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Re-Add Descriptors
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Signed-off-by: Rebbecca Bishop <[email protected]>
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sigrunixia committed Mar 3, 2024
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31 changes: 31 additions & 0 deletions Compendium/Cypher/Descriptors/Appealing.md
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---
aliases: [Appealing, Appealing (Descriptor)]
tags: [Cypher/Descriptors]
---

# Appealing

You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend.

**You gain the following characteristics**:

**Charismatic**:

+2 to your Intellect Pool.

**Skill**:

You are trained in pleasant social interactions.

**Resistant to Charms**:

You’re aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.

**Initial Link to the Starting Adventure**:

From the following list of options, choose how you became involved in the first adventure.

1. You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.
2. The PCs were looking for someone else, but you convinced them that you were perfect instead.
3. Pure happenstance—because you just go along with the flow of things and everything usually works out.
4. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.
39 changes: 39 additions & 0 deletions Compendium/Cypher/Descriptors/Beneficent.md
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---
aliases: [Beneficent, Beneficent (Descriptor)]
tags: [Cypher/Descriptors]
---

# Beneficent

Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself.

**You gain the following characteristics**:

**Generous**:

Allies who have spent the last day with you add +1 to their recovery rolls.

**Altruistic**:

If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.

**Skill**:

You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.

**Helpful**:

Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.

**Inability**:

While you are alone, all Intellect and Speed tasks are hindered.

**Initial Link to the Starting Adventure**:

From the following list of options, choose how you became involved in the first adventure.

1. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.
2. You saw the PCs struggling to overcome a problem and selflessly joined them to help.
3. You’re nearly certain the PCs will fail without you.
4. The choice was between your tattered life and helping others. You haven’t looked back since.
31 changes: 31 additions & 0 deletions Compendium/Cypher/Descriptors/Brash.md
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---
aliases: [Brash, Brash (Descriptor)]
tags: [Cypher/Descriptors]
---

# Brash

You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first.

**You gain the following characteristics**:

**Energetic**:

+2 to your Speed Pool.

**Skill**:

You are trained in initiative.

**Bold**:

You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.

**Initial Link to the Starting Adventure**:

From the following list of options, choose how you became involved in the first adventure.

1. You noticed something weird going on, and without much thought, you jumped in with both feet.
2. You showed up when and where you did on a dare because, hey, you don’t back down from dares.
3. Someone called you out, but instead of walking into a fight, you walked into your current situation.
4. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.
41 changes: 41 additions & 0 deletions Compendium/Cypher/Descriptors/Calm.md
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---
aliases: [Calm, Calm (Descriptor)]
tags: [Cypher/Descriptors]
---

# Calm

You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities.

([[Compendium/Cypher/Abilities/C/Calm|Calm]] is a great descriptor for characters who never intended to have adventures but were thrust into them, a trope that occurs often in modern games and particularly in horror games.)

**You gain the following characteristics**:

**Bookish**:

+2 to your Intellect Pool.

**Skills**:

You are trained in four nonphysical skills of your choice.

**Trivia**:

You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.

**Inability**:

You’re just not a fighter. All physical attacks are hindered.

**Inability**:

You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.

**Initial Link to the Starting Adventure**:

From the following list of options, choose how you became involved in the first adventure.

1. You read about the current situation somewhere and decided to check it out for yourself.
2. You were in the right (wrong?) place at the right (wrong?) time.
3. While avoiding an entirely different situation, you walked into your current situation.
4. One of the other PCs dragged you into it.
35 changes: 35 additions & 0 deletions Compendium/Cypher/Descriptors/Chaotic.md
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---
aliases: [Chaotic, Chaotic (Descriptor)]
tags: [Cypher/Descriptors]
---

# Chaotic

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

**You gain the following characteristics**:

**Tumultuous**:

+4 to your Speed Pool.

**Skill**:

You are trained in Intellect defense actions.

**Chaotic**:

Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.

**Inability**:

Your body is a bit worn from occasional excesses. Might defense tasks are hindered.

**Initial Link to the Starting Adventure**:

From the following list of options, choose how you became involved in the first adventure.

1. Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.
2. You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.
3. Another PC released you from captivity, and to thank them, you volunteered to help.
4. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.
47 changes: 47 additions & 0 deletions Compendium/Cypher/Descriptors/Charming.md
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---
aliases: [Charming, Charming (Descriptor)]
tags: [Cypher/Descriptors]
---

# Charming

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well-groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

**You gain the following characteristics**:

**Personable**:

+2 to your Intellect Pool.

**Skill**:

You’re trained in all tasks involving positive or pleasant social interaction.

**Skill**:

You’re trained when using special abilities that influence the minds of others.

**Contact**:

You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.

**Inability**:

You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.

**Inability**:

Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.

**Additional Equipment**:

You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.

**Initial Link to the Starting Adventure**:

From the following list of options, choose how you became involved in the first adventure.

1. You convinced one of the other PCs to tell you what they were doing.
2. You instigated the whole thing and convinced the others to join you.
3. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at hand.
4. There is a reward involved, and you need the money.
43 changes: 43 additions & 0 deletions Compendium/Cypher/Descriptors/Clever.md
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---
aliases: [Clever, Clever (Descriptor)]
tags: [Cypher/Descriptors]
---

# Clever

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

**You gain the following characteristics**:

**Smart**:

+2 to your Intellect Pool.

**Skill**:

You’re trained in all interactions involving lies or trickery.

**Skill**:

You’re trained in defense rolls to resist mental effects.

**Skill**:

You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.

**Inability**:

You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.

**Additional Equipment**:

You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.

**Initial Link to the Starting Adventure**:

From the following list of options, choose how you became involved in the first adventure.

1. You convinced one of the other PCs to tell you what they were doing.
2. From afar, you observed that something interesting was going on.
3. You talked your way into the situation because you thought it might earn some money.
4. You suspect that the other PCs won’t succeed without you.
45 changes: 45 additions & 0 deletions Compendium/Cypher/Descriptors/Clumsy.md
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---
aliases: [Clumsy, Clumsy (Descriptor)]
tags: [Cypher/Descriptors]
---

# Clumsy

Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming.

(Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make more interesting and complex characters that are often great fun to play.)

**You gain the following characteristics**:

**Butterfingers**:

−2 to your Speed Pool.

**Thick-Muscled**:

+2 to your Might Pool.

**Inelegant**:

You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.

**Dumb Luck**:

The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).

**Skill**:

You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.

**Inability**:

Any task that involves balance, grace, or hand-to-eye coordination is hindered.

**Initial Link to the Starting Adventure**:

From the following list of options, choose how you became involved in the first adventure.

1. You were in the right place at the right time.
2. You had a piece of information that the other PCs needed to make their plans.
3. A sibling recommended you to the other PCs.
4. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.
51 changes: 51 additions & 0 deletions Compendium/Cypher/Descriptors/Craven.md
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---
aliases: [Craven, Craven (Descriptor)]
tags: [Cypher/Descriptors]
---

# Craven

Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions.

Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.

(Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix. Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them different descriptors).)

**You gain the following characteristics**:

**Furtive**:

+2 to your Speed Pool.

**Skill**:

You’re trained in stealth-based tasks.

**Skill**:

You’re trained in running actions.

**Skill**:

You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.

**Inability**:

You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.

**Inability**:

You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.

**Additional Equipment**:

You have a good luck charm or protective device to keep you out of harm’s way.

**Initial Link to the Starting Adventure**:

From the following list of options, choose how you became involved in the first adventure.

1. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.
2. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.
3. One of the other PCs bullied you into coming along.
4. The group answered your cries for help when you were in trouble.
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