Manipulate Mental Traditionsdivine Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 creature Defense Will
Your God breaks those whom you damn. When you cast this spell, you choose a target in range to make a Will saving throw with the effect determined below
Critical Success The target is unaffected. Success The creature becomes sickened 1. Failure The creature becomes sicked 1 and is blinded, defined, and restrained while sicked. Critical Failure The creature becomes sicked 2 and is blinded, defined, and restrained while sicked..
Heightened (+1) You can choose one additional target.
You become vulnerable to a religious symbol. this symbol must be of one you could encounter on a daily bases from the area you are from.
Manifestation
roll 1d4: (1) You begin to smoke and then burn at the sight of the symbol (2) Light shoots out of the symbol and begins to burn you (3)An invisible force pushes you down and back from the symbol (4) your brain is wracked by the words of that god and you are punished as an abomination by it
1
Roll this mutation check again, plus roll one additional defect.
2-4
You are weak to the symbol and while within 100 feet of the symbol, church, or holy ground of the god you light on holy fire 1d6 damage every minute
5-7
You are weak to the symbol and while within 100 feet of the symbol, church, or holy ground of the god you light on holy fire 1d6 damage every 10 minutes
8-11
You are weak to the symbol and while within 30 feet of the symbol, church, or holy ground of the god you light on holy fire 1d6 damage every 10 minutes
12-15
You are weak to the symbol and while within 30 feet of the symbol, church, or holy ground of the god you light on holy fire 1d3 damage every 10 minutes
16-17
You are weak to the symbol and while within five feet of the symbol, church, or holy ground of the god you light on holy fire 1d2 damage every 10 minutes
18-19
You glow with the light of the god that hates you when shown wearing the holy symbol
20+
You heal 1d4 hit points every hour while wearing the holy symbol
Keep the fight going! Reduce the number of actions you need to reload a weapon by 1. If this reduces the actions need to reload a weapon to zero, reloading becomes a free action.
Basics– Don’t call it a comeback! The Cypher System is getting a kind of second edition! Not really, but kind of! Monte Cook games has released a preview of their second edition of the game, so let’s dive into the preview of what’s the same and what’s changing.
Base mechanics– This isn’t changing. Your Game master says a thing is level x. You multiply that x by 3 and need to roll over that on a d20. You have abilities that knock down that level by an amount and you still attempt to roll over that on a d20. Still slick and easy to learn.
Effort – This isn’t changing. You have three pools to draw resources from. You have Effort that reduces the amount you need to spend on a power. You can spend from your pool to use a power or to reduce the difficulty level of a skill challenge. You spend 3 points for the first level, reduced by effort, and 2 points per level after that. Still slick as always.
Damage and armor– Here’s comes the big changes. Armor now acts like an ability, reducing the level you need to go against when you dodge or block. Also, damage now comes in three flavors as you have minor, moderate, and major. You have three minor to a moderate, and three moderate to a major. Once you have three major, you are knocked out. Previously, damage went against your pools.
Cyphers- Cyphers are another big change. Cyphers used to be more object based. Now they are more like spells you can use each day. Furthermore, they will also will focus on more subtle cyphers that are constant powers that provide a change to your character.
And that’s it.
Mechanics or Crunch– I honestly welcome these changes. The cypher system was fun before, but I felt the loss of points from my pools really hampered my character. By changing the damage to go against something else, hit points if you will, it lets those points be used for waht they were meant for. Also, armor reducing the level feels a bit more cypher system than it reducing damage. This also lets heavy armored foes be possibly damaged by lighter weapons as previously heavy armor meant light weapons were useless. I look forward to its full implementation. 5/5
Theme or Fluff– So, you can’t really judge this product based on its theme because it really doesn’t have any. You can’t judge it on a document updating the math of the world. -/5
Execution– This document is pretty slick. I feel like I could honestly start using this stuff in my current cypher games just based on this. It’s easy to read and understand. It’s also pretty, using art from across all the different properties that Monte Cook Games makes. 5/5
Summary– Monte Cook always gets about 100 bucks from me every year. They put out a kickstarter for something, I throw money, and then stuff shows up later. This year will be no exception. I like the update to the system and it shows growth of his original idea in positive ways. This is something you need to check out. It’s free, so why not! 100%
You get ready fast. You can use a free action once per turn to perform an interact action to change your grip on a weapon. When you change your grip on a weapon, you gain a +1 circumstance bonus to attack rolls with that weapon for the turn.
This simple break-action firearm allows a single dose of a consumable to be loaded into an injector bolt. That bolt can’t be fired, delivering the consumable to the target on contact. This consumable is delivered internally. Any explosion or splash damage is negated, but regular damage occurs to the target as well as any other effects.
You paid attention in school. You gain training in Arcana, one Lore skill of your choice, Nature, Occultism, and Religion. For any skill you are already trained in, gain a +1 competency bonus to that skill.