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After the Nightfall

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After the Nightfall

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tntkid007
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AFTER THE NIGHTFALL

Scrip Notes:

2 Gods of the Fall AFTER THE NIGHTFALL INTRODUCTION "After The Nightfall is an
adventure suitable for beginning or experienced players.
Gods of the Fall is a Cypher System setting.
Its a good idea to have a copy of the Cypher System Rulebook (CSR) and Gods of the
Fall
handy when running this adventure.
For ease of play, six pregenerated characters are included, so your players can
jump right into the fun.
BRIEF SUMMARY The player characters (PCs) have recently discovered that they are,
to put it bluntly, fledgling deities.
In order to awaken their divine abilities, they must accomplish godly obligations,
called divine labors.
After consulting an ancient religious text, the PCs decided to slay a creature of
special malignancy known as a raver.
Meanwhile, a killer for hire named Rav Kathor of the Tranquil (a notorious
assassins guild) accepted a commission to murder the PCs.
Kathors client is Fedim, a mysterious humanoid with two wolflike heads.
Fedim informed Kathor that the PCs were demigods, and wouldnt be easy targets.
Upon learning that the PCs sought the lair of a raver, Kathor arranged an elaborate
ambush in a mostly abandoned village called Dujar.
Setting the trap took almost a week, and the final step was to hire a thief in the
metropolis of Corso to play the role of someone responding to the PCs search for a
raver.
This thiefGarfanpointed the PCs to Dujar, and Kathors trap.
INTRODUCE THE WORLD If youre familiar with the setting of Gods of the Fall, please
describe it to the players.
The following is a short summary.
Gods once watched over the world from their celestial realm Elanehtar.
That golden era ended when Elanehtar, burning and crumbling, dropped out of the sky
and smashed into the world.
The gods died.
Elanehtar shattered into millions of shards known as cyphers.
The world plunged into darkness and turmoil.
Grim times descended.
Forty-two years have elapsed since prayers failed and heaven fell.
Purges, war mongering, revenge, and outright madness swept the world for decades.
Two generations grew up without the divine.
They scarcely believe it when their elders describe the existence of gods, and many
who were alive before the Fall have purposefully forgotten.
This is why few believe stories of reborn gods.
If new gods do exist, they rarely announce themselves, lest they be tracked down
and slain by Reconciliators , a group of RULEBOOK AND SETTING CALLOUTS Throughout
this supplement, youll see page references to various items accompanied by one of
these two symbols.
Cypher System Rulebook
Gods of the Fall These are page references to Gods of the Fall and the Cypher
System rulebook , where you can find additional details about the item, place,
creature, or concept.
Its not necessary to look up the references, but doing so may provide additional
details.
Credits Writer/Designer
Bruce R.
Cordell Creative Director
Monte Cook Managing Editor Dennis Detwiller Proofreader
Ray Vallese Graphic Designer
Bear Weiter Cover Artist
Lie Setiawan Cartographer Jared Blando Artists
Felipe Escobar, Lie Setiawan, Matt Stawicki Monte Cook Games Editorial Team
Scott C.
Bourgeois, David Wilson Brown, Eric Coates, Gareth Hodges, Mila Irek, Jeremy Land,
Laura Wilkinson, Marina Wold, George Ziets 2016 Monte Cook Games, LLC Cypher System
and its logo are trademarks of Monte Cook Games, LLC in the U.S.A.
and other countries.
All Monte Cook Games characters and character names, and the distinctive likenesses
thereof, are trademarks of Monte Cook Games, LLC.
Raver, page 169 The Tranquil, page 36 Elanehtar, page 68 Reconciliator, page 165
Cyphers, page 340
3 AFTER THE NIGHTFALL named Garfan agreed to meet the PCs at their favorite public
house, the Fat Seraph.
He has news of a raver, and with it, the key to increasing the PCs godlike powers.
MEETING AT THE FAT SERAPH The Fat Seraph is the PCs favorite public house in Corso.
It serves as an inn and tavern, owned by a fifty-year-old woman called Tarisa.
Its specialty is a delicious mincemeat pie.
Garfan arrives a few minutes later than expected, but still makes the appointment.
Six or seven other patrons
are in the tavern when the "caravan driver finally arrives.
Tarisa
is silver-haired and sturdy, but also distant, melancholy, and unkempt.
If PCs inquire (and succeed on a difficulty 5 zealots charged with eliminating the
divine.
The worlds most populous region is called the Nightland.
The Nightland suffers from the curse of twilight: a second moon (called Nod )
exactly tracks the sun, creating a region of perpetual twilight.
Corso is the largest city in the Nightland, and thats where the PCs begin.
This metropolis is enormous, with a population of over 500,000.
Black stonework columns, arches, colonnades, domes, and spires are everywhere, as
are high lamps that burn with bright red flames.
The people, in their fashionable long dark coats, scarves, and tall hats
(accompanied as often as not by personal slaves in simple grey robes), take the
raised roads of High Corso.
Only fools risk a run through the slum wards beneath the raised sections of the
city.
ADVENTURE START After introducing the setting, provide a quick rundown on the
Cypher System mechanics (if necessary), and ask the players to select their PCs.
When theyve had time to look them over, paraphrase the following information.
The PCs each awakened to a spark of divinity.
Recognizing the secret nimbuses they all manifest, visible only to other demigods,
they gathered.
No one else knows what the PCs are; otherwise Reconciliators might come for them.
In a banned religious tome called Sermons From Elanehtar , the PCs learned that to
grow their divine spark, they must complete divine labors.
Theyve decided to slay a raver, the skin of an old, dead god that has reanimated as
a manifestation of pure evil.
Theyve been discreetly asking around the metropolis of Corso, trying to locate more
information.
Finally, a caravan driver Nightland, page 22 Nod, page 78 Corso, page 24 Tavern
Patron: level 2 Tarisa: level 2, tasks related to persuasion and innkeeping as
level 5
4 Gods of the Fall wear the insignia of the Kasmandar Slave Company.
Indulgence to Take Slaves: One slaver brandishes a pale document with red letters:
an indulgence.
It flares with a dark nimbus only the PCs seemagic associated with the dragon
Nulumriel under whose authority all indulgences are drafted.
Good establishments pay indulgence insurance to prevent slavers from doing this
sort of thing.
The Fat Seraph used to, before Tarisas grief over her dead son made her forget to
renew her contract.
The Slavers: There are four regular slavers and a slave master who wields the Lash
of Woea cursed artifact.
The slavers know that if they dont fight to the end, they become slaves themselves.
PCs might try to negotiate with the slave master, especially if they can appear
intimidating.
If they succeed, the slave master allows them to go free, but still lays claim to
the other patrons.
If PCs reveal their Intellect-based task), Tarisa says her son Mherl was killed in
a theft five years earlier.
Since then, shes never been the same.
A PC concerned with such things might offer comfort and concern, and possibly bring
a little brightness into Tarisas otherwise dreary life.
Garfan : Garfan is a paunchy man in his thirties with greasy black hair who smells
of garlic.
He shows up, sits, and pulls out a deck of cards.
Before he provides the information about the raver, he wants to play cards.
If he wins three of five hands, hell provide the information on the raver for free.
Otherwise, the PCs must pay 20 stars for the information.
If PCs choose to play, at least one must succeed on three difficulty 5 Intellect
tasks before they fail three.
Whether the PCs win the information or pay for it (or get it in some other
fashion), Garfan tells them that a raver lairs in the long-abandoned village of
Dujar, a day and a halfs walk north of Corso.
Garfan claims he is a caravan driver, and that he discovered the raver there while
moving goods along the road to Hornscar.
This is a lie.
Garfan hasnt left Corso in years.
Hes a thief hired by someone unknown to him"some guy in a hood ( Rav Kathor )to
tell the PCs about a raver in Dujar.
Whether or not Garfans lie is uncovered by the PCs, the fact remains that he tells
them either that a raver is in Dujar, or that someone wants them to think
theres a raver in Dujar.
Besides this Garfan knows nothing.
If the PCs detect the lie, heading to Dujar is the only way they have of figuring
out who is trying to manipulate them, and why.
INTERRUPTED BY SLAVERS Five people slip into the tavern.
One bolts the door shut while another snatches up an ale pitcher and smashes it on
the floor, even as a third grabs a tavern stool and splinters it against the wall.
All of them Kasmandar Slave Company, page 27 Indulgence, page 24 Nulumriel, page 30
Garfan: level 3, deception, disguise, and games of chance as level 6 Rav Kathor,
page 7 Slaver: level 3, Speed defense as level 4 due to shield, whip attack as
level 5; inflicts 6 points of damage when the slave master commands them; Armor 1
Slave Master: level 6, defends as level 7 due to shield, Lash of Woe attack as
level 7 (see Lash of Woe effects); health 25; Armor 3
5 AFTER THE NIGHTFALL divine nature, the slave master uses the Lash of Woe, which,
due to its glowing nimbus, they recognize as once belonging to the god Samiel, one
of the Three Judges of Soulrest.
Even before hitting anyone, the naked whip somehow dims the PCs godly powers.
NEXT STEPS If PCs revealed their divine nature during the fight its only a matter
of time before news of their presence spreads to Reconciliators.
PCs should be reminded of this, because its something their characters would
certainly understand.
Perhaps this makes investigating Dujar seem more intriguing, regardless of whether
the characters have pierced Garfans lies.
Either way its not a bad time for PCs to make themselves scarce.
Depending on how flagrant the use of their divine abilities was, allow PCs to make
arrangements before heading off, including additional research related to their
quest (see below).
If they wish to purchase equipment , allow them anything reasonable, though mounts
are likely beyond their means.
If they tarry in Corso overlong (for more than a full day), the Reconciliators
track them down.
Researching Dujar and Other Points North: If the PCs want to know more about Dujar,
those who succeed on a difficulty 5 Intellect task (or who engage the services of a
sage or bibliomancer) learn that before the Fall, Dujar was known for producing
sacramental wine for the rituals of the old gods.
With the destruction of Elanehtar, its not surprising that Dujar was abandoned.
The village is 50 miles (80 km) north along the road leading to Hornscar (once a
metropolis like Corso, but now, a ruin).
A roadhouse called the Dove lies about 35 miles (56 km) north of Corso along the
same road.
Researching Ravers: Everyone knows ravers are the animate skins of dead gods.
But a PC who succeeds on a difficulty 5 Intellect task knows slightly more: when
gods are slain, sometimes ravers are born from their remains.
Ravers manifest like the aura preceding a crippling migraine headache, flapping
cloaks of bleeding skin, creeping mist, or a thunderhead underlit by lightning.
Few people have encountered a raver directly and survived.
LASH OF WOE Level: 10 Form : Night-black whip with ebony handle Effect: This
artifact functions as a normal medium weapon, inflicting 4 points of damage.
In addition, targets must succeed on an Intellect defense task or suffer an
additional 5 points of Intellect damage (ignores Armor).
Targets who possess divine shifts who fail their defense task do not take
additional Intellect damage but lose access to the benefits from those shifts for
one minute.
During this time, additional strikes from the whip inflict additional Intellect
damage.
Wielders who possess divine shifts who use the Lash of Woe must succeed on an
Intellect defense task when they attack or lose access to their shifts as if they
were the targets of the attack.
Depletion: 1 in 1d10 Reconciliator, page 165 Equipment, page 148 Reconciliator:
level 7
6 Gods of the Fall TRAVELING TO DUJAR The road to Dujar, like the rest of the
Nightland, is always dark.
Its mostly deserted and always bone-cold under Nod, the cursed moon.
Dim light from the pearly glow surrounding the moons disk reveals dead trees,
tumbled structures, and the ruins of a failed civilization in all directions,
except the road.
GM Group Intrusion: Clouds boil out of the east and soon cover the moon and stars.
A cold, driving rain falls, turning the road to mud, chilling travelers, slowing
their progress, and generally making things miserable for several hours.
DUJAR Only two complete structures remain.
Nods light reveals one to be an old chapel (the Chapel to Zenia).
The other is a large square brick building, which strangely, seems in good repair
(the sacramental winery).
GM Group Intrusion: Before the characters begin exploring Dujar, they stumble
across two figures hiding at the edge of the empty village (see Adherents).
RUINED STRUCTURES Nothing of any interest is to be found among these lonely
foundations.
THE DOVE INN Lit with yellow lanterns, this two-story structure with a few detached
outbuildings offers travelers a room and a meal of stew for 5 moons each (ale is an
extra 2 moons per pitcher).
Five rough-looking, well-armed travelers at the inn claim, if asked, to be
merchants.
Thats a lie.
Theyre brigands in for a meal.
The proprietor, a man with salt-and-pepper hair named Hatheran, looks harried.
He apologizes for being tardy serving the PCs, mentioning that since his wife Gisa
fell ill, running the inn has fallen to him alone.
Its been hard.
If PCs pick up on Hatherans offhand remarks about his sick wife and offer to tend
to Gisa, Hatheran accepts.
He leads them to his upper-story private room.
Gisa suffers from deathly fatigue brought on by an insect bite.
If PCs use a cypher or ability to heal Gisa, they gain Hatherans devotion (and free
room and board for life).
GM Intrusion: At 3 a.m., the five brigands staying at the inn attempt to stealthily
burgle the PCs by picking the lock and slitting their throats.
ADHERENTS Danid and sister Hortana (ages nineteen and seventeen) fled from Dujar a
week before when they came under attack by a group of hooded figures.
They have reluctantly returned to Dujar to look for their parents and extended
family.
If the PCs find them, they are initially fearful the PCs are more of their
mysterious attackers.
As Adherents, theyre deathly afraid of Reconciliators.
The Adherence is a banned cult that believes the dead gods will return if their
devotion remains strong in the face of adversity.
If PCs allay their fears and prove theyre not enemies, Danid and Hortana explain
that there are no ravers present in Dujar.
They encountered only a few hooded figures, who attacked them.
The Adherents explain how Dujar was secretly resettled five years earlier by their
Adherent extended family of fifteen.
They came to restore the sacramental winery.
They hoped that fermenting and bottling new sacramental wine would cause the old
gods to notice.
Danid and Hortana want to enter the winery and find their family.
They ask for the PCs aid.
GM Intrusion: Just when it seems like the two Adherents are beginning to trust the
PCs, the character says or does something Danid and Hortana find suspicious, and
they flee.
Danid and Hortana: level 2, tasks related to divine lore as level 4 Brigand: level
3, tasks related to stealth as level 5; Armor 1; sword and crossbow attacks inflict
4 points of damage Hatheran: level 2, innkeeping tasks as level 3 Gisa: level 2,
innkeeping tasks as level 5 START HERE
7 AFTER THE NIGHTFALL CHAPEL TO ZENIA Dried blood is splashed on the door to form a
stylized skull.
Rav Kathor painted it in Adherent blood as a lure to help sell his story of a raver
lairing within.
The main entrance is the only obvious one; the side windows are narrow, boarded,
and barred with iron.
Inside, the main worship area is scorched and burned.
The Sacristy door has a blood symbol like that on the chapel entrance.
Danid and Hortana explain that the Sacristy is where relics of the old gods were
once kept.
A short hallway with a closed door at each end connects the main chapel area with
the Sacristy.
GM Intrusion: The first PC into the hallway triggers the floor trap.
GM Intrusion: The first PC who attempts to jump across the pit from the floor trap
hits a transparent glass pane on the far side.
On a failed difficulty 8 Speed defense roll to jump back, the PC falls into the
pit.
(Once the PCs realize the glass is there, breaking it is a difficulty 5 Might
task.) Cold Fire Trap: The 5-foot (2 m) wide, 12-foot (4 m) long Sacristy entrance
looks normal but the floor is false.
When trod upon, it falls away to reveal a 4-foot (1 m) long and deep pit filled
with a magical spell of cold fire.
On a failed difficulty 5 Speed defense task, the victim falls in and suffers 5
points of damage each round.
They must succeed on a difficulty 5 Might task each round or remain frozen in place
for one additional round.
Each failure increases the difficulty of the next Might task by one step.
SACRISTY The door at the end of the trapped hallway leads to the Sacristy.
Here Rav Kathor and four assassin novitiates wait in ambush, ready to pounce on the
first PC through the door.
The room also contains 300 gold stars in a lock box, an ancient text called the
Scriptures of Zenia , and two cyphers: - Level 5 circlet.
Any target, even an object, gains two divine shifts for one minute.
- Level 8 map.
Teleports user to anywhere in the world they have previously visited or seen.
GM Intrusion: When an assassin novitiate is slain, a nightfall wolf (a huge, two-
headed wolf with ebony fur) is birthed of the body and attacks the PC.
SACRAMENTAL WINERY If Danid and Hortana accompany the PCs to the winery, they show
the characters to a secret room where the family once dwelled.
Its empty now, and ransacked.
There are also bloodstains.
The main floor of the winery is a large warehouse-like space that contains vats,
barrels, various equipment, and lots of broken bottles of sacramental wine.
If the PCs search the debris, they discover scattered coins (3 gold stars), four
unbroken bottles of sacramental wine (worth 10 stars each), and one cypher: - Level
7 coin.
Restores 7 points to any Pool.
High in the shadowed rafters are the dead bodies of thirteen humans strung up in a
gruesome bundle.
A message in blood on the ceiling reads, over and over, "the dark coming inside
now.
GM Intrusion: A curse left by Rav Kathor animates the bodies into a crawling
carnagea massive undead creature with many arms, legs, and hands.
Assassin novitiate: level 4; attacks inflict 6 points of damage.
Rav Kathor: level 6, stealth and deception tasks as level 8; health 33; Armor 12
(from a cypher); poison on weapons moves victims who fail a Might defense roll one
step down the damage track Nightfall wolf: level 5, Speed defense as level 4 due to
size; health 25; bites a single target twice as one action; howl attack causes all
creatures with divine shifts within long range to lose access to them for one
minute on a failed Intellect defense task Crawling carnage :level 6; health 44;
attacks up to ten creatures at once within immediate range using clawed hands and
bites that each inflict 6 points of damage; struck creatures are stunned
and lose their next turn; the crawling carnage regains 10 points of health each
round or 15 points in any round it inflicts damage
8 Gods of the Fall NIGHTFALL WOLF CORPSE WARNING Just when the PCs think all is
well, a nightfall wolf corpse bursts into blue flame.
From both mouths of the burning corpse, a horrific voice speaks.
It says "Your survival is not victory.
The true end of all things, divine and mortal, approaches.
I still hunt.
When you and the last of the new gods are dead, the Night Beast shall wake and
consume this world until nothing remains but embers and dust.
Then the corpse detonates, leaving nothing behind but burning fur and flesh.
The PCs are unlikely to know anything about the Night Beast or who the person
speaking was.
In truth, the voice was that of Fedim, Rav Kathors client.
If the PCs use powers or cyphers to probe the corpse, it is possible to discover a
bit more about Fedim.
Fedim is a rakshasa , but unlike others of its kind, it has two wolflike heads, as
well as RAV KATHOR DEFEATED If the PCs capture rather than kill Rav Kathor, they
may attempt to learn additional information from him.
Rav is a professional, and knows that revealing information about a client will be
the end of his career just as surely as death.
So he doesnt speak unless the PCs have some means to magically compel him.
Even so, he doesnt know much.
Rav Kathor knows that a humanoid being with two wolf heads named Fedim hired the
Tranquil to murder a group of fledgling gods with the PCs names and descriptions.
The job was issued in the city of Cryserech.
To help him achieve his goal, the assassin was given the following: - A cypher that
granted protection for 24 hours (+12 to Armoralready used by Rav Kathor).
- A cypher allowing a target to be scryed or seen remotely for 12 hours (already
used).
- The nightbranda cursed magical branding iron that he was to use on the PCs
corpses after death.
The symbol is a two-headed wolf.
(Rav Kathor used the brand on the living assassin novitiates, which is what caused
one or more of them to "birth night wolves upon their death).
- A curse inscribed on parchment able to give rise to a creature called a crawling
carnage if at least ten bodies are sacrificed to the effort (already used).
Level 6 brooch.
For all creatures with divine shifts within short range, the difficulty of the next
action they take on their next turn is reduced by one step.
Level 7 lens.
The user can observe a location he has visited previously, regardless of how far
away it is.
This vision persists for up to ten minutes.
Rav Kathor attempts to escape if given the opportunity and complete his contract.
WRAPPING UP If the PCs survive, their victory is soured with an ominous warning,
given while they are still licking their wounds, searching the Sacristy, or Rav
Kathor (if he survives).
The warning is given by the corpse of a nightfall wolf birthed from one of the
novitiate assassin bodies.
SCRIPTURES OF ZENIA Level: 1d6 + 3 Form: A massive tome with elaborate binding
(divine characters note a dim nimbus) Effect: The tome describes the glories of the
god Zenia.
Among other attributes, she is described as the head of the pantheon of the old,
dead gods, and as the one who carved out the Cerulean Peaks and set them adrift in
the sky.
If the user reads from the book as their action, they can cause everything within a
10-foot (3 m) cube to shake as if caught in an earthquake, inflicting damage equal
to the artifact level each round for three rounds.
Depletion: 1 in 10
NIGHTBRAND Level: 1d6 + 3 Form: Iron branding rod with two-headed wolf brand
Effect: Creates a two-headed wolf brand on the flesh of a target, without the
requirement of the brand being heated.
Sometimes a nightfall wolf is birthed from branded targets who die.
Depletion: 1 in 10 Cryserech, page 34 Rakshasa, page 168
9 AFTER THE NIGHTFALL
FURTHER DEVELOPMENT The PCs should earn 1 experience point (XP) for defeating the
slavers, 1 XP for tending to Gisa in the Dove roadhouse, 1 XP for each Adherent
they keep safe, and 2 XP for surviving the assassination attempt.
If the PCs survive, it is a partial fulfillment of the Prophecy of Salvation.
If some PCs are murdered, it is a partial fulfillment of the Prophecy of Ruin.
many more abilities.
Fedim is prophet of the Night Beast, a mysterious apocalyptic force that makes the
Fall of Elanehtar seem mild in comparison.
As such, it is compelled to continue its hunt.
Fedim is also true to its word and will continue to hunt the PCs.
But thats an adventure for a different day.
USING THIS IN A CAMPAIGN If youre interested in continuing the campaign arc
introduced by the PCs attempted assassination, youre in luck, because this campaign
arc, called The Night Beast Awakens, is available in the Gods of the Fall book.
This adventure is the tier 2 arc, fleshed out; see "assassination attempt.
Obligation: Though the PCs failed to find and kill a raver, they did uncover and
defeat Rav Kathor, an instrument of the apocalypse.
This success can easily serve as meeting the characters tier 3 obligation for
choosing a first labor.
The Night Beast Awakens, page 101
Tier 3: Choose First Labor, page 140 Seven Prophecies, page 95
ATTACKS NAME DESCRIPTOR TYPE FOCUS IS A DOMINION GOD OF WHO TIER EFFORT XP MIGHT
ARMOR MONEY POOL EDGE POOL EDGE POOL EDGE SPEED INTELLECT SPECIAL ABILITIES &
DOMINION ABILITIES RECOVERY ROLLS DAMAGE TRACK CYPHERS EQUIPMENT SKILLS MIGHT T S I
MOD DAM LIMIT 1 ACTION 10 MINS IMPAIRED 1 HOUR 10 HOURS 1d6+ +1 Eort per level
Ignore minor and major immediate distance eect results on rolls Combat roll of 17-
20 deals only +1 damage DEBILITATED Can move only an Cannot move if Speed Pool is 0
ADVANCEMENT INCREASE CAPABILITIES +4 points into stat Pools MOVE TOWARD PERFECTION
+1 to the Edge of your choice EXTRA EFFORT +1 into Eort SKILL TRAINING Train in a
skill or specialize in a trained skill T = trained, S = specialized, = inability I
OTHER Refer to the SKILLS SPEED T S I SKILLS INTELLECT T S I Cypher System Rulebook
Cree
Confounding (CSR p.
80) Dreamcraft (CSR p.
95) Dream Thief (CSR p.
96) Magic Training (CSR p.
31) Oneirochemy (CSR p.
96) Onslaught (CSR p.
31) Sculpt Flesh (CSR p.
32) Shatter (CSR p.
32) Dominion Abilities: Manifest Nimbus (GOTF p.
143) Hover (CSR p.
114) Divine Shifts (3 at second tier): 2 to Special Ability (Dreamcraft): The
difficulty for others to disbelieve in the reality of your Dreamcraft creations is
increased by two steps.
1 to Resilience: Might defense tasks is decreased by one step and +1 Armor.
Teleporter (traveler) level 5 (CSR p.
362) Time dilation (defensive) level 5 (CSR p.
363) Meditation aid level 8 (CSR p.
355) Pack containing 50 feet (15 m) rope, 3 days rations, 3 spikes, hammer, warm
clothes, boots, 3 torches Book about dreams (asset to interpreting dream tasks)
Dreamdust (10 doses): ensures dreams untroubled by the King of Dreams, likely to
one day prove your nemesis Trella juice (4 doses): addictive drug enhances
Intellect (+1 Edge) for one hour Sleep draught (asset to restful night sleep) Might
defense * Divine shift decreases difficulty by one step * not currently trained
Stealth Creating believable Dreamcraft images Recognize ploys meant to trick you
Resisting interrogation Sleep-related tasks Magic practice and magical
artifacts Gaining anothers trust Divine shifts reduce difficulty by two steps
Dagger *
2 Onslaught
2/4 * not practiced cancels light weapon mod Awakens Dreams Dreams 2 2 X X X X X X
X 10 3 1 8 stars 10 18 2 2 Mysterious Shaper
BACKGROUND FIRST LABOR DIVINE LABOR DOGMA DISCIPLES NOTES PORTRAIT DIVINE SYMBOL
You were born of a dream and gained actual physical life by means of a curse that
doesnt seem especially curselike, at least not yet.
You fell in with the other PCs accidentally, but apparently it was fate.
All of you learned you were Awakening divine abilities.
Pick one other PC.
You accidentally sent that character into a sleep so deep they didnt wake for three
days.
Whether they forgive you or not is up to them.
Dreams are all about possibilities and change.
And thus you dream of a better world, one that is redeemed of its present brutal
and desperate state, where most dreams are waking nightmares.
Divine Obligations: Tier 1: Dominion = Dreams Tier 2: Symbol = Swirl of mist
ATTACKS NAME DESCRIPTOR TYPE FOCUS IS A DOMINION GOD OF WHO TIER EFFORT XP MIGHT
ARMOR MONEY POOL EDGE POOL EDGE POOL EDGE SPEED INTELLECT SPECIAL ABILITIES &
DOMINION ABILITIES RECOVERY ROLLS DAMAGE TRACK CYPHERS EQUIPMENT SKILLS MIGHT T S I
MOD DAM LIMIT 1 ACTION 10 MINS IMPAIRED 1 HOUR 10 HOURS 1d6+ +1 Eort per level
Ignore minor and major immediate distance eect results on rolls Combat roll of 17-
20 deals only +1 damage DEBILITATED Can move only an Cannot move if Speed Pool is 0
ADVANCEMENT INCREASE CAPABILITIES +4 points into stat Pools MOVE TOWARD PERFECTION
+1 to the Edge of your choice EXTRA EFFORT +1 into Eort SKILL TRAINING Train in a
skill or specialize in a trained skill T = trained, S = specialized, = inability I
OTHER Refer to the SKILLS SPEED T S I SKILLS INTELLECT T S I Cypher System Rulebook
Alkurnus Condition remover (bacterial infection) level 6 (CSR p.
347) Detonation (desiccating) level 6 (CSR p.
348) Chainmail hauberk (medium Armor) Healers kit (asset to healing tasks) Pack
containing 50 feet (15 m) rope, 3 days rations, 3 spikes, hammer, warm clothes,
boots, 3 torches Book (asset to knowledge tasks on one topic)
* Armor provided by chainmail Tasks related to creating narrative Storytelling
Puzzle solving Learning new things Pleasant social interactions (cancels inability)
Dagger -1 *
2 * Reduces difficulty by one step Sees Beyond Fables 2 2 10 2 2 * 8 stars 12 18 2
2 Creative Savior Babel (CSR p.
46) Enthrall (CSR p.
45) Fast Talk (CSR p.
46) Healing Touch (CSR p.
179) See the Unseen (CSR p.
161) See Through Matter (CSR p.
161) Spin Identity (CSR p.46) Understanding (CSR p.
46) Dominion Abilities: Manifest Nimbus ( GOTF p.
143) Self Aware ( GOTF p.
143) Divine Shifts (3 at second tier): 3 to Special Ability (Fast Talk): The
difficulty of all attempts to Fast Talk (CSR p.
46) is reduced by three steps.
People do what you say, within reason.
X X X X
BACKGROUND FIRST LABOR DIVINE LABOR DOGMA DISCIPLES NOTES PORTRAIT DIVINE SYMBOL
Your twin disappeared seven years ago, but sometimes you still see their face in
your dreams, mocking you.
You fell in with the other PCs accidentally, but apparently it was fate.
All of you learned you were Awakening divine abilities.
Pick one other PC.
Wherever this character goes, you are aware of the general distance and direction
of their location.
Youve chosen to be a god of Fablesunless its a front, and youre really a freshly
minted god of Lies.
Perhaps only time will tell.
Divine Obligations: Tier 1: Dominion = Fables Tier 2: Symbol = Book
ATTACKS NAME DESCRIPTOR TYPE FOCUS IS A DOMINION GOD OF WHO TIER EFFORT XP MIGHT
ARMOR MONEY POOL EDGE POOL EDGE POOL EDGE SPEED INTELLECT SPECIAL ABILITIES &
DOMINION ABILITIES RECOVERY ROLLS DAMAGE TRACK CYPHERS EQUIPMENT SKILLS MIGHT T S I
MOD DAM LIMIT 1 ACTION 10 MINS IMPAIRED 1 HOUR 10 HOURS 1d6+ +1 Eort per level
Ignore minor and major immediate distance eect results on rolls Combat roll of 17-
20 deals only +1 damage DEBILITATED Can move only an Cannot move if Speed Pool is 0
ADVANCEMENT INCREASE CAPABILITIES +4 points into stat Pools MOVE TOWARD PERFECTION
+1 to the Edge of your choice EXTRA EFFORT +1 into Eort SKILL TRAINING Train in a
skill or specialize in a trained skill T = trained, S = specialized, = inability I
OTHER Refer to the SKILLS SPEED T S I SKILLS INTELLECT T S I Cypher System Rulebook
Sheth
Farsight level 5 (CSR p.
350) Heat attack level 5 (CSR p.
352) Meditation aid level 6 (CSR p.
355) Pack containing 50 feet (15 m) rope, 3 days rations, 3 spikes, hammer, warm
clothes, boots, 3 torches Book about fire (asset to fire knowledge) 3 bottles of
cheap (but flammable) alcohol Grappling hook Matchsticks (10)
* Armor benefits from Ward Magic practice and magical artifacts Learning new things
Geography and history tasks Inability: Noticing danger Inability: Initiative
actions Dagger * 2 Hurl Flame (see Special Abilities) -3 13 Benefits from 3 divine
shifts to attack and damage *not practiced cancels light weapon mod Bears a Halo of
Fire Fire 2 2 X X X X X 10 3 1 * 7 stars 9 23 2 2 Inquisitive Shaper Far Step (CSR
p.
31) Flame (CSR p.
98) Magic Training (CSR p.
31) Scan (CSR p.
32) Shroud of Flame (CSR p.
98) Ward (CSR p.
32) Dominion Abilities: Manifest Nimbus ( GOTF p.
143) Flash (CSR p.
33) Divine Shifts (3 at second tier): 3 to Single Attack (Hurl Flame): The
difficulty of all attacks you make with your Hurl Flame ability is reduced by three
steps and you inflict + 9 points of damage.
BACKGROUND FIRST LABOR DIVINE LABOR DOGMA DISCIPLES NOTES PORTRAIT DIVINE SYMBOL
You learned your magic by making a pact with a nameless entity that sometimes
appears in your dreams.
It promises that it will collect the debt you owe it someday.
You fell in with the other PCs accidentally, but apparently it was fate.
All of you learned you were Awakening divine abilities.
Pick one other PC.
They had a devastating experience with fire in their past and must decide how to
react to your constant use of flame around them.
Fire consumes.
But that doesnt mean you cant learn from what is consumed in the process.
You may aspire to be a god of Fire, but you hope to choose that which you burn with
your holy flame with knowledge and forethought.
When possible.
Divine Obligations: Tier 1: Dominion = Fire Tier 2: Symbol = Blazing Flame
ATTACKS NAME DESCRIPTOR TYPE FOCUS IS A DOMINION GOD OF WHO TIER EFFORT XP MIGHT
ARMOR MONEY POOL EDGE POOL EDGE POOL EDGE SPEED INTELLECT SPECIAL ABILITIES &
DOMINION ABILITIES RECOVERY ROLLS DAMAGE TRACK CYPHERS EQUIPMENT SKILLS MIGHT T S I
MOD DAM LIMIT 1 ACTION 10 MINS IMPAIRED 1 HOUR 10 HOURS 1d6+ +1 Eort per level
Ignore minor and major immediate distance eect results on rolls Combat roll of 17-
20 deals only +1 damage DEBILITATED Can move only an Cannot move if Speed Pool is 0
ADVANCEMENT INCREASE CAPABILITIES +4 points into stat Pools MOVE TOWARD PERFECTION
+1 to the Edge of your choice EXTRA EFFORT +1 into Eort SKILL TRAINING Train in a
skill or specialize in a trained skill T = trained, S = specialized, = inability I
OTHER Refer to the SKILLS SPEED T S I SKILLS INTELLECT T S I Cypher System Rulebook
Varis
Force cube level 5 (CSR p.
351) Instant shelter level 6 (CSR p.
354) Bag of light tools Disguise kit Ward of protection (+1 Armor) Dream dust
Sermons of Elanehtar (book that describes divine obligations) Artifact: Quill that
can paint a simple rune on objects and creatures to make them invisible to your
ability to sense their flaws for one year (Depletion: 1 in 1d20).
* from ward of protection Deception Seeing through deception +3 divine shifts
Finding or noticing details Identifying objects Trivia Intimidation Inability:
Positive social interactions Knuckle "tiger claw -1 *
2 * Reduces difficulty by one step Finds the Flaw in All Things Secrets 2 2 X X X X
X X X 10 2 1 * 6 stars 10 20 2 2 Perceptive Savior Enthrall (CSR p.
45) Erase Memories (CSR p.
45) Find the Flaw (GOTF p.
131) Perfect Submission (GOTF p.
131) Reckoning (GOTF p.
131) Reveal (CSR p.
33) Terrifying Presence (CSR p.
46) Dominion Abilities: Manifest Nimbus ( GOTF p.
143) Steal Name ( GOTF p.
143) Divine Shifts (3 at second tier): 3 to Special Ability: The difficulty of all
attempts you make to see through lies is reduced by three steps.
Others rarely successfully lie to you.
BACKGROUND FIRST LABOR DIVINE LABOR DOGMA DISCIPLES NOTES PORTRAIT DIVINE SYMBOL
Among your collection of souvenirs garnered from the Central Market in Corso is a
coin stamped with the face of the old god Zenia.
In your dreams, the coin sometimes tells you secrets.
You fell in with the other PCs accidentally, but apparently it was fate.
All of you learned you were Awakening divine abilities.
Pick one other PC.
This character has a treasured item that was once yours, but that you lost in a
game of chance.
Youve chosen to be a god of Secretsyou revel in finding out secrets, keeping some,
and revealing others.
Divine Obligations: Tier 1: Dominion = Secrets Tier 2: Symbol = Key
ATTACKS NAME DESCRIPTOR TYPE FOCUS IS A DOMINION GOD OF WHO TIER EFFORT XP MIGHT
ARMOR MONEY POOL EDGE POOL EDGE POOL EDGE SPEED INTELLECT SPECIAL ABILITIES &
DOMINION ABILITIES RECOVERY ROLLS DAMAGE TRACK CYPHERS EQUIPMENT SKILLS MIGHT T S I
MOD DAM LIMIT 1 ACTION 10 MINS IMPAIRED 1 HOUR 10 HOURS 1d6+ +1 Eort per level
Ignore minor and major immediate distance eect results on rolls Combat roll of 17-
20 deals only +1 damage DEBILITATED Can move only an Cannot move if Speed Pool is 0
ADVANCEMENT INCREASE CAPABILITIES +4 points into stat Pools MOVE TOWARD PERFECTION
+1 to the Edge of your choice EXTRA EFFORT +1 into Eort SKILL TRAINING Train in a
skill or specialize in a trained skill T = trained, S = specialized, = inability I
OTHER Refer to the SKILLS SPEED T S I SKILLS INTELLECT T S I Cypher System Rulebook
Daleras
Detonation (massivefire) level 7 (CSR p.
349) Effort Enhancer (combat) level 5 (CSR p.
350) Plate armor (heavy Armor) Pack containing 50 feet (15 m) rope, 3 days rations,
3 spikes, hammer, warm clothes, boots, 3 torches 24 crossbow bolts Dreamdust (7
doses): eliminates dreams Tent Hand drum
* Armor benefits from plate and +1 from Tough descriptor Might defense Speed
defense (if greatsword in hand) Intimidation Greatsword -4 *
16
Heavy crossbow (action to reload)
6 Dagger -1 *
2 Weapon Master + 3 divine shifts * Training reduces difficulty by one step +
shifts Masters Weaponry War 2 3 X X 18 2 4 * 9 stars 12 8 2 1 2 Tough Champion
Danger Sense (CSR p.
51) Practiced in Armor (CSR p.
40) Thrust (CSR p.
25) Weapon Defense (CSR p.
149) Weapon Master (CSR p.
149) Dominion Abilities: Manifest Nimbus ( GOTF p.
143) Successive Attack (CSR p.
26) Divine Shifts (3 at second tier): 3 to Single Attack (Greatsword): The
difficulty of all attacks you make with your greatsword is reduced by three steps
and you inflict +9 damage.
BACKGROUND FIRST LABOR DIVINE LABOR DOGMA DISCIPLES NOTES PORTRAIT DIVINE SYMBOL
You have no memory of anything before your eighth birthday, when you woke battered
and bruised in an orphanage.
You fell in with the other PCs accidentally, but apparently it was fate.
All of you learned you were Awakening divine abilities.
Pick one other PC.
If they are within immediate range when youre in a fight, sometimes they are
helped, and sometimes accidentally hindered (50% chance either way, determined per
fight).
When they help, you gain +1 to all attack rolls.
When they hinder, you suffer a -1 penalty to attack rolls.
Youve chosen to be a god of War, mainly because you dream of unending combat.
At first the dreams were like nightmares, but now youve begun to enjoy them.
Divine Obligations: Tier 1: Dominion = War Tier 2: Symbol = Smoking Blade
ATTACKS NAME DESCRIPTOR TYPE FOCUS IS A DOMINION GOD OF WHO TIER EFFORT XP MIGHT
ARMOR MONEY POOL EDGE POOL EDGE POOL EDGE SPEED INTELLECT SPECIAL ABILITIES &
DOMINION ABILITIES RECOVERY ROLLS DAMAGE TRACK CYPHERS EQUIPMENT SKILLS MIGHT T S I
MOD DAM LIMIT 1 ACTION 10 MINS IMPAIRED 1 HOUR 10 HOURS 1d6+ +1 Eort per level
Ignore minor and major immediate distance eect results on rolls Combat roll of 17-
20 deals only +1 damage DEBILITATED Can move only an Cannot move if Speed Pool is 0
ADVANCEMENT INCREASE CAPABILITIES +4 points into stat Pools MOVE TOWARD PERFECTION
+1 to the Edge of your choice EXTRA EFFORT +1 into Eort SKILL TRAINING Train in a
skill or specialize in a trained skill T = trained, S = specialized, = inability I
OTHER Refer to the SKILLS SPEED T S I SKILLS INTELLECT T S I Cypher System Rulebook
Malin
Information sensor level 6 (CSR p.
353) Lightning wall level 5 (CSR p.
354) Spellweave gambeson Pack containing 50 feet (15 m) rope, 3 days rations, 3
spikes, hammer, warm clothes, boots, 3 torches Lockpicks (asset to lockpicking
tasks) Trella juice (4 doses): addictive drug enhances Intellect (+1 Edge) for one
hour
* Armor provided by light spellweave gambeson Speed defense Stealth tasks Picking
locks Intimidation, threats, or inflicting pain Finding and following tracks Heavy
crossbow ( * no action to reload) -3
15
Long sword
4 * If Reload ability is used Benefits from 3 divine shifts Murders Vengeance 2 2 X
X X X X 12 2 2 * 5 stars 17 9 2 2 Vengeful Destroyer Escape (CSR p.
41) Pierce (CSR p.
25) Quick Death (CSR p.
152) Reload (CSR p.
26) Sense Ambush (CSR p.
52) Surprise Attack (CSR p.
152) Dominion Abilities: Manifest Nimbus ( GOTF p.
143) Surprise Strike (CSR p.
52) Divine Shifts (3 at second tier): 3 to Single Attack (Heavy Crossbow): The
difficulty of all attacks you make with your heavy crossbow is reduced by three
steps and you inflict + 9 points of damage.
BACKGROUND FIRST LABOR DIVINE LABOR DOGMA DISCIPLES NOTES PORTRAIT DIVINE SYMBOL
Your parents were slain in a brutal fashion right before your eyes when you were
young.
You fell in with the other PCs accidentally, but apparently it was fate.
All of you learned you were Awakening divine abilities.
Pick one other PC.
You were recently approached by someone who wanted to hire you to take that
character out.
You decided to warn them that their life was in danger instead of taking the job.
Youve sworn vengeance on whoever or whatever killed your parents.
That oath nearly consumed you, but you managed to pull back.
You use that anger to help others avoid the same fate that befell you even as you
gather clues as to what happened.
One day, vengeance will be yours.
And after that, perhaps all who swear vengeance may do so your name! Divine
Obligations: Tier 1: Dominion = Vengeance Tier 2: Symbol = Stylized Eye.

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