Having introduced everyone to the background elements and the long-running history of Dark Horizon, I’m back with some actual game mechanics. Or, sort of. This post is to clue everyone in to how player characters are designed in the setting and why they are slightly different from other Cypher characters.
The character focus Needs No Weapons (Cypher System Rulebook, p. 153) represents a master of martial arts, someone whose entire character concept is based around their ability with unarmed combat. Some campaigns, though, might want everyone to have some martial arts ability which is where this flavor comes in.
In the FATE mini-campaign setting Eagle Eyes, the players are detectives in Imperial Rome working against conspiracies in the Eternal City. It’s an awesome setting and I really recommend it, but the conspiracy mechanic is a great feature for other FATE campaigns. It’s especially powerful if you use all the brilliant vision of Ken Hite from Night’s Black Agents. Combine these two and you’ll have a great game dealing with dark, shady ladder of evil whether fueled by Red Court vampires in The Dresden Files, corrupted tribes in Ehdrigohr, or self-made supervillains in Base Raiders.
My first and greatest love in D&D is the Planescape setting by Monte and Zeb Cook. This has no small part to do with my affinity for the Cypher System, but it also means that every new edition of D&D that comes out makes me think of running a version of Planescape. Like a lot of people, I think that 4e made it difficult to have the same feel for the game. Personally, I really liked 4e and enjoyed exploring it but whatever side of the Edition Wars you ended up on you probably have seen 5e as a blast from the past in terms of game design and feel.
I’m once again going to take up the Planescape mantle to create rules for running it in 5e. This is the first part, but there will be more coming!
He’s done it again.
Chris Dias published a modern-fantasy setting called Amethyst eight years ago and it really impressed me.Growing out of that came the adaptation of the D&D 4e ruleset called Ultramodern4 which offered classes and rules for playing modern and futuristic characters with the Fourth Edition rules. The understanding of the system and the innovation of the rules were awesome and now Chris has repeated this accomplishment with Ultramodern5.
So it’s probably not a secret that I’m a fan of the Cypher System. I have been ever since I got the original Numenera core book; I wasn’t lucky enough to jump on the original Kickstarter but I got it soon after and was enraptured. Now there’s a new sourcebook out that ties into the Torment: Tides of Numenera game set in the Ninth World, yet I wasn’t sure I wanted to get it. I’m really glad that I did.
One of the steps to making a character in the Mouse Guard RPG is picking out where you were born. The map of the Mouse Territories shows tons of different towns but only a few of them but only the big eight are described in detail: Barkstone, Copperwood, Elmoss, Ivydale, Lockhaven, Port Sumac, Shaleburrow, and Sprucetuck.
The others are left to the GM and players to invent details for, which I think is a great idea. Still, I’d like to be able to make characters from these locations. There are many more towns with sentence descriptions and this is enough to come up with skills and traits for PCs.