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date:: [[2023-01-15]], [[2023-01-16]], [[2023-03-20]]
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# [[Cypher]]
[site](https://cypher-system.com/)
The Cypher system is a ruleset for [[Tabletop Roleplaying Games|TTRPG]]s that was originally released by [[Monte Cook Games]] as a full setting and ruleset in one, [[Numenera]].
The Cypher system was then pulled out of Numenera and used as a plain system without a theme that could be used for multiple settings.
## System Summary
Setting:: Post-modern sci-fi fantasy
Classes:: Yes, *types*: glaive, nano, jack
Races:: No, mostly human but with exceptions
Tests:: `1d20 vs. (Difficulty - levels of Effort applied) * 3`
Degree of success:: Yes, [[Cypher Numenera rules.md#Special rolls (p.104)|special rolls]] receive better effects
Attributes:: Might, Speed, Intellect
Player agency:: High - [[Cypher Numenera rules.md#Spending XP|spend XP]] to retroactively gain skills
PC hardiness:: High - not combat-focused, death occurs after all three stat Pools are depleted
PC power level:: High - Effort can be applied to reduce task difficulty
Rules complexity:: High
## Distinctive Features
### Simplified difficulty ratings and target numbers.
In Cypher, difficulty ratings for tasks and combat maneuvers alike are assigned ratings by the [[Being a Game Master|Game Master]] from 1-10. Target numbers (DCs in [[Dungeons & Dragons]]) are then calculated by multiplying the rating by 3.
The [[Cypher Numenera rules#Difficulty ratings|difficulty ratings]] also correspond to an adjective ladder like [[Fate]]'s.
### Modifiers are applied before the roll
Instead of modifiers being added to the number rolled and then compared against the target number, modifiers are applied to the target number, usually lowering it enough that the roll equals or exceeds the modified target number.
This design was intentional: it shifts the calculations to _before_ the roll, and the suspense to the roll itself. This is in contrast to systems like [[Dungeons & Dragons]], where some of the suspense is lost as the roll must first be made, and then calculations must be done.
### Static damage, but bonuses to rolls
Damage, whether caused by players or NPCs, are static. There are no damage rolls. Likewise, armor reduces this damage by a set amount.
However, bonuses to damage are awarded for high natural (unmodified) rolls:
- 17: +1 point of damage
- 18: +2 points of damage
- 19: minor effect
- 20: major effect
And on the flip side, a natural 1 means the GM can introduce a complication.
### Experience Points for accepting complications
Similar to how [[Fate Condensed#Compel them|compels work in Fate]], the GM can suggest a complication, called a GM intrusion, to a player. If the player accepts it, they get 2 XP: 1 to take for themself, and the other to award to a second player. However, if the player refuses, they must spend 1 XP.
XP can also be awarded for discoveries that the player makes. Interestingly, it cannot be awarded for enemies killed.
### Special rolls come with interesting effects
When players roll a 1, 17, 18, 19, or 20, unexpected events happen that make the result of the task better (17-20) or worse (1), regardless of modifiers.
### Stats pull triple duty
Stat or ability Pools determine:
- how good a character is at doing certain types of tasks
- how much total health a character has
- how often certain abilities can be used. (like spell slots)
### Stepped rest increments
[[Cypher Numenera rules.md#Recovery (p. 111)|Recovery]] of health is done during rests, but the amount of time required for the rest depends on how many rests a character has already done in the day. the first rest takes only a few seconds and can be done in combat, and the fourth and last rest takes 10 hours.
## My impressions of Cypher
Cypher is a system that takes almost no design cues from other systems, and feels shockingly fresh and modern as a result. Cypher Numenera is a system and setting that is focused on exploration, but Cypher could be abstracted to match different goals.
### What I like
- Character creation is more modular-- while [[Numenera Character Creation.md#Noun: Types|types]] provide a rough outline of what kind of character you are, [[Numenera Character Creation.md#Adjective: Descriptors (p.53)|descriptors]] and [[Numenera Character Creation.md#Verbs: Focus (p.58)|foci]] can be chosen by any type.
- There are ways for both GMs and players to change how a story is going.
- Cypher is a resource management game, with many things pulling double or triple duty (such as stat Pools and XP). The angst it triggers when deciding whether to spend or save a resource is delightful.
- The Numenera setting is one of the most compelling settings I've read in a while.
### What I don't like
- Combat is not tactical: distances are abstracted, and combat actions proceed the same way that non-combat/social/exploration activities do.
- It can take a lot of time to negotiate the difficulty rating for a task, which can slow down the game considerably. I recommend agreeing upon certain "modifiers" with your GM beforehand for tasks you're likely to do often, and suggesting that the GM generally reduce the number of rolls that they ask for in game.
### My games of Cypher
- [[ttrpgs/Days of Obligation/World|Days of Obligation]]
## Resources
- [[Cypher Numenera rules]]
- [Numenera Discovery](obsidian://open?vault=ttrpg-vault&file=sources%2FCypher%2FNumenera%2FNumenera%20Discovery) (external vault)
- [Numenera Destiny](obsidian://open?vault=ttrpg-vault&file=sources%2FCypher%2FNumenera%2FNumenera%20Destiny) (external vault)