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* ''TabletopGame/StayAlive'': The horror book, with the "Masters of the Night" setting, where vampires walk the world.

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* ''TabletopGame/StayAlive'': ''TabletopGame/StayAliveMonteCook'': The horror book, with the "Masters of the Night" setting, where vampires walk the world.
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* ''TabletopGame/RustAndRedemtion'': The post-apocalypse book, with the "Radio Quiet" setting, where a government software update meant to prevent the Y2K problem [[NiceJobBreakingIt,Hero ended up creating a robot civil war]].

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* ''TabletopGame/RustAndRedemtion'': The post-apocalypse book, with the "Radio Quiet" setting, where a government software update meant to prevent the Y2K problem [[NiceJobBreakingIt,Hero [[NiceJobBreakingItHero ended up creating a robot civil war]].
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* ''TabletopGame/RustAndRedemtion'': The post-apocalypse book, with the "Radio Quiet" setting, where a government software update meant to prevent the Y2K problem [[NiceJobBreakingIt,Hero ended up creating a robot civil war]].
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Page was movedfrom TabletopGame.Cypher System to MediaNotes.Cypher System. Null edit to update page.

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* ''TabletopGame/OldGodsOfAppalachia'': A Cypher System adaptation of the Podcast/OldGodsOfAppalachia podcast.
* ''TabletopGame/TheMagnusArchives'': A Cypher System adaptation of the Podcast/TheMagnusArchives podcast. Upcoming.



* ''TabletopGame/TheDiamondThrone'': A setting originally published by Monte Cook's for ''TabletopGame/DungeonsAndDragons'' 3rd Edition, currently being adapted to the Cypher System by Here Be Dragons Games.
* ''TabletopGame/OldGodsOfAppalachia'': A Cypher System adaptation of the Podcast/OldGodsOfAppalachia podcast. Upcoming.

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* ''TabletopGame/TidalBlades'': Based on the board game of the same name, published by Druid City Games.
* ''TabletopGame/TheDiamondThrone'': A setting originally published by Monte Cook's Malhavoc Press for ''TabletopGame/DungeonsAndDragons'' 3rd Edition, currently being adapted to the Cypher System by Here Be Dragons Games.
* ''TabletopGame/OldGodsOfAppalachia'': A Cypher System adaptation of the Podcast/OldGodsOfAppalachia podcast. Upcoming.
Games.


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* BreakableWeapons: Each artifact has a rate of power depletion. When an artifact is used or activated, the player rolls the designated die. If the die shows the depletion number(s), the item works, but that is its last use.
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* CharacterClassSystem: Four classes in the basic game, although some worlds have variants.

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* CharacterClassSystem: Four classes (called types) in the basic game, although some worlds have variants.variants. A character's overall class equivalent would also include their focus, which is a character's literal or figurative superpower. A focus can be used to double down on the theme of a type or to take it to a completely different place. This might mean a warrior dips into a social focus, for example, or speaker might opt for a combat focus.



* LinearWarriorsQuadraticWizards: Played 100% straight, as one would expect from a Monte Cook game. At low ranks, warriors can hack enemies apart up close or far away, while adepts have a number of useful-but-not-incredible support powers and some quasi-magical zaps. At high ranks, warriors are terrors in combat and useless everywhere else, while adepts are terrors in combat who can literally move mountains with their minds. Explorers and speakers are stuck between the two, with a broader array of skills than either but not access to the raw power of an adept or combat power of a warrior. And while warrior, to be fully effective, have to split their points between two resource pools, which also count as their hit-points, and speakers and explorers all three, adepts are free to focus their Edge and extra points only on their Intellect, letting the other pools serve as expendable hit-points and nothing else.

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* LinearWarriorsQuadraticWizards: Played 100% straight, as one would expect from a Monte Cook game. At low ranks, Present, but downplayed. Low-tier warriors can hack enemies apart up close or far away, while adepts have a number of useful-but-not-incredible support powers and some quasi-magical zaps. At high ranks, tiers, warriors are terrors in combat and useless everywhere else, while adepts are terrors in combat who gain fewer abilities but can literally move mountains with their minds. Explorers and speakers are stuck between the two, with a broader array This is less of skills a problem than either but not access to it sounds, however, as the raw power Cypher System has a greatly decreased emphasis on game balance and the traditional combat-heavy style of an adept or combat power of a warrior. And while warrior, D&D. It's often recommended that characters are built to be fully effective, have to split their points between two resource pools, which also count as their hit-points, and speakers and explorers all three, adepts are free to focus their Edge and extra points only on their Intellect, letting less “optimized” by the standards of a combat-heavy game so they can instead engage with more layers of the adventure, such as social encounters, exploration, or discovery. This would be hamstringing characters by the standards of other pools serve as expendable hit-points and nothing else.systems, but is considered an advantage for the narrative style typically encouraged by the Cypher System.

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* ''TabletopGame/{{Planebreaker}}'': Exotic alternate planes, designed for both ''TabletopGame/DungeonsAndDragons'' and Cypher System.

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* BeyondTheImpossible: While difficulty in the real world normally maxes out at 10, this limit is raised to 15 with the power shift mechanic. Difficulty 11 is labelled impossible, but that label is for regular folks. For superpowered characters, impossible means something different, thanks to power shifts. Each difficulty above 10 is considered one more step beyond impossible. A normal person has no hope in hell of dealing with a threat of level 13, but this is completely possible for an augmech in ''Numenera'', a prodigy in mask-form in ''Unmasked'', or a vampire in ''Stay Alive!''.

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* BeyondTheImpossible: While difficulty in the real world normally maxes out at 10, this limit is raised to 15 with the power shift mechanic. Difficulty 11 is labelled impossible, but that label is for regular folks. For superpowered characters, impossible means something different, thanks to power shifts. Each difficulty above 10 is considered one more step beyond impossible. A normal person has no hope in hell of dealing with a threat of level 13, but this is completely possible for an augmech in ''Numenera'', a god in ''Gods of the Fall'', a prodigy in mask-form in ''Unmasked'', or a vampire in ''Stay Alive!''.Alive!'', or a superhero in ''Claim the Sky'' and ''The Origin''.


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* MyRulesAreNotYourRules: Player characters and ''all other characters'' are governed by different rules. The latter do ''not'' have stats or a damage track the way player characters do. Instead, their level controls almost everything about them - the difficulty to hit them or evade their attacks or affect them with powers, the damage they do with every weapon, how many hit points they have, etc... with certain exceptions (for example, an evasive monster might be level 4 but defend at level 5).

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The Origin and First Responders are now available. Old Gods of Appalachia is being kickstarted.


* ''TabletopGame/TheOrigin'': Superheroes are just starting to appear, making for a darker, grittier superhero setting. Upcoming.

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* ''TabletopGame/TheOrigin'': Superheroes are just starting to appear, making for a darker, grittier superhero setting. Upcoming.
setting.



* ''TabletopGame/FirstResponders'': A book about dealing with real-world disasters such as plane crashes, earthquakes, and pandemics. Upcoming.

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* ''TabletopGame/FirstResponders'': A book about dealing with real-world disasters such as plane crashes, earthquakes, and pandemics. Upcoming.
pandemics.


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* ''TabletopGame/OldGodsOfAppalachia'': A Cypher System adaptation of the Podcast/OldGodsOfAppalachia podcast. Upcoming.
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* ''TabletopGame/ClaimTheSky'': The superhero book, upcoming.

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* ''TabletopGame/ClaimTheSky'': The superhero book, upcoming.with the "Boundless" setting, a world that has had superheroes since prehistoric times and yet is [[InSpiteOfANail extremely similar to our own]].
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* ''TabletopGame/TheOrigin''

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* ''TabletopGame/TheOrigin''
''TabletopGame/TheOrigin'': Superheroes are just starting to appear, making for a darker, grittier superhero setting. Upcoming.



* ''TabletopGame/TheStarsAreFire'': The science-fiction book, with "The Revel" setting, in which the solar system has been colonized and the beginnings of interstellar travel when Earth is suddenly cut off from the rest of the system by an unknown force.

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* ''TabletopGame/TheStarsAreFire'': The science-fiction book, with "The Revel" setting, in which the solar system has been colonized and the beginnings of was experimenting with interstellar travel when Earth is was suddenly cut off from the rest of the system by an unknown force.
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* LinearWarriorsQuadraticWizards: Played 100% straight, as one would expect from a Monte Cook game. At low ranks, glaives can hack enemies apart up close or far away, while nanos have a number of useful-but-not-incredible support powers and some quasi-magical zaps. At high ranks, glaives are terrors in combat and useless everywhere else, while nano are terrors in combat who can literally move mountains with their minds. Jacks are stuck between the two, with a broader array of skills than either but not access to the raw power of a nano or combat power of a glaive. And while glaives, to be fully effective, have to split their points between two resource pools, which also count as their hit-points, and jacks all three, nanos are free to focus their Edge and extra points only on their Intellect, letting the other pools serve as expendable hit-points and nothing else.

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* LinearWarriorsQuadraticWizards: Played 100% straight, as one would expect from a Monte Cook game. At low ranks, glaives warriors can hack enemies apart up close or far away, while nanos adepts have a number of useful-but-not-incredible support powers and some quasi-magical zaps. At high ranks, glaives warriors are terrors in combat and useless everywhere else, while nano adepts are terrors in combat who can literally move mountains with their minds. Jacks Explorers and speakers are stuck between the two, with a broader array of skills than either but not access to the raw power of a nano an adept or combat power of a glaive. warrior. And while glaives, warrior, to be fully effective, have to split their points between two resource pools, which also count as their hit-points, and jacks speakers and explorers all three, nanos adepts are free to focus their Edge and extra points only on their Intellect, letting the other pools serve as expendable hit-points and nothing else.

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Settings for the Cypher System include:

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Settings for !!Monte Cook Games publications using the Cypher System include:include:
Standalone games:



* ''TabletopGame/TheStrange'': Multigenre dimension-traveling. An early setting, also before the creation of the generic Cypher System.

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* ''TabletopGame/TheStrange'': Multigenre dimension-traveling. An early setting, also before the creation of the generic Cypher System. Now discontinued and rolled into the Cypher System: in general, every product for ''The Strange'' can be taken from that context and used for any Cypher System campaign, and vice versa.

Setting books:



* ''Literature/{{Vurt}}'': Based on the books by Jeff Noon; Cypher System setting published by Ravendesk Games.
* ''TabletopGame/{{Ptolus}}'': Monte Cook's original setting that was used for playtesting TabletopGame/DungeonsAndDragons third edition, updated to Cypher System (and D&D fifth edition).

In addition, genre books have been published, each of which also has a mini-setting included:
* ''TabletopGame/{{Godforsaken}}'': The fantasy book, with the titular setting where characters from the Blessed Lands go into the Godforsaken Lands in search of wealth and magic.
* ''TabletopGame/WeAreAllMadHere'': The fairy-tale book, with the "Lost in the Heartwood" setting where people touched by mental health disorders of various sorts fall into fairyland.

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* ''Literature/{{Vurt}}'': Based on the books by Jeff Noon; Cypher System setting published by Ravendesk Games.
* ''TabletopGame/{{Ptolus}}'': Monte Cook's original setting that was originally used for playtesting TabletopGame/DungeonsAndDragons ''TabletopGame/DungeonsAndDragons'' third edition, updated to Cypher System (and D&D fifth edition).

edition).
* ''TabletopGame/TheOrigin''

In addition, genre books have been published, each of which also has a mini-setting included:
* ''TabletopGame/{{Godforsaken}}'': The fantasy book,
comes packaged with the titular setting where characters from the Blessed Lands go into the Godforsaken Lands in search of wealth and magic.
* ''TabletopGame/WeAreAllMadHere'': The fairy-tale book, with the "Lost in the Heartwood" setting where people touched by mental health disorders of various sorts fall into fairyland.
a mini-setting:



* ''Claim the Sky'': The superhero book, upcoming. A separate setting book called ''The Origin'' was unlocked in the same Kickstarter.
* ''First Responders'': A book about dealing with real-world disasters such as plane crashes, earthquakes, and pandemics. Upcoming.

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* ''Claim ''TabletopGame/WeAreAllMadHere'': The fairy-tale book, with the Sky'': "Lost in the Heartwood" setting where people touched by mental health disorders of various sorts fall into fairyland.
* ''TabletopGame/{{Godforsaken}}'': The fantasy book, with the titular setting where characters from the Blessed Lands go into the Godforsaken Lands in search of wealth and magic.
* ''TabletopGame/ClaimTheSky'':
The superhero book, upcoming. A separate setting book called ''The Origin'' was unlocked in the same Kickstarter.
upcoming.
* ''First Responders'': ''TabletopGame/FirstResponders'': A book about dealing with real-world disasters such as plane crashes, earthquakes, and pandemics. Upcoming.Upcoming.

!!Other games using the Cypher System include:
* ''TabletopGame/{{Vurt}}'': Based on the [[Literature/{{Vurt}} books]] by Jeff Noon, published by Ravendesk Games.
* ''TabletopGame/TheDiamondThrone'': A setting originally published by Monte Cook's for ''TabletopGame/DungeonsAndDragons'' 3rd Edition, currently being adapted to the Cypher System by Here Be Dragons Games.


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* BeyondTheImpossible: While difficulty in the real world normally maxes out at 10, this limit is raised to 15 with the power shift mechanic. Difficulty 11 is labelled impossible, but that label is for regular folks. For superpowered characters, impossible means something different, thanks to power shifts. Each difficulty above 10 is considered one more step beyond impossible. A normal person has no hope in hell of dealing with a threat of level 13, but this is completely possible for an augmech in ''Numenera'', a prodigy in mask-form in ''Unmasked'', or a vampire in ''Stay Alive!''.

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Changed: 10

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[[index]]




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[[/index]]
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The Cypher System is a UniversalSystem for TabletopRPG games, originally created by Monte Cook for ''TabletopGame/Numenera''. The system is heavily story-based, and is built around the idea that the game master should not in general be rolling dice. The player rolls dice against a target based on the relative levels of their character and the obstacle, as adjusted for equipment and resources spent.

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The Cypher System is a UniversalSystem for TabletopRPG games, originally created by Monte Cook for ''TabletopGame/Numenera''.''TabletopGame/{{Numenera}}''. The system is heavily story-based, and is built around the idea that the game master should not in general be rolling dice. The player rolls dice against a target based on the relative levels of their character and the obstacle, as adjusted for equipment and resources spent.
Is there an issue? Send a MessageReason:
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Added DiffLines:

The Cypher System is a UniversalSystem for TabletopRPG games, originally created by Monte Cook for ''TabletopGame/Numenera''. The system is heavily story-based, and is built around the idea that the game master should not in general be rolling dice. The player rolls dice against a target based on the relative levels of their character and the obstacle, as adjusted for equipment and resources spent.

Instead of rolling dice, the GM can trigger an "intrusion" by handing two XP cards to a player; the player can either accept one card, give the second to another player, and deal with the intrusion, or return the two XP cards with a third one of their own and explain why the intrusion doesn't happen.

Another key element of the system is 'cyphers', single-use magic/technological items that are intended to be gained and lost easily. Each setting has a different explanation for the cyphers, in general.

Characters in Cypher System games are described by a short sentence that sums up their abilities: "I am an ''adjective'' ''noun'' who ''verbs''." The noun is the character's type, effectively their class. While various settings have their own terms for the types, or even world-specific variations on them, the base rulebook calls them Warrior, Adept, Explorer, and Speaker. A type may optionally be given a 'flavor', such as stealth, knowledge, or magic, which affects the abilities it has access to.

The adjective is the character's descriptor, and gives the character some detail and some bonuses and penalties. Example descriptors include charming, kind, and rugged.

The verb is the character's focus, and gives the character special abilities. Foci can range from 'entertains' to 'flies faster than a bullet', with a wide range in between.

Statistics are managed in a ThreeStatSystem: Might, Speed, and Intellect, each of which has a pool size and an edge value; they are both resource pools and MultipleLifeBars.

Settings for the Cypher System include:
* ''TabletopGame/{{Numenera}}'': Post-post-post-apocalyptic setting; the Ninth World has had eight prior civilizations rise and fall, leaving the entire world transformed by nanotechnology. The initial setting that the game system was written for.
* ''TabletopGame/TheStrange'': Multigenre dimension-traveling. An early setting, also before the creation of the generic Cypher System.
* ''TabletopGame/GodsOfTheFall'': Post-apocalyptic fantasy setting where the players are young gods attempting to form a new pantheon to replace the dead old gods.
* ''TabletopGame/{{Predation}}'': Cretaceous era adventure with dinosaurs.
* ''TabletopGame/{{Unmasked}}'': Teen superheroes in 1986 suburban America.
* ''Literature/{{Vurt}}'': Based on the books by Jeff Noon; Cypher System setting published by Ravendesk Games.
* ''TabletopGame/{{Ptolus}}'': Monte Cook's original setting that was used for playtesting TabletopGame/DungeonsAndDragons third edition, updated to Cypher System (and D&D fifth edition).

In addition, genre books have been published, each of which also has a mini-setting included:
* ''TabletopGame/{{Godforsaken}}'': The fantasy book, with the titular setting where characters from the Blessed Lands go into the Godforsaken Lands in search of wealth and magic.
* ''TabletopGame/WeAreAllMadHere'': The fairy-tale book, with the "Lost in the Heartwood" setting where people touched by mental health disorders of various sorts fall into fairyland.
* ''TabletopGame/TheStarsAreFire'': The science-fiction book, with "The Revel" setting, in which the solar system has been colonized and the beginnings of interstellar travel when Earth is suddenly cut off from the rest of the system by an unknown force.
* ''TabletopGame/StayAlive'': The horror book, with the "Masters of the Night" setting, where vampires walk the world.
* ''Claim the Sky'': The superhero book, upcoming. A separate setting book called ''The Origin'' was unlocked in the same Kickstarter.
* ''First Responders'': A book about dealing with real-world disasters such as plane crashes, earthquakes, and pandemics. Upcoming.

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!!Tropes found in the Cypher System include:
* AppliedPhlebotinum: Cyphers tend to fall into this category, small devices that can cause a single important effect.
* CastFromExperiencePoints: Players can sacrifice unspent experience points for short-term advantages.
* CastFromHitPoints: Abilities are activated by spending points from a stat pool, which also absorbs damage. When one pool goes to zero, a character is impaired; when an impaired character has a pool go to zero, the character is debilitated. An impaired character who has a pool go to zero is dead.
* CharacterClassSystem: Four classes in the basic game, although some worlds have variants.
** '''Warrior''': The fighter class, covering everything from FragileSpeedster to MightyGlacier.
** '''Adept''': The mage class, covering magic, psionics, control of nanomachines, and more.
** '''Explorer''': The thief/rogue class, covering all sorts of delvers and investigators.
** '''Speaker''': The bard/leader class, covering diplomats, empaths, and puppet masters.
* CriticalHit: On a twenty-sided die, any roll of 17 or higher can have special effects. As the GM never rolls dice, the players generally do not take critical hits except via GM intrusion.
* DamageReduction: How armor works; it directly subtracts from most Might-based damage.
* TheKlutz: Any character with the Clumsy descriptor. However, they have a certain [[CuteClumsyGirl lovable charm.]]
* LimitedUseMagicalDevice: Cyphers are typically one-shot, character have a maximum number they can safely carry, and getting replacements is typically easy.
* LinearWarriorsQuadraticWizards: Played 100% straight, as one would expect from a Monte Cook game. At low ranks, glaives can hack enemies apart up close or far away, while nanos have a number of useful-but-not-incredible support powers and some quasi-magical zaps. At high ranks, glaives are terrors in combat and useless everywhere else, while nano are terrors in combat who can literally move mountains with their minds. Jacks are stuck between the two, with a broader array of skills than either but not access to the raw power of a nano or combat power of a glaive. And while glaives, to be fully effective, have to split their points between two resource pools, which also count as their hit-points, and jacks all three, nanos are free to focus their Edge and extra points only on their Intellect, letting the other pools serve as expendable hit-points and nothing else.
* LuckManipulationMechanic: Characters can spend points from pools, along with unspent XP, to adjust their dice target numbers.
* ThreeStatSystem: Might, Speed, and Intellect, which are simultaneously resource pools for three types of ability checks and the game's MultipleLifeBars.
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