Cypher System Fundamentals

There are several core concepts that are pivotal to the Cypher System, and may be slightly different than other game systems.  

The Game uses primarily a D20

Tasks escalate in difficulties of 3's (from 3-30), and most methods of impacting that difficulty will move it up or down by a multiple of 3.  Other dice may come up, but most things are done with a D20.  

Players roll all dice

You roll for attacks.  You roll for defense.  Enemies have set initiative values that the players roll against.  While there are things the GM can (and will) roll, these aren't items dictated by the rules... They are there for the GM to enjoy a little randomness as well.  

You have 3 Stats, which also serve as your HP, MP, Stamina, and everything else

Your three stats will include Might (toughness and strength), Speed (actual quickness, dexterity, sneakiness, etc), and Intellect (Intelligence, Wisdom, Willpower, Charisma, etc).  The value of these stats represent a pool.  You can spend out of the pool to enhance your abilities (pools replenish during rest), but this pool (all three) also serves as your health, so be aware!   By the same token, attempting to do certain actions may cost points from that pool just to make the attempt.  For instance, you want to bash down a door.  In addition to the GM setting a difficulty threshold, you may be charged 2 might points just to attempt the roll!  While this is not a default state, this will happen for certain actions that the GM considers will take something out of you just to attempt it.  (Shooting a fireball would also be an example that qualifies, regardless of whether or not it hits).  

Skills are Whatever You Want them To Be

There is no set skill list.  You are trained in skills, but these are more what makes sense... such as "skilled when lying" or "skilled when battling 3 people at once" or even "Skilled at everything to deal with Oceangarde."  It can also be items such as "Skilled as an airship pilot," using a profession to guide whether or not an activity might reflect your skill.  Your GM is the arbiter of whether a skill is too broad, and if a situation falls within the range of the skill.  Skills are meant to represent the background of the character, not meant to capture as many scenarios as possible.  However, skills can 

XP Comes in Two Ways

First - You get XP for discoveries, not for slaying monsters or overcoming obstacles.  This will be the more rare way XP is granted, but it will be granted to the entire party at once.   Second - The GM adds a complication to your life (called a GM Intrusion) designed to add some additional flavor to the story... When this happens, you get an XP for yourself, and one to give to another party member.  (You can refuse this intrusion, but you have to PAY an XP for it).  

Leveling up is based on Spending XP

You "level" every 16 XP, but you have to purchase benefits (at 4xp each) over the course of advancement.  
Add 4 points to your stat pools Increase your "Edge" in a stat by 1
Become trained in a new skill Increase Effort by 1
  Buying new abilities, focusing on armor, and other options can also be used in lieu of the above.

Combat Is Less Crunchy, but More Flavorful

Abilities tend to be nebulous in their actual manifestation, leaving a lot of detail to the players... but carrying similar mechanics.  For instance, ALL weapons do either 2, 4, or 6 damage depending on size.  Magical spells will fit into similar buckets.  Additionally, things like range and distance are less precise.  If an encounter takes place within a moderate sized room, everything within the room is considered within "Immediate" distance, which means you are in melee range.  We aren't going to sweat the move to them, which means you have a lot of liberty to describe your actions and make them exciting.  

Magic Items (Cyphers) aren't Balanced

Most magic items are consumable, and some have crazy powerful effects.  That said, the player can only carry a limited number (like, 2 or 3 at first tier), so it behooves you to use them with gusto (and thus won't be stuck having to ditch them later).

Damage follows a Track

As long as you have at least 1 point in each pool, you are considered "healthy."   However, as pools reach zero, you fall on what is known as the damage track.   Hale -> Impaired -> Debilitated -> Dead   Falling on this track has sweeping consequences to your actions, your rolls, your movement, and more, so keep this in mind!  

Rest Replenishes your Pool

  Taking a rest will let you replenish the points in your pool, but each time you rest within a day gets exponentially longer.   Seconds -> Ten Minutes -> 1 Hour -> 10 Hours -> Repeat.   This does mean you can "rest" during combat if it's the first rest of the day.  It is also important to note that allies asking for a rest to recover do NOT impact your rest cycle, even if you are waiting around for them while they rest.

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