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INTRODUCTION
Gods of the Fall is Monte Cook Games’ default fantasy setting for the Cypher System
Rulebook. It’s a world where godlings used to number in the hundreds, if not thousands.
Some watched over grand concepts like the weather or love while others protected cities
and mountains. But over forty years ago, the heavens crashed into the mortal lands in an
apocalypse that scattered divine cyphers everywhere and changed the landscape forever.
The gods died, leaving only their shredded and insane corpses behind to terrorize those
who get too close. With human greed left unchecked, powerful and dark empires that thrive
on misery have arisen.
Now called the Afterworld, the world is a dark (sometimes literally) and epic place in dire
need of heroes. While the Gods of the Fall book focuses on a new generation of demigods
rising from the ashes, they can not yet be everywhere and a mortal soul can always make all
the difference.
With this supplement, you quickly kickstart your own fantasy campaign or run a mortal
fantasy game in the great Gods of the Fall setting. The main sections are Types, (the
“classes” of Cypher) Adding the Fantastical, Changing the Fantastical, and a Gods of the
Fall Section with an adventure, Ruins of Mermeri.
With Types, we bring several fantasy archetypes to life with Types that should feel very
familiar without the need of devoting a Foci or Descriptor to do the same things, while
Adding the Fantastical offer new Descriptors and Crews to let you get your Orc on.
Changing the Fantastical, gives you some helpful ideas for converting other fantasy
gaming tropes to Cypher, (like going zero to hero) as well as adapting your old fantasy
material. The Gods of the Fall offers ways to mesh the setting with high fantasy tropes along
with the adventure, Ruins of Memri, a Cypher Fantasy adventure that introduces your Tier 1
mortal and demigod PCs to the Gods of the Fall universe from Monte Cook Games.
Editor: Brian Reed
Cover Artist: Kostic Dusan
Interior Artists: Jeff Brown, Luigi Castellani, Kotsic Dusan, Andrew Krahnke, Aaron Lee, Tithi Luadthong, Mirco Paganessi,
Miguel Santos, Aaron Riley, Lie Setiawan, Matt Stawicki, Tiffaniki
Map: Dyson Logos
This product was created under license. CYPHER SYSTEM and its logo, and CYPHER SYSTEM CREATOR and
its logo, are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games,
LLC.
www.montecookgames.com
This work contains material that is copyright Monte Cook Games, LLC and/or other authors. Such material is used
with permission under the Community Content Agreement for Cypher System Creator.
All other original material in this work is copyright 2017 by Ganza Gaming and published under the Community
Content Agreement for Cypher System Creator.
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Gods
Godsof
ofthe
theFall
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Mortal Fantasy
4 You killed a highly respected warrior. This has earned you many enemies.
5 You were the best hunter in your tribe. You are still thought of as a brother there.
6 The ríastrad sings to you. It made some fear you, while others gave you respect.
7 You spent time in prison as a petty crook.
8 You were kidnapped and pressed into a ship’s crew. You escaped with anger in your heart.
9 You served as a city watchman, but it bored you.
10 You worked as a sherpa for a merchant caravan. Your name proceeds you, but the opinions vary.
11 Your middle sibling is a famous hunter, much to your chagrin.
12 You were your younger sibling’s keeper, but they turned out bad despite your best efforts. You feel extremely guilty.
13 Your best friend died saving you from a hunting accident. You’ve never forgotten this sacrifice.
You and a friend both drink the same kind of mead from the old homeland. The two of you get together once a month to
14
drink and bash heads.
15 You were once a POW. You escaped, but not before earning some mutual respect. That war is long over.
16 Your early days as a mercenary were dark. Your old friends are certainly proper villains now and they feel betrayed.
17 You were declared as blessed by a shaman on your birthday. Now people seek you out to be blessed by you.
18 Your old crew died in a dragon ambush.You now have a great wrath against dragons.
19 You had a cursed friend, but you helped get rid of it. Now his family considers a you a hero.
20 Your tribal mentor left for the civilized lands long before you did. You search for her when time allows.
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Mortal Fantasy
foe, within short range. After you revert to abilities on the chart, so unlisted Explorer
your normal form, you take a –1 penalty to abilities are not available.
all rolls for half an hour.
THIRD-TIER BARBARIAN ABILITIES
THIRD-TIER BARBARIAN Choose 2 abilities + Riastrad Rager
You gain the abilities noted for a third-tier
Controlled Fall
explorer, except as follows.
• All Barbarians choose from the special Ignore the Pain
abilities presented in the Third-Tier Resilience
Barbarian Abilities chart, drawn mainly * Ríastrad Rager - preselected
from the explorer list and the custom
Run and Fight
Riastrad Rager ability.
Where those abilities are not third-tier Seize The Moment
Explorer abilities, they are tagged in the Skill With Attacks
chart. The Barbarian chooses only from the Wrest From Chance
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Ríastrad Rager: Your riastrad form gains *Tear Down the Heavens
the following additional bonuses: +1 to your Tear Down The Heavens: Your ríastrad form
Might Edge, +2 to your Speed Pool, and +1 becomes a hulking, supernatural beast and
to your Speed Edge. Enabler. gains the following additional bonuses: +3
to your Might Pool, +2 to your Speed Pool,
FOURTH-TIER BARBARIAN and +2 to Armor. Enabler.
You gain the abilities noted for a fourth-tier
explorer, except as follows. SIXTH-TIER BARBARIAN
• All Barbarians choose from the special You gain the abilities noted for a sixth-tier
abilities presented in the Fourth-Tier explorer, except as follows.
Barbarian Abilities chart, drawn mainly • All Barbarians choose from the special
from the explorer list, but occasionally abilities presented in the Sixth-Tier
from alternate types and additional Barbarian Abilities chart, drawn mainly
flavors. Where those abilities are not from the explorer list, but occasionally
fourth-tier Explorer abilities, they are from alternate types and additional flavors.
tagged in the chart. The Barbarian Where those abilities are not sixth-tier
chooses only from the abilities on the Explorer abilities, they are tagged in the
chart, so unlisted Explorer abilities are not chart. The Barbarian chooses only from the
available. abilities on the chart, so unlisted Explorer
abilities are not available.
FOURTH-TIER BARBARIAN ABILITIES
Choose 2 abilities SIXTH-TIER BARBARIAN ABILITIES
Capable Warrior Choose 3 abilities
Debilitating Strike (Stealth Flavor Tier 4) Again and Again
Finishing Blow
Fury (Combat Flavor Tier 4)
Increased Effects * Friends of the Old Beast (See below)
Runner Magnificent Moment
Tough As Nails Spin Attack
Wild Vitality
FIFTH-TIER BARBARIAN
You gain the abilities noted for a fifth-tier Friends With the Old Beast: You no longer
explorer, except as follows. need to make a roll to change into your
• All Barbarians choose from the special ríastrad form or your normal form. You can
abilities presented in the Fifth-Tier Barbarian change back and forth as your action. When
Abilities chart, drawn mainly from the you return to your normal form, you no
explorer list, but occasionally from alternate longer take a penalty to your rolls. Enabler
types and additional flavors. Where those
abilities are not fifth-tier Explorer abilities, BARD
they are tagged in the chart. The Barbarian The world would be a better place with
chooses only from the abilities on the music and the arts, no? And maybe a bit of
chart, so unlisted Explorer abilities are not education, too? Why learn what we must
available. learn from stuffy books when voice and
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Mortal Fantasy
4 You were a recruiter for a mercenary army. After seeing the horrible end of these new soldiers, you quit.
5 You dabbled in the seminary, but it wasn’t for you. However, you never know when you might meet old friends.
You were a cook thinking food was the way to people’s hearts until you were discovered by another bard, your
6
future mentor.
7 Your childhood best friend is now a well-known wizard, but things have chilled between you two.
8 You and a classmate appeared to excel in your studies. But one of you was cheating off the other.
A secret society funded your training. You were grateful at first, but now they seem to be leaning on you hard to
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pay back the debt.
10 You were a music teacher for a lordling or three. They have fond memories of you.
11 Your middle sibling is an famous performer, you are equal parts proud and jealous.
12 The notes on your masterpiece were stolen by a rival. You boil at the mention of their name.
13 Your talents are overshadowed by your reputation as a lover or as a manipulator.
14 Your songs have spoken the truth of a tyrant who now wants you as guest … in their dungeon.
15 Alcohol is easy to get at the inns where you perform, but you are trying to cut back.
16 Your early days of merc works were dark. You’re old friends are certainly proper villains now and they feel betrayed.
17 You used to have a partner, but getting romanticaly involved complicated things.
18 Once a year, you feel that you must visit a certain theater or bad luck will befall your performaces.
19 There is a famous song immortalizing your previous exploits. The secret is that that you wrote it yourself.
20 You hide the fact that your family members are actually successful crime lords in a large city.
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abilities derived from Flavors, Foci and Tracking Apprentice: You are practiced,
custom abilities. which allows you to follow and identify
As with the Explorer, a Bard can always tracks without a penalty. Enabler.
choose a lower tier ability instead of adding
one from the current tier, and can also swap
around( or “respec”) lower-tier abilities.
Please refer to the Cypher System
Rulebook for the full text on your ability
choices.
At each tier, a chart provides the Bard
abilities available at that tier, plus abilities
available from other sources, if any.
An asterisk (*) denotes a new ability that
follows the chart.
FIRST TIER-BARD
You gain the abilities noted for a first-tier
explorer, except as follows.
• All bards choose from the special
abilities presented in the First-Tier Bard
Abilities chart
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CLERIC
There are those who hear the call or were CLERIC STAT POOLS
personally chosen by a higher power. Stat Pool Starting Value
Standing alone, a cleric is focused on
Might 9
spreading the word, but in a group they
lead by example, as few appreciate getting Speed 9
a sermon every morning they wake up in Intellect 10
a dungeon. Higher level clerics become a
whirlwind of combat and divine ability. You get 6 bonus points to split
Background Connection: Your type among stat pools as you wish.
determines the connection you have to the
setting. Roll a d20 or choose from the list Flavors and other sources.
to determine a specific facet about your At second and higher tier, a Cleric can
background that provides a connection to always choose an ability from a lower tier
the rest of the setting. You can also use the instead of adding one from the current tier,
list to inspire your own unique facet. and can replace one lower-tier ability with a
different one from a lower tier.
BUILDING YOUR CLERIC The full text of Cypher System Rulebook
A Cleric is constructed primarily from the abilities is not replicated here. Please refer
Speaker type described in the Cypher System to the Cypher System Rulebook for details
Rulebook. The Cleric gains the option on your ability choices. At each tier, a chart
to choose most, but not all, of the Speaker is provided that includes cleric abilities
ability choices, plus some new and available at that tier, plus abilities available
additional abilities derived from other sources, if any.
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An asterisk (*) denotes a new ability that Speaker list, but occasionally from alternate
follows the chart. flavors.
Where those abilities are not second-tier
FIRST TIER-CLERIC Speaker abilities, they are tagged in the
You gain the abilities noted for a First-tier chart. The Cleric chooses only from the
Speaker, except as follows. abilities on the chart.
• All Clerics start with Healer’s Gift.
• All Clerics choose from the special SECOND TIER-CLERIC
abilities presented in the First-Tier Cleric ABILITIES
Abilities chart, drawn mainly from the Choose 2 abilities
Speaker list, but occasionally from alternate
Babel
Flavors and custom abilities.
Where those abilities are not first-tier Force Field (Magic Flavor Tier 2)
Speaker abilities, they are tagged in the Impart Idea
chart. The cleric chooses only from the *Hold Undead (See below)
abilities on the chart.
Speed Recovery
FIRST-TIER CLERIC ABILITIES Practiced in Armor Force Field, page 58
Choose 3 abilities + Healer’s Gift
preselected
Hold Undead (2 Intellect points): While
Bash (Combat Flavor Tier 1) praying and displaying your holy symbol,
* Blesses Supplies (See below) you immoblize an undead creature. For as
Bash, page 60.
long as you do nothing but pray, the undead
Encouragement
creature takes no actions unless its attacked.
* Healer’s Gift - Preselected The effect ends as the creature defends
Interaction Skills itself. Action.
Practiced with Light and Medium
Weapons THIRD TIER-CLERIC
You gain the abilities noted for a Third-tier
*Theology (See below)
Speaker, except as follows.
• All Clerics choose from the special
Blesses Supplies (1 Intellect point): While abilities presented in the Third-Tier
praying and holding out your holy symbol, Cleric Abilities chart, drawn mainly
you remove filth and contagions from from the Speaker list, but occasionally from
a day’s worth of food and water for five alternate Favors and Foci. Where those
people. Enacting this miracle over clean abilities are not third-tier Speaker abilities,
water will make it holy water. they are tagged in the chart. The Cleric
Healer’s Gift (1 Intellect point): You chooses only from the abilities on the chart.
restore 1d6 points to the Might Pool of any
creature, including yourself. THIRD TIER-CLERIC ABILITIES
This ability is a difficulty 2 Intellect task. Choose 3 abilities
Each time you attempt to heal the same
Discerning Mind
creature, the task difficulty increases by one
step. The difficulty returns to 2 after that Expert Cypher Use
creature rests for ten hours. Action. Fling (Magic Flavor Tier 3)
Theology: You are trained in subjects
Mind Reading
related to a setting’s gods and their
practices. Oratory
Targeting Eye (Adept Tier 3)
SECOND TIER-CLERIC Fling, page 58
You gain the abilities noted for a Second-tier
Targeting Eye, page 34
Speaker, except as follows. FOURTH TIER-CLERIC
• All clerics choose from the special You gain the abilities noted for a Four-tier
abilities presented in the Second-Tier Cleric Speaker, except as follows.
Abilities chart, drawn mainly from the • All clerics choose from the special
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Gods of the Fall
FIFTH TIER-CLERIC
You gain the abilities noted for a Fifth-tier
cleric, except as follows.
• All clerics choose from the special
abilities presented in the Fifth-Tier Cleric
Abilities chart, drawn mainly from the
Speaker list, but occasionally from alternate
Flavors. Where those abilities are not fifth-
tier Speaker abilities, they are tagged in
the chart. The Cleric chooses only from the
abilities on the chart.
SIXTHTIER-CLERIC
You gain the abilities noted for a Sixth-tier
cleric, except as follows.
• All clerics choose from the special
abilities presented in the Sixth-Tier
Cleric Abilities chart, drawn mainly
from the Speaker list, but occasionally from
alternate types and additional flavors.
Where those abilities are not sixth-tier
Speaker abilities, they are tagged in the
chart. The cleric chooses only from
the abilities on the chart.
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Mortal Fantasy
DRUID
Nature calls to some in a connection that DRUID STAT POOLS
goes beyond their bones and into their soul. Stat Pool Starting Value
A Druid is one who shepards the spirutal
Might 10
side of nature, calling both to the trees
as well as the dryads of the forest. They Speed 8
can contemplate before action, but seeing Intellect 10
Nature abused or burned can make them
fly into a rage. In a group, they have the You get 6 bonus points to split
flexiblity of switching from a support role to among stat pools as you wish.
a second-tier combatant. Society at large is
unaware of the good they do and many look setting. Roll a d20 or choose from the list
at Druids with a mix of pity or superstition. to determine a specific facet about your
Higher Tier Druids can be a force of nature background that provides a connection to
on their own. the rest of the setting. You can also use the
Background Connection: Your type list to inspire your own unique story.
determines the connection you have to the
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Mortal Fantasy
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Gods of the Fall
FOURTH-TIER DRUID
You gain the abilities noted for a fourth-tier SIXTH-TIER DRUID
explorer, except as follows. You gain the abilities noted for a sixth-tier
• All Druids choose from the special Explorer, except as follows.
abilities presented in the Fourth-Tier • All Druids choose from the special
Druid Abilities chart, drawn mainly abilities presented in the Sixth-Tier
from the Explorer list, but occasionally Druid Abilities chart, composed mostly from
from other sources. Where those abilities the Explorer list, but occasionally
are not fourth-tier Explorer abilities, they are from other sources. Where those abilities
tagged in the chart. The Druid are not sixth-tier Explorer abilities, they are
chooses only from the abilities on the tagged in the chart. The Druid chooses only
chart. from the abilities on the chart.
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Mortal Fantasy
4 The hero is an elven ambassador to not only humanity, other elven communities, which alway offer hospitality.
Humans may have come a long way in their weapons craftsmanship, but every sword is still judged on its merits
5
compared to elven swords. Your hobby is to study the best human swords you can find.
The character is betrothed to another and both share an artfiact that lets them communicate to each other,and only
6
to each other, once a day.
Whatever is damaging the world has devastated the character’s elven village and surrounding forest. Along with
7
having adventures, they are looking for a new elven home to adopt.
8 In the hero’s homeland, adventuring in the outside world is a rite of passage. Everything is exciting and new.
9 The character’s brother is having visions that make him worried for the hero.
There is an elven enemy (Orc, Shadow Elf, Ghoul and etc.) that has had premonitions of the character’s impact on
10
their plans. Many know the hero’s name.
11 The character is also a classic style poet who is planning on crafting an epic that will stand the test of (elven) time.
12 Your youngest sibling is a talented wizard, but they feel that you were always the favorite.
13 The humans and their world fascinate you. You keep a diary of all the odd things they do.
Your parents are commoners, as far as elves go, but they pressure you to stand out and rise. They doubt having
14
adventures helps with that.
15 Your mentor is a great warrior and general, but she fears that your race is ignoring a glaring weakness.
An aunt taught you your spells. Whenever you use them, she has to give you a critique, even if she is hundreds of
16
miles away.
ou don’t know who your parents are. You were left in a nest of petals and soft leaves at the entrance your elven
17
colony.
18 Your elven village has a strange portal that tradition states must be guarded every day. Some day it will be your turn.
19 Two of your past lovers are now best friends. They recently decided to have a talk with you.
You have recently awakened older memories from a previous life. At the oddest times in the forest or near elven
20
artifacts, you have the strangest sense of deja vu.
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Gods of the Fall
Pierce
ELF STAT POOLS Thrust
Stat Pool Starting Value Quick Draw
Might 10
Speed 10
Intellect 8 Elf Sight : You can see in very dim
light as though it were bright light. You can
You get 6 bonus points to split see in total darkness as if it were very dim.
among stat pools as you wish. Enabler.
SECOND-TIER ELF
BUILDING YOUR ELF You gain the abilities noted for a Second-
A Elf is built on the Warrior Type framework Tier Warrior, except as follows.
in the Cypher System Rulebook. The Elf • All Elves choose from the special
gains select options from the Explorer ability abilities presented in the Second-Tier
choices, along with new abilities derived Elf Abilities chart, drawn mainly
from Flavors, Foci and custom abilities. other sources Where those abilities are not
As with the Warrior, an Elf can always second-tier Warrior abilities, they are tagged
choose a lower tier ability instead of adding in the chart. The Elf chooses only from
one from the current tier, and can also swap the abilities on the chart.
around( or “respec”) lower-tier abilities.
Please refer to the Cypher System SECOND TIER-ELF ABILITIES
Rulebook for the full text on your ability Choose 2 abilities
choices.
Concussive Blast (Magic Flavor Tier 2)
At each tier, a chart provides the Elves
abilities available at that tier, plus abilities Force Field (Magic Flavor Tier 2)
available from other sources, if any.
An asterisk (*) denotes a new ability that Mighty Blow
Concussive Blast, page 56 follows the chart. Reload
Force Field, page 58
Skill With Attacks
FIRST-TIER ELF
You gain the abilities noted for a First-Tier Skill With Defense
Warrior except as follows. Successive Attack
• All Elves choose from the special
abilities presented in the First-Tier THIRD-TIER ELF
Elf Abilities chart, drawn mainly You gain the abilities noted for a Third-Tier
from the Warrior list, but occasionally from Warrior except as follows.
other options.Where those abilities are not • All Elves choose from the special
first-tier Warrior abilities, they are tagged in abilities presented in the Third-Tier Elf
the chart. The Elf chooses only from Abilities chart, drawn mainly from the
the abilities on the chart. Warri0r list, but occasionally from other
sources.Where those abilities are not third-
FIRST TIER-ELF ABILITIES tierWarrior abilities, they are tagged in the
Choose 2 abilities + Hedge Magic and chart. The Elf chooses only from the abilities
Elf Sight. on the chart.
Control the Field
Entangling Force, page 57 THIRD TIER-ELF ABILITIES
Hedge Magic, page 57 *Elf Sight (see below) Choose 3 abilities
Entangling Force (Magic Flavor Tier 1) Deadly Aim
p 57 Distance Viewing (Magic Tier 3)
Distance Viewing, page 58
Fling, page 58 Hedge Magic (Magic Flavor Tier 1) p 57
Expert Cypher Use
Overwatch
Fling (Magic Tier 3)
Physical Skills
Lunge
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Mortal Fantasy
Practiced With Armor (Warrior Tier 2) Major Illusion (Crafts Illusion Foci Tier 3)
Reaction Mastery With Defense Practiced With Armor, page 24
Seize the Moment Parry Major Illusion, page 115
Targeting Eye, page 34
Slice
SIXTH-TIER ELF
Targeting Eye (Adept Tier 3) You gain the abilities noted for a Sixth-Tier
Trick Shot Warrior, except as follows.
• All Elves choose from the special
abilities presented in the Sixth-Tier
FOURTH-TIER ELF Elf Abilities chart, drawn mainly
You gain the abilities noted for a Fourth-Tier from the Warrior list, but occasionally from
Warrior except as follows. other sources. Where those abilities are not
• All Elves choose from the special sixth-tier Warrior abilities, they are tagged in
abilities presented in the Fourth-Tier the chart. The Elf chooses only from
Elf Abilities chart, drawn mainly from the the abilities on the chart.
Warrior list, but occasionally from other
sources. Where those abilities are not fourth- SIXTH TIER-ELF ABILITIES
tier Warrior abilities, they are tagged in the Choose 2 abilities
chart. The Elf chooses only from the abilities
Dragon’s Maw (Cast Spells Foci Tier 5)
on the chart.
Force at Distance (Magic Flavor Tier 3)
FOURTH TIER-ELF ABILITIES Countermeasure, page 33
Magnificent Moment
Choose 2 abilities Dragon’s Maw, page 105
Relocate (Magic Flavor Tier 6) Force at Distance, page 58
Countermeasure (Adept Tier 3)
Ignition, page 59
Shooting Gallery Relocate, page 59
Feint
Ignition (Magic Flavor Tier 4) Slayer
Minor to Major
Momentum
Opening Gambit
Pry Open (Magic Flavor Tier 4)
Snipe
FIFTH-TIER ELF
You gain the abilities noted for a Fifth-Tier
Warrior except as follows.
• All Elves choose from the special
abilities presented in the Fifth-Tier
Elf Abilities chart, drawn mainly
from the Warrior list, but occasionally from
other sources. Where those abilities are not
fifth-tier Warrior abilities, they are tagged in
the chart. The Elf chooses only from
the abilities on the chart.
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Gods of the Fall
PALADIN
Some hear not only a voice giving them a PALADIN STAT POOLS
higher calling, but also the horn that calls Stat Pool Starting Value
them to a war against evil. Paladins are the
Might 10
front line of an organization’s fight against
darker forces. Speed 10
Alone, a paladin is a fighting machine who Intellect 8
shines brigher when things grow dim and
when they are in a group, they can be the You get 6 bonus points to split
martial and spiritual backbone. The first among stat pools as you wish.
hero to swing a sword and the first to lay the
sword down to help others.
Within society at large, you are a role BUILDING YOUR PALADIN
model that every good looks up to, and as A Paladin is built on the Warrior Type
you climb up the tiers, you become a literal framework in the Cypher System Rulebook.
paragon. The Paladin gains select options from the
Background Connection: Your type Warrior ability choices, along with new
determines the connection you have to the abilities derived from Flavors, Foci and
setting. Roll a d20 or choose from the list custom abilities.
to determine a specific facet about your As with the Warrior, a Paladin can always
background that provides a connection to choose a lower tier ability instead of adding
the rest of the setting. You can also use the one from the current tier, and can also swap
list to inspire your own unique facet. around( or “respec”) lower-tier abilities.
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Gods of the Fall
THIRD-TIER PALADIN
You gain the abilities noted for a Third-Tier
Warrior except as follows.
• All Paladins choose from the special
abilities presented in the Third-Tier
Paladin Abilities chart, drawn mainly
from the Warrior list, but occasionally from
other sources. Where those abilities are not
third-tier Warrior abilities, they are tagged in
the chart. The paladin chooses only from
the abilities on the chart.
THIRD TIER-PALADIN
ABILITIES
Choose 3 abilities
Deadly Aim
FOURTH-TIER PALADIN
You gain the abilities noted for a Fourth-Tier
Warrior except as follows.
• All Paladins choose from the special
abilities presented in the Fourth-Tier
Paladin Abilities chart, drawn mainly
from the Warrior list, but occasionally from
other flavors. Where those abilities are not
fourth-tier Warrior abilities, they are tagged
in the chart. The paladin chooses only from
the abilities on the chart.
FOURTH TIER-PALADIN
ABILITIES
Choose 2 abilities
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Mortal Fantasy
FIRST-TIER RANGER
A Ranger is constructed primarily from the
Explorer type described in the Cypher
System Rulebook. The Ranger gains the
option to choose most, but not all, of the
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Gods of the Fall
Explorer ability choices, plus some new and Explorer, except as follows.
additional abilities derived Flavors and foci • All Rangers choose from the special
and at second and higher tier, a ranger can abilities presented in the First-Tier
always choose an ability from a lower tier Ranger Abilities chart, mainly from Explorer,
instead of adding one from the current tier, but also from other sources. Where those
and can replace one lower-tier ability with a abilities are not first-tier Explorer abilities,
different one from a lower tier. they aretagged in the chart. The Ranger
The full text of Cypher System Rulebook chooses only from the abilities on the
abilities is not replicated here. Please refer chart.
to the Cypher System Rulebook for details
on your ability choices. At each tier, a chart RANGER STAT POOLS
is provided that includes Ranger abilities Stat Pool Starting Value
available at that tier, plus abilities available
Might 10
from other sources, if any.
An asterisk (*) denotes a new ability that Speed 9
follows the chart. Intellect 9
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Mortal Fantasy
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Gods of the Fall
FOURTH-TIER RANGER
You gain the abilities noted for a Fourth-Tier
Explorer, except as follows.
• All Rangers choose from the special
abilities presented in the Fourth-Tier
Ranger Abilities chart, drawn mainly
from the Explorer list, but occasionally
from alternate types and additional
flavors. Where those abilities are not
Fourth-Tier Explorer abilities, they are
tagged in the chart. The Ranger
chooses only from the abilities on the
chart.
FOURTH-TIER RANGER
ABILITIES
Choose 2 abilities
Capable Warrior
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Mortal Fantasy
FIRST-TIER THIEF
You gain the abilities noted for a First-Tier
Explorer, except as follows.
27
Gods of the Fall
• All Thievies have the Flanker ability. Stealth Skills (Stealth Flavor Tier 1)
• All Thievies choose from the special Surging Confidence
abilities presented in the First-Tier Trained Without Armor
Thief Abilities chart, drawn mainly
from the Explorer list, but occasionally
Legerdemain, page 51 from other sources. Where those abilities Flanker: You have an asset on any attack roll
Stealth Skills, page 51
are not First-Tier Explorer abilities, they are you make against a creature that is currently
tagged in the chart. The Thief chooses only engaged at some point during the round
from the abilities on the chart. and is within Short range. Enabler.
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Mortal Fantasy
Evanesce (Stealth Flavor Tier 3) Mask (Stealth Flavor Tier 5) Stealth Flavor Tiers 4-5,
From the Shadows (Stealth Flavor Tier 3) Riposte (Stealth Flavor Tier 5) page 53
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Gods of the Fall
chart. The Thief chooses only from the Exploit Advantage (Stealth Flavor Tier 6)
Stealth Flavor Tiers 6,
abilities on the chart. Greater Skill With Attacks
page 53
Thief’s Luck (Stealth Flavor Tier 6)
SIXTH-TIER THIEF ABILITIES
Choose 3 abilities Spin Attack
Again and Again Spinning Away (Stealth Flavor Tier 6)
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Mortal Fantasy
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Gods of the Fall
3. Your parents vanished. A sponsor Claws: You have claws that are light melee
offered a clue if you helped with this weapons.
adventure. Initial Link to the Starting Adventure:
4. You are on the warpath against demons From the following list of options, choose
and their taint in your blood. This adventure how you became involved in the first
is your first step to becoming a demon adventure.
hunter. 1. You see yourself as a protector of those
around you. You became embroiled in the
DIVINE BLOODLINE adventure when you sensed danger.
When you are happy there seems to be a 2. One of your kin is an oracle. She
slight, literal glow about you. You often get told you that your true destiny starts with
invited over to share a meal or just to pray. adventure.
You feel a higher calling to do good in the 3. You dream of flying and are looking
world and make a difference, and there is for a spell that will give you wings. You are
only such a short time, a mortal lifespan, to hoping this adventure will give you the cash
do it all in. and clues you need to get closer to that goal.
Resolve: +2 Might; 4. The Draconic Bloodlines have many
Blessed: You’re Trained in all tasks secrets. You hope to find one on this quest.
involving positive or pleasant social
interaction. GOBLIN
Perceptive: You are trained in discerning Bright green and always amusing yourself
people’s true motives or seeing through lies. with a Goblin sense of humor, if there is
Good Heart: Being deceptive is against one race that never gets any respect it’s
your nature. The difficulty of any task yours. Admittedly, it’s a deserved reputation
involving deception or persuasion is as many goblins are thieves or bumbling
increased by one step. minions, though some have managed to
Initial Link to the Starting Adventure: become minor villains.
From the following list of options, choose There are those, however, whose version
how you became involved in the first of perverse “Gobbin” humor becomes so
adventure. twisted that they find it a delight to subvert
1. You have already been traveling to help a“Biggins” expectation of what a Goblin is
right wrongs. Something lead you to this and become forces for good in their own
group, was it a higher power? right.
2. You heard there were people who Some of these Goblin heroes are bunglers
needed help and you live just down the road. at the task, some are deadly assassins with
3. You get visions that lead you to where hearts of gold and others are sidekicks with
you can do the most good. They led you delusions of grandeur. Some of your kind
here to this group of heroes. consider these folks freaks, but they just
4. When someone needs help, you come. don’t get the joke.
It’s what you do, though you feel that it gets Spastic: +2 to your Speed Pool.
you taken advantage of sometimes. Jumpy: You’re Trained in initiative actions
(to determine who goes first in combat).
DRACONIC BLOODLINE Sneaky: You’re Trained in stealth-based
You always feel power coursing through you. tasks.
Your kind are usually tall, though some are Coward: You’re Trained in running
skinny and others are massive. You’ve never actions.
been sick a day in your life, and sometimes Bow-legged: You’re dexterous but not fast.
your skin takes on an iridescent sheen when The difficulty of all movement-related tasks
it’s wet. Your main weakness is gold, you’d is one step higher for you.
collect it if you could, but part of you knows Initial Link to the Starting Adventure:
that’s impractical -- for now. From the following list of options, choose
Preternatural: +2 Speed: how you became involved in the first
Dragon’s Heart: You halve the time it adventure.
takes to make a recovery roll (minimum one 1.These fellows look like proper hero
action). types. Perfect coattails for you to be riding
Hidebound: +1 to Armor. on.
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2.You managed to fool some people into burrow-ville and draw strength from your
thinking you are a local guide. You can family.
explain the “mix up” later. They’ll see you Adept: +2 Intellect;
are hero material by then. Skill: You are Trained in seeing through
3. This crew you’ve spotted needs so illusionary spells.
much help, they’re green (figuratively)and Spell: You can perform the following spell.
you can give them so much help. Static Image (1 Intellect point): You create
4.You heard about the troubles around a single image of a creature or object within
here before the humans showed up. But immediate range. The image must fit within
these guys might be alright because they’ve a 5-foot cube. The image can’t move and
accepted you. The other groups didn’t even it lasts for five minutes, but if you want to
give you a chance. change the original illusion significantly—
such as making a creature appear to be
GNOME wounded—you must concentrate on it again
You are short with big eyes and a talent (though doing so doesn’t cost additional
for lesser magics. Your kind has often Intellect points). If you move beyond
wondered what the big deal is with the other immediate range of the cube, the illusion
races. All of them seem to be racing around vanishes. Action to create; action to modify.
and trying to build empires or do something Stubby legs: You’re dexterous but not fast.
dramatic. You understand this in humans The difficulty of all movement-related tasks
because they live such a short time( your is one step higher for you.
people regularly live over 150 years) but it Initial Link to the Starting Adventure:
doesn’t explain why Dwarves act that way. From the following list of options, choose
Sometimes elves seem to understand you, how you became involved in the first
though. adventure.
Gnomish life is more laid back, There is 1. You are a local guide and have been
plenty of time to perfect one’s spells … or asked to help out. You could do with a bit of
cooking. There’s nothing that a clear mind adventure for while, though.
and good humor can’t fix. If things get too 2.Your journal is looking pretty predictable
wearisome with these large, over anxious -- no one will ever read that! You joined in
types, you can always go back to your hopes of filling it with grand stories.
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Gods of the Fall
3. You are wanting to create a new spell, lesser creatures in the forgotten ruins of
and you’ve heard there’s spell components your ancestors’ past glories.
you can find near here. Joining this group Hubris and dealing with darker forces is
will be a good way to scout around and pay what laid your kind low. Worse yet, the final
for your travel at the same time. cataclysm that wiped your empire off the
4. The other races fascinate you and map and stole your own peoples’ name from
you’ve joined this group to learn more. your tongue. Great swaths of your history,
technology and magic are also missing.
HALF ORC Feeling gutted by this loss of knowledge,
Life has always been a war for you. You they gave themselves a new name -- the
feel your two halves fight each other every Hollowed.
day. You see the humans shrink back in There are very few true Hollowed
fear and sometimes you like it. Other times bloodlines left and it’s getting harder for
you see orcs look at you in pity and you your families to find and make arranged
want to crack skulls to make them an object marriages, giving Hollowed youth like you
lesson in respect … and fear. You’re a green, one more reason to have wanderlust. Others
fighting machine, just looking for someone of your kind also search for lost knowledge
to point you in the right direction. and any clue to regain their lost glory.
Ancestry: +4 Might; Inheritance: Intellect +2
Braced for the Blow: You are considered Sense Energies: You can sense whether
Trained in Might Defense; the supernatural is active in situations where
Not Picky: You are considered Trained in its presence is not obvious. You must study
Survival an object or location closely for one minute
Outsider: You have no social graces. to get a feel for whether a mystical touch is
The difficulty of any task involving charm, at work.
persuasion, etiquette, or deception is Binding Powers: When using magic,
increased by one step. you may choose to weaken your victim’s
Additional Equipment. You have an extra defenses. Whenever you deal spell damage,
heavy weapon.
Initial Link to the Starting Adventure:
From the following list of options, choose
how you became involved in the first
adventure.
1. Being hired muscle may be hard work,
but it’s easy on the brain. Your human side
gets you thinking too much. You bodyguard
another PC.
2. One of the other PCs is secretly your
sibling. You are coming along to keep them
safe.
3. Your family is unjustly involved in this
adventure because of their reputation for
taking you in.
4.You need cash and accepted this gig
because you’ve run away from home home.
THE HOLLOWED
You know that the Hollowed once ruled the
known world and the lands beyond. Some
ancient texts suggested the rule extended
even further to the stars or other planes of
existence. Despite all of your kind looking
like tall, attractive people, they claim an
ancestry of being something more than
human and many of your relatives (behind
closed doors) lament having to live among
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Mortal Fantasy
you may chose to do 2 fewer points of Crews can also represent a more in-
damage to decrease the difficulty of your depth version of a particular race in your
next attack against that target by one step. campaign.
Corruption: When you fail a defense roll to
avoid Speed damage, you take 1 extra point GOBLINS CREW
of damage. Everyone enjoys a good giggle. Especially
Initial Link to the Starting Adventure: when it comes to a prank that involves
From the following list of options, choose humans missing their limbs.
how you became involved in the first Intellect Pool: +2
adventure. Benefits: Trained in Stealth, Trap Making
1. You have heard of Hollowed ruins in and Goblin Alchemy.
the area, but you have had no luck finding Inability: The Might Pool suffers a -4.
them so far. In the meantime, you need to Connections: The local Goblin crews know
eat, and hope this latest caper will keep you where to find the best junk for spare parts
going until your luck changes. and the best herbs for tasty poisons. They
2. You’re an orphan, but one of the PCs also know the best places to hide, unless
has a lead on others of your kind. they are happy to give you up so as to make
3. With your knowledge of things past, peace with the local humans.
you’ve been recruited to help the group in
the latest escapade. HALF-ORC CREW
4. You need more research on a spell The love of overcoming conflict sings in your
or weapon from your people and you are blood. Even those who embrace the human
hoping this latest turn of events will get you ways, express their cunning and victory with
one step closer. more subtle methods.
Might Pool: +4
CREWS Benefits: Trained in the Intimidation
If you don’t want them to devote one third skill and Practiced with either the light or
of their PC to a racial concept you can just medium Orc Axe.
let them have two Descriptors, one for race Inability: Humans are so annoying and
and one for their concept. they think they are so smart. Pffft. Social
Or if the whole group comes from the interactions with humans are increased one
same demi-human background (Dwarves, level in their favor.
Elves, Demon Bloodline and Gobin seem Connections: If you are willing to show
to be popular choices), you can create strength or how it may benefit an Orc in the
Crews, a new character aspect. Crews bring short term, you might convince one or two
minor bonuses, skills and the advantage of Level 2 orcs to go along with your plans. If
Connections that group shares as part of they get hurt, it’s their fault.
their team.
The GM can assign a Crew aspect to the CYPHER OR ARTIFACT
party or players can vote on their favorite. While looking over magic items most
Each player get their individual bonus and would work as described in their original
skills. Since everyone is getting the same text, though some sould really be Artifacts
minor benefits, it all balances out. instead of Cyphers. But now it’s your call
But Connections are a shared resource how long you want an Artifact item to
that may be used twice per session remain in your game. The chart below helps
within reason. There may be times where you determine how quickly an Artifact will
Connections can’t be access or relied Deplete in your campaign.
upon. It’s easier to think of Connections as
providing opportunities, not guarantees, for CHANCES OF ARTIFACT DEPLETION
your party. Depletion Roll Percentages
As an example of a Connections, the
1d6 17%
players may be part of a law enforcement
agency who are able to call up legal powers 1d10 10%
in their own backyard, but once they are out 1d20 5%
of their juricidiction, they arre citizens like 1d100 1%
everyone else.
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Gods of the Fall
CHANGING THE FANTSTICAL reward for achieving the next Tier or provide
it as a fifth advancement option.
TOYS AND TIERS Overall, making a curated list of cyphers
The joy in high fantasy role-playing is in always helps a Cypher GM craft the
seeing your PC go from lowly peon to atmosphere of the campaign.
powerful warlord or wizard. Even though
the Cypher system trends towards a larger, TIER ZERO
more epic scale, here are some suggestions The eyes of first time Cypher players always
to make your group’s PCs less -- and more -- light up when they see the crazy options
powerful. You can use one or more of these they can get as a Focus. Now imagine their
options gives your game a more dramatic excitement if your players had to wait before
feel of advancement than your typical they could actually get access to their Foci.
Cypher game. A Tier Zero PC has only their Descriptor
and their Type at the beginning of the game.
STARTING WITH NO CYPHERS How long players have to wait until they
Using cyphers has a learning curve. New reach Tier One is up to the GM’s designs on
players often forget them while experienced the campaign.
players fully embrace how to use their crazy It might be only for a session or two as the
cypher powers on a regular basis. And they PCs play through an origin story of sorts, or
do add a new level of power; with a few a GM may make players earn and use XP as
lucky rolls a few cyphers can provide more they do for any other Tier. This might make
damage output than the PCs themselves. for a slightly stronger crew, but it’s also
The core book offers the option of balanced by a slightly weaker foci level.
substituting the ability to bear a Cypher
Cypher System Rulebook, slot for a skill. To add to the zero part HEROIC TIERS
Cypher Use, page 63 of the “zero to hero feel”, a GM could Starting at Tier Three, a GM can assign
Power Shifts, page 270 start a campaign with no cyphers and Power Shifts as a reward for reaching a tier,
2 or 3 additional skills related to the starting with one Power Shift at Tier Four.
PCs currently mundane life, such as
farming, blacksmithing, writing, or basic POWER LEVELS
construction. Tier Power levels
The hero part be introduced by giving a
level of Cypher Use back to a PC when they 4 1
reach the next tier. This will especially feel 5 2
iconic when the Adept gets their third cypher 6 3
after everyone else has already maxed out
at two. The GM can make this an automatic
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Mortal Fantasy
At these levels of power, though, the GM the perfect spy and now she is a Swift Adept
should acquaint themselves with the who Is Licenced To Kill.
Evening the Odds sidebar to understand the You can also find some great fantasy
mindset of using Power Levels. flavored Foci such as Follows the Code of
Bushido, Haunts the Rooftops, Inks Spells Cypher System Rulebook,
TIERS ABOVE SIX on Skin, Masters Foot and Fist, Quells Evening the Odds, page 272
Many tropes about high level fantasy gaming Undead and Names in the The Strange
has PC calling upon epic forces as they take book, World Strange and Numberless. The
on the literal powers of Hell and Heaven. As book also has some great fantasy flavored
PCs reach these dizzying heights of might artifacts as well.
and magic via Power Levels, a GM can give
them even greater challenges by cranking up FORGOING PC CONNECTIONS
your campaign’s Difficultity Levels to 15. While establishing PC ties before the game
What do those extra levels mean? What’s even begins has always been a great idea
the Difficulty Level for marshaling energies and when you’re playing Cypher, it’s baked
to open a portal to other dimensions? The into your Foci, it’s also a tradition to have
short answer is what ever the GM needs the heroes meet for the first time during the
Level 15 to be for his campaign. first session -- usually at a pub or inn. (One
While the first 10 levels are fairly that’s fireproof is even better.)
straightforward, there’s no reason you You can get inspiration for meeting spots
can’t make the next five levels exponential, from your Type’s background roll or use the
climbing to whatever god-like feats a GM chart below for some additional ideas.
wants to make possible in his world. Level 13
Might could lift a house for one GM’s game, MEETING PLACES
but another GM game it could lift a castle. Roll Places
1 Jail Cell
FOCI
If your crew tends to think of Types as 2 Shared Caravan Wagon
classes, you can explain Foci as a theme 3 Merchant Ship
your character multiclasses into and that 4 Pirate Ship
their concept should really carry both in
5 Cartography Shop
mind.
A good list of approved foci is like a good 6 Bazaar
menu at a restaurant. It should give your 7 Slave cart
players an idea of the type of campaign you 8 Gladiatorial Ring Worlds Numberless and Strange,
want to run and how crazy it’s going to get. Character Options, page 196
9 Rite of Passage to an Adventurer’s
While some might want to do a separate Follows the Code of Bushido
Guild Haunts the Rooftops
foci list for each Type to reinforce the fantasy
archetypes, a GM could design a world that 10 Zombie/Gobin/Fishman Invasion Inks Spells on Skin
Masters Foot and Fist
explains why some PCs might be warriors 11 Family Home Quells Undead
with more exotic powers. 12 Hometown Festival
Foci like Wears A Sheen of Ice or Bears
13 Participants in a Kingdom-wide
A Halo of Fire, could be found in those of
contest for Local Champions/
an elemental bloodline while Howls at the
Suitors/Expedition
Moon is a curse.
Other Type/Foci combos might be a bit 14 A Smithy
more mundane as a Swift Adept who Works 15 Dungeon (in media res)
The Back Alleys but allows you to finally 16 Barracks
play that guttersnipe who made good at the
17 In a Monster’s Belly
mage college.
You can even have a PC change or modify 18 Sewer
their Foci (and Descriptors) over time to 19 Spectating a local sport
represent big changes in a PC storyline. 20 A A University (The party can be
The king or the mage guild may find our any mix of students, field scholars
guttersnipe mage’s background makes them and bodyguards.)
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Gods of the Fall
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Depending on your world, there can be in- of the Fall setting gives you several great
game reasons for surplus cyphers to either options on how to bring these races and
vanish or attract unwanted attention. clerics into your campaign.
In most fantasy games, however, there’s
always another treasure chest around the ELVES AND DWARVES
corner. It’s easier to hold off on giving The beauty of the Gods of the Fall setting
out cyphers until there are open cypher is that there are several ways to bring these
slots. Then simply seed the next upcoming two races back into the setting for your
treasure with cyphers as needed. games.
So depending on what the heroes need,
the next ceremonial sword found in the THE DEEPS
dragon’s horde can be worth a pretty penny, Not every single mile of The Deeps has been
or it can also be a cypher, but a GM isn’t mapped or even explored. These lethal areas
locked itno either until the group needs it. force the Guilds to chase down the easiest
pockets of wealth. Only when a cache has
GODS OF THE FALL been tapped out do the guild members risk
Gods of the Fall is a unique setting that their health, and sanity, to find a new haul.
makes room for new races such as the Sleen Either, or both, races could be encased
and the Taran. Of Elves and Dwarves, only in amber on the Second Deep, prisoners
their names remain -- either misapplied of the Keelesh on the Third Deep, living in
to strange creatures and things or as a self-imposed exile among the other strange
unsettling clue to their ultimate fate, hints races of the Third Deep or sacrificing
that these races existed sometime in a themselves as islands of sanity within the
forgotten, bygone age. Fourth.
As for Clerics, the need for a dedicated To be honest, the truest version of The
healing type is not as strong in the Cypher Deeps in your game shouldn’t be open
System as it is in other games, making the knowledge to our players at first, letting
Cleric Type more of an secondary choice. them, and their PCs, discover their wonders
But the flexiible and epic nature of the Gods and terrors first hand.
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Gods of the Fall
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Mortal Fantasy
So there are much fewer dwarves these knowing a knack or two. Anyone claiming
days, but now they are a stronger race - one their power comes from a higher source are
building for the coming war. The days for merely mistaken or confused.
mining for gold and silver can wait until they Natural growth and questing. Recurring
have enough iron -- and allies -- to beat back visions and the cleric’s first hints of power
their enemies. at Tier 1 simply represent the first part of the
PC’s journey to finding their chosen deity,
CLERICS whether they be an old hidden (or sleeping)
The general concept of the clerical goddess or newly minted deific being who is
archetype, a holy person whose miracles out there somewhere ready to be found. Not
are fueled by divine will, is at odds with the many holy people get the chance to be the
situation at the start of a Gods of the Fall first prophet of their god.
campaign.
But there are several ways to tackle the ADVENTURE: RUINS OF MEMRI
challenge until new gods are ready to bestow The Gods of the Fall world is a setting in the
their favor upon dedicated mortals. direst need of heroes. It’s a land that lacks
Cyphers. A GM can allow a cypher to be both mercy and divine beings to guide acts
sacrificed to fuel clerical type powers until of mercy. It is over brimming with misery
the power of the divine grows strong enough without any divine intervention. There are
in the game to be self-sustaining without new gods out there , but they are not yet
cyphers -- probably with the PCs giving their numerous enough, or strong enough, to
chosen deities some personal support along help. A mortal soul can still make all the
the way. difference. There are plenty of wrongs to
Mistaken identity. A cleric gets their be righted and in the end, maybe there
powers from the same wellspring as the rest needs to be someone who can remind the
of the magic in the Afterworld. And there new gods of their place and their growing
is quite a bit of it with every commoner responsiblities.
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Gods of the Fall
Ruins of Memri is a Tier 1 adventure That’s where our story begins. The party
that can be a great introduction to either a wakes up to find themselves laying on the
mortal Gods of the Fall game or for a Tier 1 ground looking up into a dark raging sky,
demigod game. their memories jumbled as they barely
If a GM wants to start their game on remember their home, a grand vertical city
familiar ground, but then have their players inside a mountain. The rain and recent mud
discover a unique fantasy world, the Monte have erased any tracks that would help the
Cook Games Gods of the Fall has the perfect party back track. The crew are arranged in an
spot for the campaign’s opening chapter. irregular circle, all of their feet are pointing
The Lost Valley was “lost” on purpose towards the center where stands a four
centuries before the divine catastrophe. foot tall crystal. Closer examination reveals
The security on the borders has two layers, the crystal is hollow and collapses if barely
distant watchtowers hidden on the high touched.
cliffs, sentries who know the secret ways Within sight are several standing walls
back in. The second layer are roving patrols on the edge of a forest. The first wall has a
who have have been memory wiped of those bas relif pattern that evokes the look of very
secret ways, hoping a guide from the watch tall, narrow buildings stacked on top of each
tower will help bring them home. other. The grass is tall between the walls,
What the Lost Valley leaders don’t tell some of which share a roof.
anyone is the patrols are often used as an The ancient ruin comes from before the
excuse to dump trouble makers out into current divine age, being uncovered by the
the wild. If they find a new home or become geological upheaval from the Fall forty-two
a victim of the Nefar (orcs), it doesn’t years ago. With the its rise up to the world,
matter to the council. Many times those it brings a piece of forgotten technology,
that do manage to return have a new-found the Nephilim, which are precursors to the
appreciation for the safety for Lost Valley sentient Seraph automations that live in Iron
and stop asking questions about the old City.
traditions. The parts of a Nephilim are scattered
But now with mysterious debris of heaven across the adventure. The PCs can not only
scattered across the land, all it takes is the uncover this divine tech, but also assemble
wrong divine cypher to go off and Lost Valley one for themselves.Several foci and skills an
memory charms can become permanent. can be used to attempt the assembly with
the Difficulty Level at a 5.
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Mortal Fantasy
When assembled and ready, the creature of it. A Nephilim’s parts are immune
can serve as a companion who can be used to corrosion and erosion. If it can be
as an asset in combat or other tasks. As a repaired, it will function despite its age.
GM, one can have fun with the personality Interaction: A scholar has a piece of a
for the Nephilim. An easy way to make it Nephilim in her collection. She offers to
an entertaining being would be to project a pay the party to find the other pieces.
favorite celebrity or fictional character that Use: A scattered Nephilim can be part
would be fun for the party to hang around of a Macguffin that leads PCs across
with, making it a guest NPC star of sorts. the scarred Afterworld to discover the
wonders and terrors of a godless world.
NEPHILIM 2(6)
In a time before the Divine Age’s written
history, the gods used the Nephilim as
front line soldiers and bodyguards. They
served faithfully for centuries, but they grew
sentient over time and
began to question some of
the orders they were given.
Eventually this precipitated
into The Great Exchange,
where numerous Nephilim
changed their allegiances
to masters who better
matched their dispositions.
Many gods found this not
to their liking and thus
commissioned both mortal
and divine forgers to create
a new class of servitors. The
end result were the Seraph
who were tougher, more
loyal, and could fly.
Motive: To serve a being that
agrees with their own
values.
Environment: Ancient ruins
Health: 8
Damage Inflicted: 4 points
Armor: 1
Movement: Short
Modifications: Might and
Speed Defense as Level 4.
Combat: Most Nephilim
employ heavy weapons
with a shield. They cannot
be stunned or dazed.
They are immune to most
poisons and disease,
and the 1 point of Armor
protects against ambient
damage. A Nephilim
regains health at a rate of
1 point per round if in the
presence of a divine being
(either a NPC demigod or
PC) who is in command
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Gods of the Fall
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Mortal Fantasy
shield that’s
statute since
n the shield is Trail: A small trail leads away from this site. If the GM iis planning on bringing back
ts 3 points of the elves in the Gods of the Fall world, this trail could lead the party to a hidden Elven
Dome.
Nephilim Body: A box is half hidden under some marble slabs. It’s a Level 3 Might
task to move the slabs without crushing the box and its contents. It contains 1d6
cyphers unless the party already has their limit of Cyphers, otherwise there are two
Expensive jeweled masks in the box. Nearby is a headless and armless metal statue
that has an attached metal sphere where the legs should be. When the creature
is fully assembled, the torso will float about the sphere, which rolls as a form of
locomtion.
45