest: Quintar subtract 2 from all recovery rolls (minimum 1).

ํ˜ธ๋Ÿฌ

Although itโ€™s very likely a subset of the ๊ทผํ˜„๋Œ€ genre, ํ˜ธ๋Ÿฌ as a genre gets special treatment. Unlike the other genres, ํ˜ธ๋Ÿฌ doesnโ€™t necessarily suggest a setting. Any setting can be horrific. ํ˜ธ๋Ÿฌ is more of a style. An approach. A mood. You could easily have ํ˜ธ๋Ÿฌ in other times and settings, but for our purposes, weโ€™ll deal with a default setting in the ๊ทผํ˜„๋Œ€ day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine ํ˜ธ๋Ÿฌ game). Suggested types and additional equipment for a ํ˜ธ๋Ÿฌ setting are the same as in a ๊ทผํ˜„๋Œ€ setting.

๋™์˜

ํ˜ธ๋Ÿฌ games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find โ€œgood uncomfortable,โ€ which is something that makes us squirm in our seats in a great ํ˜ธ๋Ÿฌ movie, and โ€œbad uncomfortable,โ€ which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isnโ€™t. Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game youโ€™re running would be rated. If everyoneโ€™s okay with an R rating, then fine. You can have a spooky game thatโ€™s on the level of a kidsโ€™ movie rated Gโ€”more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game thatโ€™s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs. The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning. For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

ํ˜ธ๋Ÿฌ ๊ฒŒ์ž„์„ ์œ„ํ•œ ๊ธฐ๋ณธ์ ์ธ ์ƒ๋ฌผ๊ณผ NPC

Businessperson: level 2 Cat: level 1, Speed defense as level 3 Clerk: level 2 Dog: level 2, perception as level 3 Dog, vicious: level 3, attacks and perception as level 4 Groundskeeper/caretaker: level 2; health 8 Man in Black: level 4; carries weird weapons, including those with long range Rat: level 1 Tarantula: level 1

ํ˜ธ๋Ÿฌ ์•„ํ‹ฐํŒฉํŠธ

Most of the time, a ํ˜ธ๋Ÿฌ artifact will be something really weirdโ€”an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. ํ˜ธ๋Ÿฌ artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

BOOK OF INVERSION Level: 8 Form: Very large book of ancient providence, the cover bound in iron and wrapped in chains with a level 6 padlock Effect: When opened, the Book of Inversion shows a pair of pages that detail a magic spell in the readerโ€™s language, complete with disturbing diagrams. The spellโ€™s effect varies, but it is always some kind of horrible attackโ€”a target is driven mad, a target is turned inside out, a target seeks to murder their best friend, several targets are cursed with a rotting disease, and so forth. The reader can automatically cast the spell as an action, one time only. More insidiously, if successful, the spell confers pleasure to the caster and fully restores all of their Pools. The caster must make an immediate Intellect defense roll or be compelled to use the book (and thus a new spell) again the next day. This compulsion is so strong that the caster will kill their dearest loved one to complete the task. If they are unable to use the book again, they are driven permanently mad. Woe to the caster who uses the book on the last time before it is depleted (at which point it crumbles to dust). Depletion: 1 in 1d10

SHADOW BOX Level: 7 Form: Wooden and black metal box, about 12 inches by 7 inches by 3 inches (30 by 18 by 8 cm), with a hinged lid and a clasp Effect: When the box opens, shadows seethe out. These shadows coalesce into a form that best represents a deep fear in the subconscious of the person who opened the box. The opener must make an Intellect defense roll to master the shadow thing, which then acts as a level 7 creature under their control for five rounds before fading away. If the roll fails, the creature attacks the opener and anyone else around. To make matters worse, the opener spends the first round frozen in terror, doing nothing. Depletion: 1โ€“2 in 1d6

SPHERE 23 Level: 1d6 + 4 Form: A 7-inch (18 cm) sphere of what appears to be fluid metal, tinted red Effect: Possibly one of a number of identical alien artifacts recovered in remote locales across the earth, the so-called sphere 23 will grant a wish to anyone who holds it and uses an action to concentrate on it. The wish can be anything, including something that bends reality: raising the dead, altering time, and so forth. However, the wisher must immediately make a Might defense roll or be consumed by the sphere. If the roll succeeds, they must then make an Intellect defense roll or be driven permanently and irrevocably mad. Depletion: 1โ€“3 in 1d6

์˜ต์…˜ ๋ฃฐ: ์ถฉ๊ฒฉ

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject ํ˜ธ๋Ÿฌ, or run. That might not be the smartest thing to do in the situation, but itโ€™s genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Letโ€™s face it, unless they truly steeled themselves with all their will, theyโ€™d probably scream and run. When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when weโ€™re shocked, we donโ€™t always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing. Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and ํ˜ธ๋Ÿฌs can have on a person. You might have a situation where a character literally dies of fright. SHOCK LEVELS Event Level Something unexpected darts or jumps out 1 Something suddenly moves just out of the corner of the eye 2 A sudden loud noise (like a scream) 2 Unexpectedly seeing a corpse 2 Watching someone die 3 Seeing something impossible (like an inanimate object sliding across the floor) 4 Watching a friend die 5 Seeing a monstrous creature Creature level Witnessing something supernatural (like a spell) 5 Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) 8

์˜ต์…˜ ๋ฃฐ: ํ˜ธ๋Ÿฌ ๋ชจ๋“œ

For ํ˜ธ๋Ÿฌ games, GMs can implement a rule called ํ˜ธ๋Ÿฌ Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into ํ˜ธ๋Ÿฌ Mode. This is a key for the players (not the characters) to recognize that things are getting bad. Itโ€™s the RPG equivalent of spooky music beginning to play in a ํ˜ธ๋Ÿฌ film. While in ํ˜ธ๋Ÿฌ Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when ํ˜ธ๋Ÿฌ Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in ํ˜ธ๋Ÿฌ Mode can indicate success in a task and still trigger a GM intrusion. As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

ESCALATION RATE Activity Intrusion Range Increases by 1 Exploring a large area Every time a new intrusion is indicated by a die roll Exploring Every ten minutes or every time a new intrusion is indicated by a die roll Combat Each round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into ํ˜ธ๋Ÿฌ Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10โ€”half the time. Things are getting dicey, and theyโ€™re only going to get worse. When the GM announces that ํ˜ธ๋Ÿฌ Mode has ended, the GM intrusion rate goes back to normal, happening only on a roll of 1 or when the GM awards XP. (ํ˜ธ๋Ÿฌ Mode is a very โ€œmetaโ€ rule. It gives players knowledge that their characters donโ€™t have. This is similar to how the viewers of a ํ˜ธ๋Ÿฌ movie or readers of a ํ˜ธ๋Ÿฌ story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of ํ˜ธ๋Ÿฌ Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.)

USING GM INTRUSIONS IN ํ˜ธ๋Ÿฌ MODE

With the GM intrusions coming fast and furious toward the end of ํ˜ธ๋Ÿฌ Mode, itโ€™s easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments youโ€™ve seen in ํ˜ธ๋Ÿฌ films. Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These arenโ€™t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer. In fact, while in ํ˜ธ๋Ÿฌ Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless itโ€™s an intrusion (either from a die roll or through the awarding of XP). In a ํ˜ธ๋Ÿฌ game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the ํ˜ธ๋Ÿฌ Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but thatโ€™s okay. Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesnโ€™t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesnโ€™t move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But itโ€™s not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die. In some ways, the status quo doesnโ€™t change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls. (GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.)

์˜ต์…˜ ๋ฃฐ: ๊ด‘๊ธฐ

Having characters descend into madness is an interesting facet of some kinds of ํ˜ธ๋Ÿฌ and can make long-term ํ˜ธ๋Ÿฌ campaigns more interesting. The easiest way to portray blows to a characterโ€™s sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable. Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help). Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray thatโ€”perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a characterโ€™s traits, but they donโ€™t need to be quantified in game statistics or die rolls. Theyโ€™re simply part of the character. Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is trueโ€”as the characterโ€™s mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details. As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as โ€œremembering your friends and familyโ€ or โ€œcaring what happens to your best friendโ€ or โ€œstopping yourself from injecting a mysterious substance into your veins.โ€ These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

๋กœ๋งจ์Šค

Like ํ˜ธ๋Ÿฌ, ๋กœ๋งจ์Šค doesnโ€™t automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections. Suggested types and additional equipment for a ๋กœ๋งจ์Šค setting are the same as in a ๊ทผํ˜„๋Œ€ setting.

๋™์˜์™€ ๊ฒฝ๊ณ„

You must get consent to cover these topics in a game ahead of timeโ€”you donโ€™t want to make people uncomfortable. Everyone involved also needs to learn everyone elseโ€™s boundaries. Someone might not want any part of a ๋กœ๋งจ์Šค scene, while others are okay talking about emotional connections but not anything sexual. Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, ๋กœ๋งจ์Šค probably shouldnโ€™t go beyond a fairly chaste kiss. (Youโ€™ll find that kids are sometimes more open to ๋กœ๋งจ์Šค in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesnโ€™t mean much. And for some adults, that may be the way they want to approach the subject as well.) Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe theyโ€™re gaming at the same table! If a player canโ€™t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldnโ€™t be in a ๋กœ๋งจ์Šค-focused game. For more information and advice on safe ways to address consent issues in your game, read the free Consent in Gaming PDF at myMCG.info/consent

์ฒดํฌ์ธ

Itโ€™s vital that the GM and the players all check in with each other to make sure everyoneโ€™s still comfortable with whatโ€™s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.

๋กœ๋งจ์Šค ๊ฒŒ์ž„์„ ์œ„ํ•œ ๊ธฐ๋ณธ์ ์ธ ์ƒ๋ฌผ๊ณผ NPC

Distrustful relative: level 2 Jealous ex: level 2, attacks as level 3 Nosy neighbor: level 2, perception as level 3 Rival suitor: level 2, interactions as level 3 The unattainable: level 3, interactions as level 7, resistance to all interactions as level 9

์˜ต์…˜ ๋ฃฐ: ํ™€๋ฆผ

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when weโ€™re distracted by the powerful feelings (and hormones) related to infatuation, we donโ€™t always react in the best way, the smartest way, or even the way we want to. Infatuation can happen whether the PC is attracted to an NPC or a PC.

์˜ต์…˜ ๋ฃฐ: ๊ด€๊ณ„ ์ˆ˜์ค€

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If thereโ€™s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual. As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved oneโ€™s cat from a tree might require a Speed-based task. Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit). A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required. (Itโ€™s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.)

ROMANTIC RELATIONSHIP LEVELS Level Relationship 1 First meeting. Interest or curiosity. 2 A sense of connection above the norm. Strong physical attraction. 3 Affection and a bond that will last longer than a single encounter. 4 Serious affection. Almost certainly physical affection. 5 A profession of love. 6 A serious long-term commitment. 7 A lifelong commitment. 8 Soul mates. 9 A love affair for the ages. 10 A bond that transcends time and space.

๊ถŒ์€๋น„ ๋‚จ์ดˆ ์‚ฌ์ฟ ๋ผ ์—ฌ์ดˆ ๊ฐ•ํ˜œ์› ๋‚จ์ดˆ ์ตœ์˜ˆ๋‚˜ ์—ฌ์ดˆ ์ด์ฑ„์—ฐ ์—ฌ์ดˆ ์•ผ๋ถ€ํ‚ค ๋‚˜์ฝ” ๊น€์ฑ„์› ์—ฌ์ดˆ ํžˆํ† ๋ฏธ ์กฐ์œ ๋ฆฌ ๋‚จ์ดˆ ๊น€๋ฏผ์ฃผ ๋‚จ์ดˆ ์•ˆ์œ ์ง„ ์—ฌ์ดˆ ์žฅ์›์˜ ์—ฌ์ดˆ

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion. Relationship levels indicate the strength of the bond and thus help dictate an NPCโ€™s actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PCโ€™s actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger. You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.

PLATONIC RELATIONSHIP LEVELS Level Relationship 1 First meeting. Interest or curiosity. 2 A sense of connection above the norm. 3 A memorable connection. Indications of a mutually beneficial relationship possible. 4 Real friendship. 5 Deep friendship. 6 Relationship akin to that of a close sibling. 7 A pledge of complete partnership. 8 Platonic soul mates. Something akin to a life-debt. 9 A friendship for the ages. 10 A bond that transcends time and space.

์ˆ˜ํผ ์˜์›…

Like ํ˜ธ๋Ÿฌ, the superhero genre is really a subset of the ๊ทผํ˜„๋Œ€ genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for ์ˆ˜ํผ ์˜์›…. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit โ€œsuperhero-ish.โ€ Character sentences might look like the following: Firebrand is a Brash energy projector (Adept) who Bears a Halo of Fire. King Brick is a Tough Warrior who Performs Feats of Strength. Dimensionar is a Mystical warlock (Adept) who Exists Partially Out of Phase. Dark Ronin is a Mysterious crimefighter (Explorer) who Solves Mysteries. Speedburst is a Fast crimefighter (Explorer) who Moves Like the Wind. And so on.

์ˆ˜ํผ์˜์›… ๊ฒŒ์ž„์„ ์œ„ํ•œ ์œ ํ˜• ์ œ์•ˆ

Role Type Strong hero Warrior Brawler hero Warrior with stealth flavor Gadget hero Explorer with technology flavor Pilot Explorer with technology flavor Charmer Speaker Leader Speaker with combat flavor Shadowy vigilante Explorer with stealth flavor Scientist hero Explorer with skills and knowledge flavor Energy-wielding hero Adept with combat flavor Wizard Adept Mentalist Adept Psychic ninja Warrior with magic flavor

์ˆ˜ํผ์˜์›… ๊ฒŒ์ž„์„ ์œ„ํ•œ ๊ธฐ๋ณธ์ ์ธ ์ƒ๋ฌผ๊ณผ NPC

Dog, guard: level 3, attacks and perception as level 4 Genetically enhanced bruiser: level 3, attacks as level 4; health 15; 5 points of melee damage Ninja: level 3, stealth as level 6 Robot minion: level 4; Armor 2 Bystander: level 2 Scientist: level 2, science-related tasks as level 4 Worker: level 2; health 8

์ˆ˜ํผ์˜์›… ์ถ”๊ฐ€ ์žฅ๋น„

Suggested additional equipment is the same as in a ๊ทผํ˜„๋Œ€ setting. Keep in mind, however, that for many heroes, โ€œequipmentโ€ can be superfluous. Where do you stash the flashlight and rope when all youโ€™re wearing is spandex tights?

์˜ต์…˜ ๋ฃฐ: POWER SHIFTS

์ˆ˜ํผ ์˜์›… can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. Itโ€™s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesnโ€™t fully represent this dramatic increase in power. Instead, consider using an ์˜ต์…˜ ๋ฃฐ called power shifts. Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They donโ€™t count toward a characterโ€™s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following. Accuracy: All attack rolls Dexterity: Movement, acrobatics, initiative, and Speed defense Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls) Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls Resilience: Might defense rolls and Armor (+1 per shift) Single Attack: Attack rolls and damage (3 additional points per shift) Strength: All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional points of damage per shift) but not attack rolls

Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps. A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change. For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they donโ€™t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. Theyโ€™re not actually superpowered, just tough and well trained. Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the gameโ€™s start.

์ดˆ๋Šฅ๋ ฅ NPC์™€ POWER SHIFTS

NPC ์ˆ˜ํผ ์˜์›… and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, sheโ€™s actually level 8. Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7. Typical NPC supers get three power shifts. Exceptional ones usually have five.

์ •๋ง ๋ถˆ๊ฐ€๋Šฅํ•œ ์ผ

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled โ€œimpossible,โ€ but that label is for regular folks. For superpowered characters, โ€œimpossibleโ€ means something different, thanks to power shifts. Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say thereโ€™s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isnโ€™t something normal characters could do, but for a strong superhero, it might be difficulty 12. In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot thatโ€™s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

์ˆ˜ํผ์˜์›… ์•„ํ‹ฐํŒฉํŠธ

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

DOCTOR DREADโ€™S TIME PORTAL Level: 9 Form: Arch of metal big enough to walk through Effect: Anyone who steps through it goes to a predetermined point in the past or future (a minimum of fifty years in either direction), which can be anywhere on the planet. Depletion: 1 in 1d20

SERUM X Level: 1d6 + 2 Form: Vial or syringe of red fluid Effect: Strips someone of all superpowers (including abilities granted by magic, psionics, mutation, or science) for twenty-four hours. The target retains only skills and abilities that are mundane, as agreed by the GM and player. Depletion: Automatic

STELLAREX CRYSTAL Level: 1d6 + 4 Form: Multifaceted purple stone the size of a fist Effect: Created in the dawning of the universe, this artifact grants the wielder the ability to not only fully restore all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after twenty-four hours if not used. Depletion: 1โ€“3 in 1d10

ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค

ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค literature, movies, and games are a subgenre of SF that focuses on the dystopia that follows the fall of civilization. Strictly speaking, ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the worldโ€™s power grids and communications, or even something as prosaic as a global disease pandemic.

์œ ํ˜• ์ œ์•ˆ ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค GAME

Role Type Survivor Explorer with stealth flavor Heavy Warrior Dealer Speaker Trader Speaker with skills flavor Sage Explorer with knowledge flavor Evolved Adept

Basic CREATURES AND NPCs FOR A ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค GAME

Crazy loner: level 3, deception and attacks as level 5 Gamma snake: level 4; bite inflicts 5 points of Speed damage (ignores Armor) Innocuous rodent: level 1 Mongrel dog: level 4 Survivor, sickened: level 3, interaction and knowledge tasks as level 1; carries level 4 infectious disease Survivor, typical: level 3

ADDITIONAL ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค EQUIPMENT

In a ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค setting, the items on the ๊ทผํ˜„๋Œ€ ์ถ”๊ฐ€ ์žฅ๋น„ table as well as the following items might be available in trade from other survivors, or in the rare trade town.

INEXPENSIVE ITEMS Weapons Notes Knife Rusty and worn Light weapon Wonโ€™t last long Wooden club

Armor Notes Animal hide

Light armor Smell hinders stealth tasks

Other Items Notes Candle

Plastic bag Useful and ubiquitous (wonโ€™t last long)

Moderately Priced ITEMS Weapons Notes Handaxe Light weapon Knife, multipurpose Light weapon; asset to small repair tasks

Other Items Notes Gas mask Breathable air for four hours Padlock with keys

Portable lamp, solar

EXPENSIVE ITEMS Other Items Notes Radiation detector

Nightvision goggles

Radiation tent Prevents radiation damage for three days Radiation pill (pack of 5) Asset for defense tasks against radiation effects for twelve hours

SCAVENGING

Characters in a ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค setting must usually spend part of each day scavenging for supplies or a place of safety. Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task. Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table. Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse, but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isnโ€™t radioactive, poisoned, or overrun with hostile creatures. The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent scavenging tasks and requires that they succeed on a new task to determine if the place theyโ€™re staying is still safe. The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table. Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If itโ€™s the first day the PCs have searched in a particular area, each character might find something useful, but in succeeding days, a group normally gets only a single roll to find useful stuff. Useful stuff also includes a โ€œlootโ€ entry. Loot includes collectible coins from before the apocalypse, such as silver dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can be used as currency or barter when the characters find other survivors or arrive at a trade town. Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in the expensive category). Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more often it can be disassembled and used as parts to create something else.

USEFUL STUFF d100 Item Found 01โ€“10 Tools (provide an asset to tasks related to repair and crafting) 11โ€“20 Medicine (provides an asset to one healing-related task) 21โ€“25 Binoculars 26โ€“35 Chocolate bar or similarly sought-after candy or snack 36โ€“45 Textbook (provides an asset to a knowledge-related task) 46โ€“50 Coffee or tea 51โ€“55 Gun or rifle with ten shells or bullets 56โ€“60 Flashlight 61โ€“65 Loot 66โ€“70 Gasoline (2d6 ร— 10 gallons) 71โ€“75 Batteries 76โ€“80 Functioning vehicle (sedan, pickup, motorcycle, etc.) 81โ€“85 Generator 86โ€“90 MRE cache (food and water for six people for 1d6 weeks) 91โ€“95 Ammunition cache (100 shells or bullets for 1d6 different weapons) 96โ€“97 Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two) 98โ€“99 Cypher (in addition to any other cyphers the GM awards) 00 Artifact (in addition to any other artifacts the GM awards)

JUNK d6 Item Found 1 Electronic junk (stereo, DVD/Blu-ray player, smartphone, electric fan, printer, router, etc.) 2 Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.) 3 Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.) 4 Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.) 5 Glass junk (vases, windows, bowls, decorative pieces, etc.) 6 Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)

ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค ARTIFACTS

Artifacts in a ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

AUTODOC Level: 1d6 Form: Backpack-sized plastic module from which clamps, forceps, scalpels, and needles can extend Effect: When strapped to a target (or when someone wearing the autodoc is damaged), the autodoc activates and restores 1 point to a targetโ€™s Pools each round for ten rounds or until the target is fully healed, whichever happens first. Depletion: 1 in 1d10

ENVIROSCANNER Level: 1d6 Form: Forearm-mounted computer tablet Effect: This multifunction device can receive radio transmissions, automatically map locations the wearer has visited, play various forms of media, keep voice and written records, and provide an asset to any task related to interfacing with other computerized systems or machines. Also, the wearer can scan for specific materials, toxic traces, and life forms within short range. Depletion: 1 in 1d10 (check per use of scanning function)

MILITARY EXOSKELETON Level: 1d6 + 1 Form: Articulated metal struts with deformable padding and straps for custom fit to a human frame Effect: For one hour per use (when the exoskeleton is powered on), the wearer has +1 to their Speed Edge and +1 to their Might Edge. Depletion: 1 in 1d10

ROCKET FIST Level: 1d6 + 2 Form: Metal gauntlet with flaring rocket exhaust nozzles Effect: If the user activates the fist as part of an attack, the punch gains a rocket assist. If the attack is successful, the fist inflicts additional damage equal to the artifact level and throws the target back a short distance. Depletion: 1 in 1d10

ROCKET-PROPELLED GRENADE Level: 1d6 + 3 Form: Tube with sight and trigger Effect: The user can make a long-range attack with a rocket-propelled grenade that inflicts 7 points of damage to the target and every creature and object next to the target. Depletion: 1 in 1d6

TERAHERTZ SCANNER Level: 1d6 + 1 Form: Visor fitted with bulky electronics Effect: By emitting terahertz and long-range infrared light, this device allows a user to see a short distance through most interior walls of standard structures, through normal clothing, and into normal bags and briefcases. Only stone or concrete more than 6 inches (15 cm) thick prevents a scan. Regardless, images are black and white and fuzzy, and lack fine detail. Depletion: 1 in 1d20

ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค ์ข…์กฑ ์ˆ˜์‹์–ด

In a ํฌ์ŠคํŠธ ์•„ํฌ์นผ๋ฆฝ์Šค setting, some GMs may want to offer species affected by the disaster.

MORLOCK You have lived your life deep underground in artificial bunkers, hidden from the worldโ€™s destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where itโ€™s been replaced with strips of metal and glowing circuits. You gain the following characteristics: Enhanced Intelligence: +2 to your Intellect Pool. Cyborg Body: +2 to your Might Pool and your Speed Pool. Partially Metallic: +1 to Armor. Repair and Maintenance: As an entity of living flesh and humming machinery, you must first succeed on a difficulty 2 repair task before making a recovery roll. On a failure, the recovery roll is not used; however, the normal rules for retrying apply, and you must use Effort on a new roll if you wish to try again. In addition to the normal options for using Effort, you can choose to use Effort to heal additional points to your Pools (each level of Effort healing an additional 2 points to your Pools if you succeed). Morlock Prejudice: While among non-morlocks, all positive interaction tasks are hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs found you in a collapsed subterranean tunnel.
  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.
  3. You were exiled from the morlock communities and needed help on the surface.
  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.

ROACH You are born of a species of evolved insects once called โ€œcockroach,โ€ but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward. You gain the following characteristics: Scuttler: Your Speed Edge increases by 1. Sense by Scent: You can sense your environment even in total darkness. Cling: You can move an immediate distance each round on walls or clinging to the ceiling. Carapace: +1 to Armor. Glide: You can extend small wings from your carapace that grant an asset in jumping tasks and allow you to fall up to a short distance without taking damage. Skill: You are trained in disguise tasks. Inability: You are susceptible to disease and poison. Defense rolls against disease or poison are hindered. Inability: You mimic a human, but you are not as fierce. Tasks involving combatโ€” including attack and defense rollsโ€”are hindered. Insect Prejudice: While among non-roaches, all positive interaction tasks are hindered. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. The PCs didnโ€™t realize what you were when they asked for your help.
  2. Youโ€™ve managed to hide your roach ancestry so well that everyone thinks you are like them.
  3. You are the last of your kind.
  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

๋™ํ™”

The genre of ๋™ํ™” is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more ๊ทผํ˜„๋Œ€ literary ๋™ํ™”. What makes something a ๋™ํ™”? While thereโ€™s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements. One of the powers of a ๋™ํ™”โ€”or a game set in a ๋™ํ™”-inspired settingโ€”is its ability to create a sense of wonder and to evoke playersโ€™ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures. To heighten the sense of wonder in a ๋™ํ™” adventure or campaign, a GM might consider presenting the game in a ๊ทผํ˜„๋Œ€ setting. In a ๊ทผํ˜„๋Œ€ setting, characters have regular jobs that donโ€™t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

NATURE OF FAERIE

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesnโ€™t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or itโ€™s one continuous realm that overlaps the real world where itโ€™s thinnest. Itโ€™s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting. Humans donโ€™t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies. When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creatureโ€™s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the ๊ทผํ˜„๋Œ€ era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other ๊ทผํ˜„๋Œ€ items wouldnโ€™t be treated as cold iron by this definition, but some would fit the bill.

๋™ํ™” ๊ฒŒ์ž„์„ ์œ„ํ•œ ๊ธฐ๋ณธ์ ์ธ ์ƒ๋ฌผ๊ณผ NPC

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons. Angry ants: swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn Erlking: level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons ignore the erlkingโ€™s Armor (Erlking: An animated accumulation of woodland debrisโ€”bark, lost teeth, matted weeds, and dirtโ€”that wears a crown of oak leaves and a cloak of mist.) Faerie: level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target amenable to faerie suggestions for one minute Feral tree: level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on a failed Might defense task, hold the victim in place until they can escape Nymph: level 3, stealth and positive social interactions as level 6 Pixie: level 2, stealth and finding lost items as level 6 Razorblade butterflies: level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate distance across Talking cat: level 1, knowledge tasks as level 7 Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of damage per round; troll regains 3 points of health per round

๋™ํ™” ์•„ํ‹ฐํŒฉํŠธ

Artifacts in a ํŒํƒ€์ง€ setting and magic items in other games focused on ํŒํƒ€์ง€ would also be suitable for a ๋™ํ™” setting. However, every ๋™ํ™” artifact should come with a quirk that sets it apart from a simple โ€œwand of fireโ€ or similar item. Come up with your own or roll a quirk on the table below.

d10 Quirk 1 Is sometimes invisible. 2 Cries like a baby if jostled. 3 Becomes cold as ice to the touch and emits cold vapor when danger threatens. 4 Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture. 5 Also serves as a key to some magically locked doors and chests. 6 Bites owner with tiny teeth if jostled, dealing 1 point of damage. 7 Always muttering and complaining, though useful warnings and other information can sometimes be gained. 8 Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielderโ€™s life. 9 The โ€œpaintingโ€ of a princess of summer on the object sometimes leaves it, robbing the artifact of power. 10 Causes flowers to grow wherever it is stored or set down.

์—ญ์‚ฌ

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like ํŒํƒ€์ง€ without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).

์—ญ์‚ฌ ๊ฒŒ์ž„์„ ์œ„ํ•œ ์œ ํ˜• ์ œ์•ˆ

Role Type Constable (or night watchman) Explorer with combat flavor Detective Explorer with stealth flavor and skills and knowledge flavor Knight Warrior Pirate Explorer with stealth flavor Tutor Speaker Merchant Speaker with skills and knowledge flavor Smith Speaker with some warrior abilities and skills and knowledge flavor Playwright Speaker Noble Speaker with skills and knowledge flavor Explorer Explorer Priest Speaker

์—ญ์‚ฌ ๊ฒŒ์ž„์„ ์œ„ํ•œ ๊ธฐ๋ณธ์ ์ธ ์ƒ๋ฌผ๊ณผ NPC

Cat: level 1, Speed defense as level 3 Dodo: level 1 Dog: level 2, perception as level 3 Dog, guard: level 3, attacks and perception as level 4 Horse: level 3; moves a long distance each round Merchant: level 2, haggling as level 3 Noble: level 2, pleasant social interaction as level 4 Rat: level 1 Serf: level 2, animal handling as level 3 Snake, poisonous: level 1, attacks as level 4 Warhorse: level 4; moves a long distance each round

One of the draws of playing in a ์—ญ์‚ฌ adventure is the thrill of โ€œbeing thereโ€ when something important happens. Thus, in many cases, ์—ญ์‚ฌ adventures in RPGs shouldnโ€™t be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they donโ€™t normally do: play as figures involved in a momentous ์—ญ์‚ฌ event. ์—ญ์‚ฌ games should take cues from the closely related areas of ์—ญ์‚ฌ fiction and ์—ญ์‚ฌ re-enactment. The lessons of great ์—ญ์‚ฌ fiction include the following. The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen ์—ญ์‚ฌ setting. The GM shouldnโ€™t fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a ์—ญ์‚ฌ adventure as in any other kind. Whatโ€™s the point of a ์—ญ์‚ฌ adventure if there is no suspense? Sure, everyone knows what happens at the end of any given ์—ญ์‚ฌ battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories. Make sure you know when the campaign ends. Maybe itโ€™s when the PCs successfully accomplish a specific task, but it might be externally timed to when a ์—ญ์‚ฌ event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasnโ€™t recorded. Donโ€™t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a ์—ญ์‚ฌ location or person, but donโ€™t worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isnโ€™t necessary; the players will take your word for the cost of items and many other details. Youโ€™re evoking a ์—ญ์‚ฌ setting with your game, not writing a book report. Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesnโ€™t mean itโ€™s true. If all you know about a time period is a movie set in that period, youโ€™ll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.

RUNNING A ์—ญ์‚ฌ GAME

Preparation is important in a ์—ญ์‚ฌ game, and most of that entails choosing a ์—ญ์‚ฌ periodโ€”or a specific ์—ญ์‚ฌ eventโ€”as the setting. Given that all of history can serve, you wonโ€™t lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative. Once you choose the ์—ญ์‚ฌ period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as ์—ญ์‚ฌly significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save ์—ญ์‚ฌly significant individuals for use as NPCs. The players will need some kind of grounding in what to expect in the time period youโ€™ve chosen. Just like they need an idea of what magic can do in a ํŒํƒ€์ง€ game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least. If youโ€™re looking for inspiration for time periods in which to set your ์—ญ์‚ฌ game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.

์—ญ์‚ฌ ์•„ํ‹ฐํŒฉํŠธ

The concept of artifacts is probably inappropriate for a ์—ญ์‚ฌ setting without some kind of supernatural, fantastical, or SF element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient worldโ€”and by extension more recent ์—ญ์‚ฌ periodsโ€”contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.

โ†‘ ๋งจ ์œ„๋กœ