0% found this document useful (0 votes)
51 views

cypher cheat sheet

The Cypher System outlines a basic mechanic where players roll a d20 against a target number set by the GM based on task difficulty. Players have three stats (Might, Speed, Intellect) with pools and edges, and various actions can be taken during encounters, including helping allies or taking attacks. Experience points (XP) can be spent for rerolls, refusing GM intrusions, or gaining temporary benefits, emphasizing strategic gameplay and resource management.

Uploaded by

joeyriina
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
0% found this document useful (0 votes)
51 views

cypher cheat sheet

The Cypher System outlines a basic mechanic where players roll a d20 against a target number set by the GM based on task difficulty. Players have three stats (Might, Speed, Intellect) with pools and edges, and various actions can be taken during encounters, including helping allies or taking attacks. Experience points (XP) can be spent for rerolls, refusing GM intrusions, or gaining temporary benefits, emphasizing strategic gameplay and resource management.

Uploaded by

joeyriina
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
You are on page 1/ 1

CYPHER SYSTEM 1-PAGE

BASIC MECHANIC
The GM sets the difficulty for a task (1-10)
Players roll 1d20 to hit target # or higher (target = 3 × difficulty)
Can adjust the target by
easing (lowers difficulty) with skills or assets
hindering (raises difficulty)
applying Effort (lowers difficulty, costs 3 points)for the first level, and 2
Retrying a task always requires Effort points each for following
levels)

THREE STATS ENCOUNTERS


Use Speed Defense for dodging physical attacks.
PCs have 3 stats: Might, Speed,
and Intellect Physical attacks deal Might damage.
Once Might pool is depleted, then depletes
With 2 values: Pool & Edge
Speed, then Intellect.
Pool: points to spend/lose
Damage still counts as original type.
Edge: reduces cost to spend
Armor helps reduce Might damage taken.
points. Can only use once/action
Distances
ROLLING Immediate: < 10 ft.
1 = free GM intrusion
Short: 10 ft. < 50 ft.
17 = + 1 damage
18 = + 2 damage
Long: 50 ft. < 100 ft.
19 = + 3 damage or minor effect Very Long: 100 ft. < 500 ft.
20 = +4 damage or major effect | no cost from pool
Can move immediate as part of another action.
MORE ACTIONS Can move short as an action.
Help: gives an asset to an ally, 2 assets if Dash = either move short with another action or
trained move long but must pass a DC 4 Speed Test
Distract: hinder but not hurt a target
Draw Attack: Intellect Task to draw
enemy's attention, hinders your SPEND XP FOR
defenses by 2 steps
1 xp for a reroll, using best result
Take Attack: Throw yourself in front of
an immediate ally, take the hit + 1 extra 1 xp to refuse a GM intrusion
damage 1 xp to create a player intrusion
Guard: Can't attack, but defense tasks presents a short term solution to a
are eased
problem or complication by changing the
Healing: State how many points you world or circumstances
want to heal, must make Intellect roll
with that DC. Can use only once/day/PC 2 xp to gain a short-term benefit
character gains a skill or ability that is
Use Cypher: Intellect task, DC = cypher's
level limited by either time, location, or both

dungeonmasterpastor.com @TheDMPastor

You might also like