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Cypher System Cheat Sheetasd

The document provides rules and guidance for combat and tasks in a roleplaying game. It includes details on character statuses like impaired and debilitated from damage, ranges and speeds for combat, cover and concealment modifiers, and time required to complete different tasks and recover from injuries. Special rolls are explained that can provide bonuses or hindrances to damage and effects. Examples are given of minor and major effects that can occur on successful attacks.

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Omar Prato
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100% found this document useful (1 vote)
259 views4 pages

Cypher System Cheat Sheetasd

The document provides rules and guidance for combat and tasks in a roleplaying game. It includes details on character statuses like impaired and debilitated from damage, ranges and speeds for combat, cover and concealment modifiers, and time required to complete different tasks and recover from injuries. Special rolls are explained that can provide bonuses or hindrances to damage and effects. Examples are given of minor and major effects that can occur on successful attacks.

Uploaded by

Omar Prato
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE DAMAGE TRACK: (p.218) RANGE AND SPEED: (p.

213) OPTIONAL RULE – DECIDING COMBAT EFFECT BEFORE THE


Hale is the normal Status with no penalties. If one Pool Immediate distance is up to 10 feet (3m) ROLL: (p.212)
reaches 0 you become Impaired. Short distance is up to 50 feet (15m) For Minor effect: -4 damage, attack is hindered
Impaired is a wounded or injured state. Effort costs 1 more Long distance is up to 100 feet (30m) For Major effect: -8 damage, attack is hindered by two steps
point per level. An Impaired Character ignores the minor Very Long distance is up to 500 feet (150m)
INITIAL COST: (p.212)
and major results on a roll and do only 1 extra damage on a
Difficulty Knowledge If the task is particularly taxing (e.g., opening a heavy cellar
17 and higher. If another pool goes to zero, the character
0 Common Knowledge door that is partially rusted), it might cost points just to try
becomes debilitated.
1 Simple Knowledge the task.
Debilitated is a critically injured state. The character can
3 Something a Scholar probably knows
take no actions other than to move an immediate distance. 5 Even a Scholar might not know Action Time usually required
If their speed Pool is 0 they can’t move at all. If their last 7 Very few people posses Walking a mile over easy About fifteen minutes
Pool becomes 0 they die. 10 Completely lost knowledge terrain
Walking a mile over rough About half an hour
Task Description Target Guidance terrain (Forrest, snow, hills)
difficulty no. SPECIAL ROLLS: (p.210) Walking a mile over difficult About forty-five minutes
0 Routine 0 Can be done by 1: GM intrusion. The GM makes a free intrusion and doesn’t terrain (mountains, thick
everyone all the time award experience points (XP) for it. jungle)
1 Simple 3 Most people can do this Moving from one significant About fifteen minutes
17: Damage bonus. +1 damage
most of the time location in a city to another
18: Damage bonus. +2 damage
2 Standard 6 Can usually be done by Sneaking into a guarded About fifteen minutes
19: Minor effect. +3 damage or Minor Effect
most people location
3 Demanding 9 50/50 for most people 20: Major effect. +4 damage or Major Effect. Point cost for
the action decreases to zero Observing a new location to About fifteen minutes
4 Difficult 12 50/50 for trained people get salient details
5 Challenging 15 Trained people often fail Having an in-depth About ten minutes
MINOR EFFECT EXAMPLES:
6 Intimidating 18 Normal people almost discussion
Damage object: Instead of the foe, you strike the object it
never succeed Resting after a fight or About ten Minutes
7 Formidable 21 Impossible without skills holds.
Distract: For one round, all the foe’s tasks are hindered other strenuous activity
or effort Resting and having a quick About half an hour
8 Heroic 24 Worthy of tales told for Knock back: Knock the foe back a few feet
meal
years Making or breaking camp About half an hour
Move past: Move a short distance at the end of the attack.
9 Immortal 27 Worthy of legends that Shopping for supplies in a About an hour
last a lifetime Strike a specific body part: The GM determines result.
Hitting a foe in the eye might blind it for a round. market or store
10 Impossible 30 Normal Humans couldn’t Referencing a book or About half an hour
consider this website
MAJOR EFFECT EXAMPLES:
Disarm: The foe drops his weapon Searching a room for At least half an hour,
Recovery roll Rest time needed Impair: The foe’s tasks are hindered for the combat hidden things perhaps one hour
duration. Identifying and Fifteen minutes to half an
First roll One Action
Knock down: The foe is knocked prone. understanding a cypher hour
Second roll Ten minutes
Identifying and At least fifteen minutes,
Third roll One hour Stun: The foe loses its next action.
understanding an artifact perhaps three hours
Fourth roll Ten hours
Source Damage Notes COVER: (p.220) Hiding target: E.g., target in dense foliage. Ranged attacks
Falling 1 per 10 feet (3m) - If a significant portion of the character’s body is behind against the target are hindered.
fallen (ambient cover, attacks against it are hindered. Invisible target: Must use other senses to determine the
damage) If a character is entirely behind cover, they can’t be attacked rough location of the opponent. Attacks are hindered by
Minor fire 3 per round Torch unless the attack can go through the cover. E.g., a rifle can four steps.
(ambient damage) shoot through a wooden door. Because the attacker still
Major fire 6 per round Engulfed in flames; WATER: (p.221)
can’t see the target, it counts as cover, so the attack is
(ambient damage) lava Deep water: Being in water up to your chest (or similar)
hindered.
Acid splash 2 per round - hinders your attacks. Aquatic creatures ignore this.
(ambient damage) POSITION: (p.220) Underwater melee combat: For nonaquatic creatures,
Acid bath 6 per round Immersed in acid Prone target: In melee, attacks are eased. In ranged combat, attacks with stabbing weapons are hindered, and attacks
(ambient damage)
attacks are hindered. with slashing or bashing weapons are hindered by two steps.
Cold 1 per round Below freezing
Higher ground: Melee and ranged attacks made from higher Underwater ranged combat: Throwing things, bows,
(ambient damage) temperatures
Severe cold 3 per round Liquid nitrogen ground are eased. crossbows, blowguns, and most guns don’t work. Ranges
(ambient damage) underwater are reduced by one category. Attacks that do
SURPRISE: (p.220)
Shock 1 per round Often involves work are hindered.
When a target isn’t aware of an incoming attack, the
(ambient damage) losing next action
opponent’s attacks are eased by two steps. ATTACKING OBJECTS: (p.223)
Electrocution 6 per round Often involves
If the defender is on guard but unsure of the attacker’s Attacking inanimate objects with a melee weapon is a Might
(ambient damage) losing next action
Crush 3 Object or creature location, the attacks are eased be one step. action.
falls on character Intact is the default state of an object.
RANGE: (p.220)
Huge crush 6 Roof collapse; Minor damage reduces the level by 1.
Point-Blank range: If a character uses a ranged weapon
cave-in Major damage means the object no longer functions.
against a target within immediate range, the attack is eased.
Collision 6 Large, fast object Destroyed objects don’t function and cannot be repaired.
strikes character Extreme range: Targets just at the limit of a weapon’s range
are at extreme range. Attacks against them are hindered. A successful Might action moves the object one step down.
TAKING DAMAGE: (p.218) If the roll exceeds the difficulty by 2 levels, the object
ILLUMINATION: (p.220)
Damage from most sources is applied to a character’s Might instead moves two steps down. If it exceeds the difficulty by
Dim light: E.g., bright full moon or torch. Allows you to see
Pool. If damage reduces a Pool to 0, any further damage 4 levels, the object moves down three steps.
out to short range. Attacks in dim light are hindered.
(including excess damage from this damage instance) is Brittle or fragile objects decrease their effective level for
Very dim light: E.g., candlelight. Allows you to see clearly
applied to the next stat Pool. Damage is applied to Pools in determining if they are damaged. Hard objects add 1 to their
within immediate range. Attacks in immediate range are
this order: 1. Might 2. Speed 3. Intellect. effective level. Very hard objects add 2. The tool used to
hindered. Attacks in short range are hindered by two steps.
You can choose to incapacitate an NPC instead of killing him. attack the object must be at least as hard as the object itself
Darkness: You can only use other senses to determine the
and the damage of the attack – not modified by a special die
SPECIAL DAMAGE: (p.219) rough location of opponents. Attacks are hindered by four
roll – must be at least as high as the effective level of the
Dazed: All tasks are hindered steps.
object.
Stunned: Loose turn (can still defend) VISIBILITY: (p.221)
Poison: Might defence roll to resist. AREA ATTACKS: (p.222)
Mist: Ranged attacks are hindered
Disease: Might defence roll every day. All PCs in the attack area make the appropriate defence roll.
Dense mist: Ranged attacks as in darkness. Melee attacks
Paralysis: Drop to ground, unable to move (can usually still A PC makes a single attack against all NPCs in the area.
are hindered.
do tasks that don’t require physical movement)
ACTION – MOVE: (p.223) ACTION – WAIT: (p.225) Generally, crafting a device requires materials of it’s level
As part of another action, a character can move an You can wait to react to another character’s action. You and all levels below it. Generally, repairing an item takes
immediate distance. decide what action will trigger your action and if it happens, between half the creation time and the full creation time.
As an action, a character can make a short move. you get to take your action first (unless that doesn’t make
Difficulty Craft General time to
A character can try to make a long move. This is a difficulty 4 sense). Waiting is a good way to deal with a ranged attacker
build
Speed task. who rises from behind cover, fires an attack, and ducks back
0 Something extremely A few minutes at
A character can try to make a short move as part of another down.
simple like tying a rope most
action. This is a difficulty 4 Speed task. 1 Torch Five minutes
CLIMBING: (p.226)
LONG-TERM MOVEMENT: (p.224) Climbing is like moving through difficult terrain. 2 Spear, simple shelter, One hour
piece of furniture
Typical characters can travel 20 miles (32km) on a road per
Difficulty Surface 3 Bow, door, basic article One day
day, so about 3 miles (5km) per hour with a few stops.
2 Surface with lots of handholds of clothing
Overland they can move about 12 miles (19km) per day, so 4 Sword, chainmail vest One to two days
3 Stone wall or similar (few handholds)
about 2 miles (3km) per hour with some stops. 5 Common technological One week
4 Crumbling or slippery surface
Mounted characters can go twice as far. 5 Smooth stone wall or similar item, nice piece of
6 Metal wall or similar jewellery or art object
MOVEMENT MODIFIERS: (p.224)
8 Upside down on smooth surface 6 Technological item One month
Rough terrain: E.g., covered in loose stones, uneven or (watch), really nice piece
10 Glass wall or similar
movement in a narrow space, also stairs. of jewellery or art object
Cuts long-term movement rates in half. 7 Tech. Item (computer), One year
COOPERATIVE ACTIONS: (p.226)
Difficult terrain: E.g., water up to waist height or a very major work of art
Helping: Eases the task. If you have an inability in a task,
steep slope. Hinders move rolls and halves movement on 8 Tech. Item from beyond Many years
your help has no effect. If you help with a task that you are
round-by-round basis. planet
trained or specialized in, the task is eased by two steps.
Reduces long-term movement to a third of its normal rate. 9 “ Many years
Help is considered an asset.
Water: The characters are mostly or entirely submerged. 10 “ Many years
Distraction: Hinders a foe’s attacks for one round.
Move rolls are hindered and round-by-round and long-term
Draw the attack: Succeeds without a roll in most cases. Tasks for tinkering with cyphers, artifacts or similar objects
movement are reduced to one quarter its normal rate.
Make an Intellect action for Intelligent or determined foes. usually start at difficulty 7.
Low gravity: All move rolls are eased.
Take the attack: The attack automatically succeeds against
High gravity: Like difficult terrain.
the sacrificial character and deals 1 additional point of GUARDING: (p.228)
Zero gravity: Might roll to move equal to one-quarter the
damage. A character cannot willingly take more than one All defence tasks are eased. If an NPC tries to get by the
distance travelled in feet.
attack each round in this way. Guarding character, the character can make an eased Speed
SPECIAL SITUATION – A CHASE: (p.224) action based on level of the NPC to stop them.
CRAFTING, BUILDING, AND REPAIRING: (p.227)
Speed action with level equal to the NPC’s level to catch it or
For Cyphers, artifacts, other items that require specialized HEALING: (p.228)
get away from it. For a longer chase, the character can make
knowledge, or items unique to a world or species other than Intellect action with level equal to the amount of points you
multiple rolls (perhaps one per NPC level). For every failure,
your own, add 5 to the item’s level to determine the want to heal the patient.
the character must make one more successful roll, and if he You can heal each patient only once per day.
difficulty of building or repairing it. Artistic items can also
ever has more failures than successes the character fails to
add to the difficulty and time required.
catch up or escape.
The GM can require a certain level of skill, proper tools and
materials to attempt the task.
JUMPING: (p.228) SNEAKING: (p.229) available to you at tier 3 (if you are tier 3 or higher.
Standing jump: Might roll with difficulty equal to distance in Speed roll. Moving at half speed eases the task. Appropriate Characters at tier 6 can also use this option to gain another
feet -4. camouflage or other gear as well as dim lighting conditions tier 6 ability).
Running an immediate distance before the jump eases the and frequent hiding spots may count as an asset. Select another character ability from your type up to your
task. If you run a short distance, divide the distance in feet tier.
VEHICULAR MOVEMENT: (p.230)
by two and then subtract 4, the task is also eased.
When moving, vehicles usually require the driver to spend OPT. RULE – MODIFYING ABILITIES ON THE FLY: (p.419)
Vertical jump: Might roll with difficulty equal to distance in
every action to control it. This is a routine task. Every round Sometimes, a player can use a special ability in a way that
feet. Running an immediate distance counts as an asset.
not spent driving the vehicle hinders the task in the next goes beyond its normal bounds.
MOVING A HEAVY OBJECT: (p.229) round. With any mental attack ability with a specific range or
You can push or pull something heavy and move an Vehicular chase tasks are Speed actions based on the level duration, they could spend one additional intellect point to
immediate distance with it as your action. Make a Might roll of the driver and the vehicle of the driver. So if a PC is increase the range by one step or the duration by one step
with the difficulty 0 + 1 for every 50 pounds (23kg). chasing a level 3 NPC on a level 5 vehicle, the PC would (one minute, ten minutes, or one hour).
make 3 chase rolls with a difficulty of 5. With a special roll, the player can modify the range, area, or
RIDING OR PILOTING: (p.229)
other aspects of an ability.
A saddle or other appropriate gear eases the task. RETRYING A TASK AFTER FAILURE: (p.212)
Impossible: accomplishing an effect that has nothing to do
You must apply at least one level of Effort and spend a new
Difficulty Maneuver with its description or intent.
action. The GM might rule that a retry is impossible.
0 Riding Formidable: accomplishing an effect similar to the
1 Staying on the mount in a battle or other SPENDING EXPERIENCE POINTS: (p.239) description or intent, but changing its nature.
difficult situation Immediate benefits: You can spend 1 XP to reroll any roll, Difficult: modifying an ability within its spirit and general
3 Staying on a mount when you take damage even one you didn’t make. idea.
4 Mounting a moving steed You can spend 1 XP to refuse a GM intrusion. For example, modifying the “hover” ability to blast someone
4 Making an abrupt turn with a vehicle while with fire would be an impossible (10) task.
You can spend 1 XP for a player intrusion
moving fast Using it to make a foe fly up and hit its head on the ceiling
Short- and medium-term benefits: You can spend 2 XP to
4 Getting a vehicle to move twice as fast as
gain a skill or ability tied to a specific situation, e.g., being changes its nature and is therefore formidable (7).
normal for one round
trained in climbing in a specific region. Changing it to make a friend hover is within its spirit and
5 Coaxing a mount to move or jump twice as
In rare cases, the GM might allow a character to gain a new general idea and makes the roll difficult (4).
fast or far as normal for one round
5 Making a long jump with a vehicle not ability for a short time.
PASSIVE TASKS: (p.416 – GM compares levels)
intended to go airborne and remaining in Skills and abilities gained this way should have a story-based
Compare the PC’s tier to the difficulty of the task. Ties go to
control explanation.
the PC. Skills and assets work as bonuses to the PC’s tier.
Long-term benefits: You can spend 3 XP and talk to the GM
E.g., a third-tier character trained in perceiving will spot the
OPTIONAL RULE – GAINING INSIGHT: (p.231) to codify things that happen to your character. This allows
level 4 predator cat stalking up behind them.
A character can spend 3 Intellect points and an action to you to gain narrative control over your character.
gain a single bit of special knowledge from the GM that they The player might gain a friend or build a house. Because he OPTIONAL RULE – ACTING WHILE UNDER ATTACK: (p.426)
can count on with certainty. spent XP, however, they should have some agency over If you take an action other than fighting or moving while
This bit of knowledge cannot be the end of an adventure. what they’ve gained and it shouldn’t be easily taken away. engaged in melee combat, (e.g., trying to open a security
For example if the characters are searching for a murderer Alternative character advancement options: Reduce the door while two guards stand behind you) each of your
they can’t gain an insight to learn his identity. cost of wearing armor by 1. opponents can make an extra attack.
Add 2 to your recovery rolls. Select another focus ability

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