feat(wip): Add some data files

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name: Combat related GM intrusion
source: Cypher GM Intrusion deck
type: random-choice
choices:
- A foe suddenly offers to surrender. The offer may be sincere or a ruse (GMs decision); if a ruse and the character accepts, the foe gets a free attack that is eased by two steps.
- The characters opponent falls toward them, knocking both of them prone, with the opponent on top.
- A stray attack breaks a tree branch, steam pipe, or fuel line, creating an obstacle or hazard in an immediate area.
- The character suffers a mishap (falls prone, drops their weapon, and so on), but their foe waits respectfully for the character to be ready to fight again.
- The character loses their grip on their weapon (due to a foes action, a slippery hilt, or some other cause), and it ends up a short distance away from them.
- The characters foe fights defensively. For the rest of the combat, Speed defense tasks against that foe are eased, but attacks against them are hindered by three steps.
- A stray attack starts a chemical or electrical fire, which intermittently inflicts 2 points of ambient damage to creatures in the area and begins to spread.
- The characters foe makes a dazzling move that spins the character around, disorienting them. All their actions are hindered by two steps for the next two rounds.
- Two character abilities or objects carried by different creatures have an odd, dangerous interaction. The GM decides whether the affected characters are hindered, the combination damages targets in the area, or some other unrelated effect (such as accelerating time, opening a portal, or creating a hazard) arises from their interaction.
- One healed wound from this fight becomes an ugly, visible scar that remains for the rest of the characters life. The scar may be an asset or a liability, depending on who the character interacts with.
- The character realizes how to get an automatic major effect (Cypher System Rulebook, page 212) on their next attack, but it requires allowing their foe to get a major effect on them first.
- The characters foe makes a very skilled feint that repositions the character an immediate distance away, to a location that is to the foes advantage. The characters actions against the foe are hindered by two steps until they use an action to move out of this vulnerable position.
- The foe is impressed by the characters combat skill and suggests pausing hostilities to negotiate a peace.
- The foe seems to have been expecting the character (“I was wondering when we would finally meet,”) and fights with fatalistic determination, as if they expect to lose but wont go quietly.
- A foe that the character believed to be dead or unconscious is actually alive and aware—and suddenly attacks, having regained 10 points of health (or their health is back to its maximum normal amount, whichever is greater).
- The foe makes a wild, powerful attack that inflicts an additional 4 points of damage. Whether or not it hits, the foe loses or breaks their weapon and has to draw or find another one.
- The foe suffers a twinge, twisted ankle, or other surprise minor injury, and asks the character for a moment to compose themselves before continuing the fight.
- The ground beneath the character and their foe suddenly shifts, knocking both of them prone. If there is an open space beneath them, both fall through to the next lower level unless the character succeeds at a difficulty 5 Speed task. A success means the foe grabs something stable and the character grabs the foe, hindering both of their actions until they are separated.
- The foe strikes the characters head, moving them one step down the damage track unless they succeed at a difficulty 5 Intellect defense task. If they succeed, theyre still hindered for one round.
- The character accidentally hits themselves with their own weapon, inflicting 2 points of damage.
- The foes weapon had poison, acid, radioactive powder, or some other harmful substance on it. The character must succeed at a Might defense roll or take 4 points of Speed damage (ignores Armor) in addition to the normal damage from the attack.
- Two characters bump into each other and are knocked off balance. Both are hindered by two steps on their next turn.
- A foe spots a weakness in the characters defenses and makes an eased extra attack against the character. If the foe isnt in a position to make an attack, they point it out to an ally, who makes the eased extra attack.
- The foe is someone from the characters past—not necessarily a friend or enemy, but recognizable and with some shared history.
- In the middle of the fight, the foe reveals a dark secret of the character. If the character fails an Intellect defense roll, the shock inflicts 3 points of Intellect damage (ignores Armor), and all their actions are hindered until those points are restored.
- The foes combat style meshes well with that of another adjacent foe, easing both of their attacks against any PC while they remain near each other.
- The characters blow was so well struck that the weapon is embedded deep in the foe or tangled in their clothing or armor. The weapon is pulled from the characters hands, and to regain it, they must use their action and succeed at an attack.
- A characters artifact or manifest cypher has a different function than expected (determine randomly), perhaps due to an error in its creation or a hasty assessment by the character. If an artifact is affected, there may be a chance (difficulty equal to the artifacts level + 2) that a skilled character can modify it to have both functions.
- The characters foe reacts with sudden savagery. They gain an additional action this round, which they use to attack.
- The foe is impressed by the characters skill and offers them the opportunity to join the foes side. Granting mercy to the other characters may be part of the offer.
- Someone in the area suddenly becomes violently ill (food poisoning, being hit in the stomach, head injury) and loses their next action due to sickness. Anyone in immediate range must succeed at a difficulty 1 Might task or lose an action due to nausea.
- The characters throat is injured, preventing them from speaking for several minutes.
- The characters armor moves one step down the object damage track (Cypher System Rulebook, page 116) and its Armor rating is reduced by 1 until it is repaired. If the character doesnt wear armor, their shield moves two steps down the object damage track. If they have neither, their clothing is greatly damaged, affecting only its appearance (perhaps comically so).
- A foe realizes exactly how to counteract the characters fighting style. The characters attacks and Speed defense rolls against this foe are hindered by two steps.
- The foe and character switch weapons (perhaps due to one disarming the other and then being disarmed in turn) and continue to fight.
- A foe summons all their strength, precision, or mental acuity, inflicting an additional 6 points of damage with their attack.
- Some part of the character—a limb, armor, or sturdy piece of clothing—is caught on something in the area. The character is hindered and cant move away. They can use an action to carefully free themselves, or inflict 3 points of damage (ignores Armor) to themselves to quickly wrench free as part of another action.
- A foes attack is so painful, strong, or effective that the character must succeed at a difficulty 4 Might defense task or pass out and fall prone for one round.
- In a dazzling display, the foe makes a number of eased weak attacks equal to their normal damage. Each successful attack inflicts 1 point of damage.
- Enemy reinforcements arrive to oppose the characters. If the foe normally comes in groups, several more arrive. If the foe is typically solitary, one more (such as a companion, mate, relative, or pet) arrives. (Group intrusion.)
- The foe hits the characters ear. Until it heals in a few days, the character cant hear with that ear and hearing-based tasks are hindered by two steps.
- A foe uses the movement of a characters successful attack to disarm them or steal an obvious item they are holding or carrying. The foe gains an extra action to either use the item (such as making an attack with a weapon or activating a manifest cypher) or throw the item an immediate distance away. The character can snatch back the item by using an action to make a successful melee attack.
- The leader of the foes calls upon the characters to agree to a nonlethal fight—no killing, either during the fight or afterward. (Group intrusion.)
- Unexpected severe weather—a downpour, hail, gusting winds, or thunder—hits the area. If the combat is outside, all combatants are hindered for the next few minutes. If the combat is indoors, the noise of the weather is deafening, and no verbal communication is possible. (Group intrusion.)
- A foe summons all their strength, precision, or mental acuity, inflicting an additional 3 points of damage with their attack, and the wound inflicts another 3 points (ignores Armor) on the next round.
- The foe figures out how to escape, evade, or overcome a special advantage or obstacle the character is using (such as a net, barricade, or mind control) and cant be affected by it for the rest of the combat.
- The foe strikes the characters head or neck, dealing 3 points of Speed damage (ignoring Armor) in addition to the attacks regular damage.
- The foe uses a cypher or new ability that is particularly useful in the current situation (a teleporter to get away, a restorative to heal their wounds, and so on) or foils something the characters are doing (a gas mask against a poison attack, infrared goggles against a smoke bomb, and so on).
- The foe strikes the characters head, dealing 3 points of Intellect damage (ignoring Armor) in addition to the attacks regular damage.
- The foe makes a cruel or bloody boast to rally their allies. All foes next attacks are eased.
- The foe panics and professes many pathetic excuses (they dont want to die, theyre not supposed to be in this group, they were conscripted or extorted to join) to gain the characters sympathy.
- The foe makes a free attack against a helpless, unconscious, or uninvolved target.
- A strap or buckle on a bulky item such as armor, a heavy cloak, or a backpack breaks or comes loose, hindering the characters actions. The character can take an action to remove and drop the item or take three rounds to quickly repair it so its no longer interfering.
- The character damages the foes insignia, trophy, or other prize. The foe is unnerved and angry, which hinders their defenses but eases their attacks.
- The foe uses a distraction (smoke bomb, fire alarm, feint) to move out of sight of the character. The next time the foe attacks, they have surprise.
- The foes weapon is stuck in the characters armor, clothing, or body. The foe loses their grip on the weapon, and it inflicts 2 points of damage on each of the characters turns until they use an action to remove it.
- The foe indicates that if the character breaks off combat now and leaves, theyll be allowed to do so. Whether this applies to any other characters present is unclear.
- The foes attack continues to harm the character after the initial hit, inflicting 3 points of damage on each of the characters turns. This ends if the character regains any Pool points or uses an action to tend to the injury.
- After attacking the character, the foe moves a short distance to engage a different opponent, make a ranged attack against the character, or start to flee.
- The foe draws a hidden flask, toasts the character, takes a drink, throws it away, and continues fighting. Was there something special in it, or just a drink?
- The characters opponent tries to grapple. If the character fails a Speed defense roll, they are held in place, and their only physical option is to try to break free.
- The character suddenly gets a cramp, has a burst of sneezes, goes on a coughing jag, or has some other distracting natural reaction. The characters actions are hindered until they use an action to recuperate.
- The foe hits the characters leg or foot. For the next hour, moving more than an immediate distance requires succeeding at a difficulty 4 Speed task.
- A foe who appeared to be dead or unconscious has disappeared.
- The foe maneuvers the characters attack so it hits another character or allied NPC, inflicting full damage.
- The character sees a dangerous opportunity. If they choose to let the foe strike them for 4 points of damage, they gain one additional attack that is eased by two steps.
- The foe calls out a specific character, challenging them to a duel. If the character agrees, attacks into or out of the dueling pair are hindered by two steps for the rest of the combat.
- The foe criticizes the characters fighting technique and demonstrates the proper stance or form. If the character adjusts what theyre doing, their defenses are eased for the rest of the fight.
- One or more creatures arrive and attack the weakest-looking characters or NPCs on either side. (Group intrusion.)
- The character realizes they underestimated how tough their opponent is (or the opponent was pretending to be much weaker than they are). The foes health increases to its normal maximum + 10.
- The foe interprets a characters action as underhanded or cowardly and singles them out for the rest of combat. The foes attacks against the character are eased by two steps.
- The foe has or draws the same kind of weapon that the character has and performs a special maneuver that the character also knows how to do with that weapon.
- A foe grabs the character and flips them in a wrestling maneuver, dropping them prone on the ground. The character must succeed at a Might defense task or be stunned for one round.
- The foes attack also breaks one of the characters bones, damages an internal organ, or inflicts some other kind of lasting damage (Cypher System Rulebook, page 436). The character also moves one step down the damage track.
- The foes attack breaks a piece of the characters equipment (other than a weapon or armor) that is currently useful or will be useful in the near future, such as a safety line while climbing or a fire protection cypher while on the way to a volcano.
- The foe hits the characters hand. Tasks using that hand are hindered by two steps for the next hour.
- The foe reveals a hidden badge or insignia indicating that they are a member of an organization, religion, cult, or secret society the character belongs to.
- The foes breath or other odor is so awful that the character can barely see straight. The characters actions are hindered.
- The foe strikes with incredible accuracy, but only lightly touches the character, obviously choosing not to inflict damage. The character is intimidated and/or shamed by this show of superiority, and their attacks are hindered by two steps for the rest of the combat.
- An injury caused by a foe has painful complications that arent immediately apparent. The characters physical actions are hindered for the next few days as they recuperate (magic or technology that can instantly heal injuries can end this early).
- The foe says a phrase that is clearly a password (such as “The grey cloud flies at dawn” or “A red hat means ill tidings”), as if expecting the character to know the countersign.
- The character realizes how to get an automatic minor effect (Cypher System Rulebook, page 211) on their next attack, but it requires allowing their foe to get a minor effect on them first.
- The foe strikes the characters abdomen, knocking the wind out of them. The character is hindered by two steps until they succeed at a difficulty 4 Might task to recuperate (the task eases by one step each round).
- The foes attack grazes another character (inflicting 2 points of damage) in addition to hitting the main target.
- The characters attack misses their intended target and instead grazes another character or an innocent bystander, inflicting 2 points of damage.
- The foe moves to a better tactical position, easing their attacks or defenses while they remain in that spot.
- The characters foe reacts with sudden terror. The foe gains an additional action, which they use to flee this round.
- Something small and beautiful (such as a swarm of butterflies, the setting sun through the trees, or a glint of light off polished steel) distracts the character, hindering their next action by two steps.
- The foes steed, lieutenant, or loyal companion sacrifices themselves to protect the foe from the characters attack.
- The characters and foes weapons become entangled, and remain so until one of them uses an action to pull the weapons apart. Either one can instead let go and use a different weapon.
- The foe is knocked prone, but immediately makes an attack with a boot blade or other contingency weapon.
- The foe makes an effective demoralizing taunt. The character is hindered until they use an action to refocus or succeed at an Intellect defense task to regain their courage.
- The characters foe slips and falls to one knee, giving the character an extra attack against them. However, this is a ruse, and if the character makes the extra attack, the foe simultaneously retaliates with an eased attack that inflicts an additional 2 points of damage.
- The foe uses an NPC or another character as a shield, hindering the first characters attack by two steps. If the attack would have hit if it wasnt hindered, it hits the shielding creature.
- The characters weapon (or other important item theyre using in combat) is damaged and moves two steps down the object damage track (Cypher System Rulebook, page 116).
- A characters injury (old or recent) painfully flares up. The characters actions are hindered until they use an action to tend to this injury (apply a bandage, massage a sore joint, and so on).
- The character is knocked prone by the foes attack. If the character doesnt use their next action to get up, the foes next attack is an automatic hit.
- The leader of the foes calls out a worthy character to represent their side in single combat against the foes champion.
- Grit, sweat, and blood get in the characters eyes. Their actions are hindered until they use an action to wipe their eyes clean.
- The character stumbles into an adjacent ally, and the ally is hit by the foes attack.

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- likelihood: Impossible
odds:
- 10 50 91
- 5 25 86
- likelihood: No way
odds:
- 15 75 96
- 10 50 91
- likelihood: Very unlikely
odds:
- 16 85 97
- 13 65 94
- likelihood: Unlikely
odds:
- 18 90 99
- likelihood: 50/50
odds:
- 19 95 100
- likelihood: Somewhat likely
odds:
- 19 95 100
- likelihood: Likely
odds:
- 20 100 0
- likelihood: Very likely
odds:
- 21 105 0
- likelihood: Near sure thing
odds:
- 23 115 0
- likelihood: A sure thing
odds:
- 25 125 0
- likelihood: Has to be
odds:
- 26 145 0
- likelyhood: Has to be x2
odds:
- 29 165 0
15 75 96
16 85 97
18 90 99
19 95 100
19 95 100
20 100 0
22 110 0
26 130 0
30 150 0
3 15 84
7 35 88
10 50 91
11 55 92
15 75 96
16 85 97
18 90 99
19 95 100
19 95 100
19 95 100
20 100 0
24 120 0
2 10 83
5 25 86
9 45 90
10 50 91
13 65 94
16 80 97
16 85 97
18 90 99
19 95 100
19 95 100
20 100 0
24 120 0
1 5 82
3 15 84
5 25 86
7 35 88
10 50 91
13 65 94
15 75 96
16 85 97
18 90 99
18 90 99
19 95 100
1 5 82
2 10 83
3 15 84
4 20 85
7 35 88
10 50 91
11 55 92
15 75 96
16 80 97
16 85 97
19 95 100
20 100 0
0 0 81
1 5 82
2 10 83
3 15 84
5 25 86
9 45 90
10 50 91
13 65 94
15 75 96
16 80 97
18 90 99
19 95 100
0 0 81
1 5 82
1 5 82
2 10 83
3 15 84
5 25 86
7 35 88
10 50 91
11 55 92
13 65 94
16 85 97
19 95 100
0 -20 77
0 0 81
1 5 82
1 5 82
2 10 83
4 20 85
5 25 86
9 45 90
10 50 91
11 55 92
16 80 97
18 90 99
20 for each point over 2
+20 for each point over 2 9 8 7 6 5 4 3 2 1Exceptional Yes
The lower 1/5 of the success range.
Exceptional No
The upper 1/5 of the failure range. Chaos Rank

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name: Interaction related GM intrusion
source: Cypher GM Intrusion deck
type: random-choice
choices:
- A local do-gooder, busybody, reporter, person of authority, or otherwise observant person starts paying close attention to the interaction.
- An NPC friendly to the character shows up and invites themselves to the conversation.
- The NPC is in a hurry to wrap up the interaction because they have another appointment conflicting with or immediately following it.
- The NPC has a serious addiction problem (drugs, alcohol, gambling, or something similar). Until the character helps the NPC satisfy this need, the interaction is hindered.
- An intoxicated person overhears part of the interaction and starts repeating it loudly to another person or to the NPC and character.
- The NPC has reached the limit of the help they can provide, and now the character needs to talk to the NPCs superior— which will take time to arrange.
- The NPC asks the character for something that would complicate the situation, such as being allowed to stay at their home for a while or travel with them to their next destination.
- The NPC wont interact with the character unless the character gives an answer to a difficult religious or philosophical question relevant to the NPCs interests.
- The NPC has started a new hobby or sport and is obsessed with it.
- The NPC is able to provide exactly what the character wants, but requires the character to promise a favor to be named later.
- The NPC has some hearing loss. Unless the character uses a nonverbal communication technique, the interaction is hindered by two steps.
- The NPC insists on speaking an unusual language or using obvious slang or code.
- The NPC is prejudiced against the character for some reason (such as gender, class, hair color, place of origin, social status, or perceived profession). The interaction is hindered by three steps. Perhaps another character should do the talking.
- A passerby asks for a light for their cigarette or asks for a cigarette. Theres something intimidating or off-putting about this person.
- The NPC just inherited something unusual or mysterious and keeps bringing the conversation back to that topic.
- The NPC is intimidated by someone who is watching. Until the character can remove this other person from the situation, the interaction is hindered.
- The NPC drops a tempting offer for a side job or quest that will take some time and delay whatever the interaction is about.
- A character or NPC at the interaction suddenly has a nosebleed.
- The NPC talks in circles and isnt clear about their intentions, what they want, or what they can provide the character.
- The NPC is in a bad mood or distracted due to pain or a physical ailment (aching feet, crick in the neck, stomach distress, and so on). Unless this is alleviated, interactions with the NPC are hindered by two steps.
- Someone or something interrupts the interaction, completely distracting the NPC from the conversation.
- An uncomfortable condition (the weather, annoying insects, the odor of someone or something nearby) distracts or annoys the NPC. The interaction is hindered until the character finds a way to improve the situation.
- The interaction becomes longer and more complicated than expected, requiring one hindered task and two eased tasks.
- The NPC confesses they recently saw something supernatural (slightly unusual for the setting), and it greatly worries them. What they saw might be genuine, a trick, or a symptom of an undiagnosed illness.
- The NPC recently met someone famous or important, and that meeting is all they can talk about.
- The NPC wants the character to make a scene. If the character does so, finishing the interaction with the NPC later is eased by two steps, although the scene might impair interactions with other NPCs.
- The NPCs information is actually secondhand. Whether it is completely accurate is up to the GM.
- An unknown entity attempts to kidnap the NPC during the interaction.
- An uncomfortable condition (the weather, annoying insects, the odor of someone or something nearby) is distracting the NPC. Until the situation improves, theyll complain rather than talk about the intended topic.
- The NPC wont engage until theyre a little intoxicated (using drugs or alcohol). While theyre still sober, the interaction is hindered by two steps.
- The character realizes that the NPC plans to betray or double-cross them once the interaction is done.
- The weather suddenly changes to something loud and distracting. If the interaction is outside, communication becomes impossible for five minutes. If the interaction is indoors, the noise of the weather (or other creatures reaction to it) makes it impossible to communicate verbally for several minutes.
- The NPC or character notices a pickpocket stealing from someone.
- The NPC has a mild addiction problem (drugs, alcohol, gambling, or something similar). If the character helps the PC satisfy this need, the interaction is eased.
- The NPC stops talking to the character and begins a conversation with someone else. The NPC ignores the character and wont continue the interaction with them.
- Another important NPC arrives and urgently needs to talk to the character, starting a second simultaneous interaction. Both are hindered as the character has to keep moving back and forth between the two.
- The NPC keeps talking about how they are owed a lot of money by someone.
- The NPC turns the tables and demands that the character help them achieve their own secret plans. If the character helps the NPC with this (providing information, giving money or an item, offering assistance, and so on), the interaction succeeds. Otherwise, the interaction fails.
- The NPC is focused on or distracted by something important in their own life. The interaction is hindered by two steps until the character learns about and helps with the other matter.
- Out of nowhere, a dangerous creature or person interrupts the interaction and attacks the NPC.
- The NPC thinks theyve met the character somewhere before and keeps bringing it up until they figure it out. (It might have been a chance meeting, or the NPC might be mistaken.)
- The NPC starts to copy the characters mannerisms and accent.
- The NPC is impaired (drugs, alcohol, anxiety, demonic possession, and so on) and misinterprets what the character is saying and/or provides incorrect information as if it were true.
- The NPCs spouse, significant other, or child intervenes in the conversation.
- The NPC is conflicted because an influential group (guild, secret society, cult) is trying to recruit them with a tempting offer.
- An NPC hosting the interaction (store merchant, restaurant owner, barkeep, innkeeper) says they need to close up shop, urging the NPC and character to quickly leave.
- Local authorities show up to arrest the NPC, who professes their innocence. If the character successfully intervenes, the rest of the interaction is eased, but a failed intervention might get the character arrested as an accomplice.
- The NPC is alternately threatening and conciliatory toward the character.
- The NPC is distracted by something interesting in the area (a cute baby, an unusual pet, a strange costume or uniform). The interaction is hindered until the character can figure out a way to use the NPCs interest to their advantage.
- The NPC tries to impress someone else who is watching (perhaps a superior or paramour), such as by standing firm on their opinion, talking down to the character, or otherwise refusing to cooperate. The interaction is hindered until the character finds a way to overcome this obstacle.
- The NPC makes a casual threat against an innocent person—someone in the area or another NPC that the character cares about.
- The NPC offers the character something (a taste of their dinner, a glass of wine, recreational drugs), either as a gesture of peace or to test the characters identity. Unless the character accepts, the interaction is hindered by two steps. The offered item might be safe, poisoned, or intoxicating.
- The NPC insists on a strange setup, such as sitting at opposite ends of a very long table.
- The NPC wont interact unless the character first bests them in a game of skill or chance (a sporting match, board game, arm wrestling, dueling dares, and so on).
- The NPC interprets something about the situation as bad luck or a bad omen (eating fish before sundown, stepping into a room with the wrong foot, three people wearing the same color). The interaction is hindered by two steps unless the character can find a good omen or correct the NPCs impression.
- A recent victory or success has made the NPC extremely self-assured and arrogant, hindering the interaction.
- Out of nowhere, a dangerous creature or person interrupts the interaction with an area attack that affects the NPC, the character, and others nearby.
- The NPC is extremely hungry. Until theyve finished at least half of a full meal, the interaction is hindered.
- The NPC needs a gift for an anniversary, birthday, or similar event for a friend or loved one. If the character provides an appropriate gift, this and future interactions with the NPC are eased.
- The NPC is greedy. Unless the character bribes them with something valuable (like a manifest cypher or an expensive item), the interaction is hindered by two steps.
- The character completely misreads the NPC and says exactly the wrong thing. This interaction and any further interactions with the NPC are hindered by two steps.
- An altercation or argument breaks out between two other nearby NPCs, and physically spills over into the interaction.
- The NPC keeps talking about how they owe someone important or dangerous a lot of money. Helping them with this situation eases future interactions with the NPC by one or two steps.
- The NPC becomes very talkative about an entirely different topic than what the character wants to discuss. The character has to either listen patiently for half an hour before the NPC returns to the original topic, or interrupt and redirect the conversation (which requires a successful persuasion task that is hindered by two steps).
- The NPC plans to abandon the connection the character relies on them for (by quitting the guild, moving to a new city, choosing a new religion). This is the last relevant interaction with the NPC unless the character can change their mind.
- The character accidentally insults the NPC. Unless they apologize and make amends for this insult, interactions with the NPC are hindered by three steps.
- Someone nearby starts laughing just as the NPC or character laughs, or seemingly in response to a sensitive topic being discussed. Were they listening in, or was it a coincidence?
- The NPC is vain or conceited. The interaction is hindered unless the character provides a lot of flattery and compliments (though doing so makes the interaction take twice as long).
- The NPC is distracted by someone (another NPC or a different character) who they find extremely attractive. The interaction is hindered until the character can figure out a way to use the attraction to their advantage.
- Another person arrives or decides to intervene in the conversation and forbids the NPC from interacting further with the character.
- The NPC is physically attracted to the character and wont interact in any meaningful way unless the character appears to return the feeling.
- The NPC is seriously injured or ill (although this may not be immediately apparent to the character). The interaction is hindered until the NPC is provided some relief from their symptoms.
- All of the lights in the area go out, plunging everything into darkness. Theres mild panic from other people as they scramble to find a light.
- Out of nowhere, a dangerous creature or person interrupts the interaction by making an attack against the character.
- The NPC recently avoided death (an attack, accident, car collision) and is very shaken up about it.
- The NPC wants the character to reveal a relevant personal secret (true feelings on a certain topic, if theyre carrying a specific item, and so on) before continuing the interaction. The character can lie, but the lie will have to convince or fool the NPC.
- A recent traumatic event (such as a death in the family, end of a relationship, or loss of something precious) has made the NPC extremely distraught, hindering the interaction.
- The NPC starts telling a long story that seems relevant to the current topic, but after a while the character realizes that its not. They can wait it out or steer the NPC back to the topic with a persuasion task.
- The NPC expresses themselves poorly. What they say is confusing and easily misunderstood.
- The NPC is nervous (checking the door, their watch, and so on) as if expecting something or someone.
- Its difficult to read the NPCs emotions and reactions (theyre a machine, are wearing a mask, are medicated, or the like). The interaction is hindered.
- The presence of a person or creature (bodyguard, slave, relative, pet) associated with the NPC makes the situation strange or awkward.
- The interaction becomes longer and more complicated than expected, requiring one eased task and two hindered tasks.
- The NPC agrees to interact with the character only if they first take part in a religious ritual (such as a blessing, purification, demonstration of faith, or prayer session). The ritual is harmless but will take about half an hour to complete.
- The NPC commits a cultural or social faux pas (belching, touching food with the wrong hand, snapping for a servants attention), drawing negative attention from others. The character will need to mollify the other NPCs before the main interaction can continue.
- An unexpected emergency (car collision, fire, phone call about an injured friend, and so on) happens and the NPC has to leave the conversation. If the character helps out with the emergency, the next interaction with the NPC is eased by two steps.
- Local authorities (city guards, police, a county sheriff, and so on) begin exerting pressure (justifiably or not) on someone nearby. The NPC the character is interacting with is curious, outraged, or pretending its not happening.
- The NPC seems to agree with the character and wants to help, but misunderstands what was being asked of them. The character needs to work on the interaction further (including succeeding at another task).
- The NPC does something that reveals they are much more than they appear—in truth, they are a skilled warrior, cyborg, shapechanger, wizard, demon, and so on. The rest of the interaction is hindered as the character reassesses the situation.
- The NPC loses track of the details and asks the character to start at the beginning, or at least summarize whats been discussed so far.
- The NPC accidentally reveals a valuable secret (theyre a former addict, the mayor is having an affair, the watchdog is old and blind). They make it clear that sharing or making use of this secret will lead to terrible consequences, either for the character or for the NPC.
- A seemingly friendly NPC sneakily approaches the interacting NPC, as if meaning to surprise them (perhaps even putting their hands over the NPCs eyes).
- Its the NPCs birthday, and they hint that the character should give them a gift. If the character gives them a suitable gift, the interaction is eased by two steps.
- The character reminds the NPC of someone they greatly dislike (voice, appearance, manner of speaking, and so on), hindering the rest of the interaction.
- The NPC feels that the character is taking advantage of them somehow. After this conversation is concluded, the NPC refuses to interact with the character.
- A group of people (street buskers, a flash mob, or a comedy improv group) start performing nearby and distract the NPC.
- There is a sudden loud noise, strong smell, or other distracting event nearby that interrupts the conversation. The NPC wants to investigate or is startled and wants to flee.
- The NPC insults the character (intentionally or accidentally). The characters reaction determines if the rest of the interaction is eased, hindered, or normal (GMs discretion based on the NPCs personality).
- The NPC says they need to continue the interaction in a different location (too many spies, negative auras at this restaurant, have another appointment), requiring at least ten minutes of travel.
- The NPC is extremely cooperative and tells the character what they need to know, but there is a lingering suspicion that the interaction was too easy or the NPC has a secret motive.

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name: Merchant Generator
source: Gonzo RPG content from someone who can't decide what to run
source-url: https://boxfullofboxes.blogspot.com/2025/03/far-afield-in-search-of-riches-merchant.html
type: object-generator
properties:
- question: Where are they from?
roll-type: d8
results:
- min-roll: 1
max-roll: 1
value: Far, far away. So far that you may not have even heard of it.
- min-roll: 2
max-roll: 4
value: From across the continent.
- min-roll: 5
max-roll: 7
value: From a neighboring kingdom or state.
- min-roll: 8
max-roll: 8
value: Your own homeland.
- question: What are they selling?
roll-type: d8
results:
- min-roll: 1
max-roll: 1
value: Raw materials like timber, ores, or unworked stone.
- min-roll: 2
max-roll: 2
value: Something illegal or heinous in nature such as slaves, harmful drugs, or stolen goods.
- min-roll: 3
max-roll: 3
value: Weapons, armor, and other accouterments of war.
- min-roll: 4
max-roll: 4
value: Cattle such as cows, horses, or something even more exotic.
- min-roll: 5
max-roll: 5
value: Fine goods such as carpets, jewels, or silks.
- min-roll: 6
max-roll: 6
value: Exotic raw goods such as medicinal plants, rare preserved fruits, or ivory.
- min-roll: 7
max-roll: 7
value: Information. This could take the form of rumors and hearsay, but more likely books, maps, or scrolls.
- min-roll: 8
max-roll: 8
value: Services. They could be actors, tinkers, or traveling laborers.
- question: What is their demeanor, along with the bargains they strike?
roll-type: d8
results:
- min-roll: 1
max-roll: 1
value: Honest and forthright.
- min-roll: 2
max-roll: 2
value: Misleading and exploitative.
- min-roll: 3
max-roll: 3
value: Harsh and stand-offish. Fair.
- min-roll: 4
max-roll: 4
value: Kind but ultimately unyielding.
- min-roll: 5
max-roll: 5
value: Eccentric, impressed by strange or otherwise unique goods.
- min-roll: 6
max-roll: 6
value: Criminal, actively seeking to fleece.
- min-roll: 7
max-roll: 7
value: Quibbling and endlessly desiring to haggle.
- min-roll: 8
max-roll: 8
value: Easily fooled and equally easily agitated.
- question: "How do they defend themselves?"
roll-type: "d8"
results:
- min-roll: 1
max-roll: 3
value: Mercenary guards. Heavily armed and armored.
- min-roll: 4
max-roll: 5
value: The prestige of their tradehouse or guild. Being blacklisted by them would be ruinous.
- min-roll: 6
max-roll: 6
value: Great, ferocious beasts trained to kill on a word from their handlers
- min-roll: 7
max-roll: 7
value: Mystical wards or shields which can be activated to keep attackers at bay.
- min-roll: 8
max-roll: 8
value: Magically animated wagons which roll and smash attackers by their own accord.

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name: Miscellaneous GM intrusion
source: Cypher GM Intrusion deck
type: random-choice
choices:
- An NPC appears to do something improbable or impossible (a magic trick, catching a real bird in their hand, making a baby stop crying).,
- The character tries to show off for fun—flourish an innocuous object (umbrella, cardboard tube) like a weapon, strike a dramatic pose, or perform an impromptu dance maneuver. If they succeed at a difficulty 3 task, they impress or amuse themselves and anyone watching, easing the characters tasks for the next minute.,
- The character perceives a favorable and unfavorable outcome for the current situation. If they succeed at a difficulty 6 task to pick the outcome they want, their tasks for the remainder of the situation are eased; otherwise, they are hindered.,
- The character suddenly forgets an important name (such as the name of the person theyre talking to or the one theyre looking for). They remember it quickly if they succeed at a difficulty 4 Intellect task; otherwise, it takes minutes or hours.,
- A character is suddenly revealed to be an impostor (a clone, surgically altered spy, lookalike actor, shapechanger, robot duplicate) and either flees or self- destructs. The original character was captured and replaced at some point and needs to be rescued.,
- The character startles a small but dangerous creature (like a snake, hungry bird, or vicious tiny dog), which makes one attack before fleeing. The character must succeed at a difficulty 4 Speed defense task or take 3 points of damage.,
- A relatively tame creature (like a stray dog or curious bird) shows up and takes a liking to the character for about an hour. It wont fight on the characters behalf and may cause trouble, but it may also be useful in its own way.,
- Something falls on the character from above—a tree branch, a ceiling beam, loose rocks on a cliff, or something thrown off of a building. The character must succeed at a difficulty 5 Speed defense roll or take 3 points of damage.,
- An unusual smell triggers a forgotten childhood memory (something specific or as general as “comfort” or “mother”).,
- The character has an allergic reaction to something nearby (a plant, food, perfume, pet, chemical smell, and so on). They must succeed at a difficulty 4 Might defense roll or take 3 points of Speed damage (ignores Armor).,
- The ground beneath the character suddenly shifts, knocking them prone. If there is an open space beneath them, they fall through to the next lower level unless they succeed at a difficulty 5 Speed task.,
- A passerby starts telling a rambling story that initially seems relevant but wanders far off topic. The characters task is hindered while the NPC keeps up this distraction.,
- The character experiences a sudden muscle spasm, headache, or abdominal pain. Their face reacts to the pain, and whatever task theyre attempting is hindered by three steps.,
- The character pulls a muscle during physical activity and takes 1 point of lasting damage (ignores Armor). Until the character rests (Cypher System Rulebook, page 436), that physical action is hindered.,
- An NPC says something that is clearly a password (such as “This meat could use more seasoning” or “The man with the mustache is a worthy ally”) to the character—or to nobody in particular.,
- A nearby object suddenly activates or moves—a portcullis falls, a door creaks open, a machine noisily starts up, and so on. This momentary distraction hinders the characters current task by three steps.,
- A creature, an NPC, or a group of NPCs appears in a manner that is unusual for the setting—rappelling from a helicopter, arriving on horseback, pulling up in a hovercraft or school bus, or stepping out of a glowing portal. (Group intrusion.),
- The character accidentally makes an awkward amount of eye contact with a stranger or rival.,
- A nearby trash can, car, kiosk, or building explodes or catches fire. Thats startling, but theres also something strange about it—odd colors, weird smoke, haunting noises, no NPCs reacting, and so on.,
- The character is missing an important object or piece of equipment they thought they had. If they spend a couple of rounds searching, they realize that theyre already wearing or holding it.,
- The character realizes this event will make an interesting anecdote in a book, play, story, or film about their life, and is hindered for a minute while trying to memorize the details.,
- Something unnerving happens in an unexpected location—strange noises from a sewer grate, a disturbing speech from a local drunk, a strange message on a television or phone, and so on.,
- The character has a false memory (misremembered, based on someone elses account, or implanted) related to the current situation. Associated tasks are hindered for the next minute.,
- A sleeping character awakens to find a wrapped parcel next to them. It may be addressed specifically to them, addressed more generically (“a hero,” “my true love,” “my enemy”), or not addressed at all.,
- An NPC approaches a character as if they were old friends. This could be a ruse, or the NPC might need the characters help against a dangerous person listening in.,
- The characters shoe slips off or its sole tears loose. This might make the character stumble or fall prone. The characters movement is slowed until the shoe is fully on or is repaired.,
- The character has a sudden insight about a technological or social innovation, hindering them until they take the time to write it down. (The idea is likely already in use.),
- The character notices a number or symbol that has a coincidental connection to recent or current events.,
- Something falls to the ground near the character—a wounded bird, a device from a building or vehicle, a failed attack from an unseen assassin, or something similarly unusual.,
- The character sees an NPC do something inconsiderate (throwing litter on the ground, pushing past a senior citizen, not returning a shopping cart, leaving a grocery item on the wrong shelf).,
- The character distinctly hears a voice in their head say something very clear. (It could be a memory fragment, a synaptic error, a telepathic missive, or just their imagination.),
- A device or piece of equipment catches on fire or explodes, inflicting 3 points of ambient damage (ignores Armor) to a nearby character.,
- Something damages a characters tattoo, haircut, makeup, or other personal decoration.,
- A mysterious stranger intervenes, offering assistance or advice (granting an asset) for a round and then leaving. The character is confused for the next minute, hindering all tasks.,
- An authority figure or concerned citizen tries to stop the character from doing whatever theyre doing. Even if what theyre doing is legal or allowed, the NPC insists it isnt.,
- The character has the urge to spend a little too much money on something unimportant (clothes, toys, memorabilia). If they indulge, one task of their choice later that day is eased.,
- A large number of common animals (bees, birds, mice) appear in the area, attracted to or agitated by something.,
- An NPC known in the community accuses a character of a crime.,
- The character suddenly remembers something embarrassing or extremely out of character that they did. Any mental actions or conversations for the next minute are hindered.,
- An inadvertent optical illusion confuses a character about what theyre seeing. Until they spend a round or two examining it, visual tasks are hindered by two steps.,
- A vehicle (or large mount such as a horse) swerves toward the character, who must succeed at a difficulty 3 Speed defense task or take 3 points of damage from the impact.,
- A nearby NPC is eating or drinking very loudly.,
- The character suddenly feels “cute aggression”—the momentary desire to squeeze or crush something cute they can see, such as a baby or puppy. Then the feeling passes.,
- The weather conditions (such as rain, fog, or wind) hinder all tasks by one step for the next thirty minutes. (Group intrusion.),
- The characters senses become muddled, as if they are tired or intoxicated. All communication and perception tasks are hindered until the character can rest for a few minutes.,
- The character suddenly feels the urge to do something they know is dangerous (step into traffic, jump over a safety railing).,
- The character is physically, emotionally, socially, or intellectually overwhelmed and cannot take actions until they rest quietly for a few minutes.,
- A well-meaning passerby starts to lecture a character about something theyre doing incorrectly or inefficiently.,
- The character remembers an interesting person they once met (a potential friend, crush, lover, or rival). Intellect actions are hindered for a few minutes.,
- A tool or other useful object develops an obvious critical flaw and will break in the next round or two.,
- The character experiences a phobia reaction or aversion to something nearby, which hinders all their tasks while they are able to perceive it or know it to be nearby.,
- The wind blows a cloud of paper debris (business receipts, personal mail, newspapers) into the area.,
- When texting, calling, messaging, or speaking to someone, the character accidentally communicates with the wrong person.,
- The character feels sad and craves a minute of connection with a friend, comrade, or pet. If they cant get it, their tasks are hindered for an hour.,
- A local holiday, celebration, or ritual begins, and the character is asked to take part.,
- A large local phenomenon (parade, power outage, loud block party, rowdy convention) hinders all tasks for an hour or so. (Group intrusion.),
- Minor movement and sounds in the area are very distracting to the character, hindering tasks for the next minute unless things get still and quiet.,
- The character starts hiccupping, hindering all tasks. Ending this is a difficulty 4 Might or Intellect task they can attempt once per minute.,
- The character overindulges in whatever food, sweets, drinks, or drugs theyre currently enjoying, hindering all tasks for the next few hours.,
- A device or other piece of equipment seems to hate the character trying to use it, hindering tasks with it by three steps for the next few minutes.,
- The character is overthinking their next task. If they spend an action thinking up a simpler option, the task is eased; otherwise, it is hindered.,
- The character becomes tongue-tied and has trouble communicating with anyone for the next minute. Communication tasks are hindered by three steps.,
- An NPC runs past the characters. Other people yell out that the fleeing NPC is a criminal and someone should grab them. (Group intrusion.),
- A characters pet eats something that might be dangerous.,
- The characters backpack, bag, purse, or other container breaks or falls open, dumping all the contents onto the ground.,
- The character is caught doing some kind of minor but socially unacceptable grooming (picking their nose, adjusting underwear) at just the wrong moment.,
- The character realizes theyve lost or thrown away something they should have kept (instructions to a device, a shopping list).,
- The character experiences déjà vu—the feeling that they have lived through the current situation before.,
- An NPC walks by who is a near-identical copy of the character (or a lookalike of that character with a different gender).,
- The character experiences presque vu— the feeling of being on the brink of an epiphany, insight, or revelation without actually achieving it.,
- A single person cries for help nearby. (Group intrusion.),
- Several people (nearby but out of sight) are yelling for help, and it sounds like a fight is happening. (Group intrusion.),
- An NPC is behaving dangerously (texting while driving, wandering into the street, letting an aggressive dog run loose).,
- The character momentarily forgets what they were about to do and has to spend an action to remember what it was.,
- A nearby NPC is holding something anachronistic (pocket watch, bowl of ice cubes, extinct animal).,
- The character sees something that is obviously a secret message or omen intended for them.,
- An elderly person asks the character for help with something (crossing the street, finding a store, using a machine).,
- The character discovers information that suggests their supposedly dead sibling, parent, lover, or defeated foe is still alive.,
- An animal quickly approaches and tries to steal something a character is holding or carrying.,
- The character develops a sunburn, rash, or minor allergic reaction that is obvious but not harmful.,
- A nearby NPC is talking too loudly in a private conversation (or using a speakerphone in public, or talking in a theater).,
- The character keeps noticing something (an ice cream truck, a red-haired person, a fat cat) over the course of the day.,
- The character feels itchy. All tasks are hindered until they spend a few rounds finding the right place to scratch.,
- A characters pet runs after something (breaking free of a leash or restraint if necessary).,
- A characters pet demands attention from the character or an NPC.,
- A busybody, journalist, or camera crew shows up and starts being annoying or distracting.,
- The character catches a cold or other mild illness. All physical tasks are hindered for one day.,
- The character realizes they had a dream about the current situation (in which things went very well or very badly).,
- The character gets a song or phrase stuck in their head for the next hour, hindering mental tasks.,
- Monsters or strange creatures appear in an otherwise normal environment. (They are actually people in costumes.),
- Someone from the characters past shows up with bad news.,
- An NPC moves away right after the character sits or stands nearby. Was this intentional, or a coincidence?,
- A character hears faint familiar music coming from somewhere nearby.,
- An NPC keeps getting in the characters way (at a shop, on the sidewalk, on the road, at the airport).,
- The character thinks of an insult or rebuttal that would have been perfect for an earlier conversation and is distracted by this revelation for one round.,
- A character notices an intriguing smell (perfume, food, wood) coming from somewhere nearby.,
- The character confuses “left” and “right” (including which hand to use) for one round.,
- The character has the feeling they were shortchanged in a recent transaction.,
- A dangerous creature or person suddenly attacks the NPC or character.,
- Something the character carries (equipment, an artifact, or manifest cypher) starts acting oddly—glowing, making noises, repeating or picking up voices from nearby, or trying to move on its own. The item might be developing a new ability, getting hacked, or about to overload and explode.

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data/task-difficulty.csv Normal file
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Task Difficulty,Target Number,Task Success Rate,Description,Guidance
0,(0),100%,Routine,Anyone can do this basically every time.
1,(3),90%,Simple,Most people can do this most of the time.
2,(6),75%,Standard,"Typical task requiring focus, but most people can usually do this."
3,(9),60%,Demanding,Requires full attention; most people have a 50/50 chance to succeed.
4,(12),45%,Difficult,Trained people have a 50/50 chance to succeed.
5,(15),30%,Challenging,Even trained people often fail.
6,(18),15%,Intimidating,Normal people almost never succeed.
7,(21),—,Formidable,Impossible without skills or great effort.
8,(24),-15%,Heroic,A task worthy of tales told for years afterward.
9,(27),-30%,Immortal,A task worthy of legends that last lifetimes.
10,(30),-45%,Impossible,A task that normal humans couldn't consider (but one that doesn't break the laws of physics).
1 Task Difficulty Target Number Task Success Rate Description Guidance
2 0 (0) 100% Routine Anyone can do this basically every time.
3 1 (3) 90% Simple Most people can do this most of the time.
4 2 (6) 75% Standard Typical task requiring focus, but most people can usually do this.
5 3 (9) 60% Demanding Requires full attention; most people have a 50/50 chance to succeed.
6 4 (12) 45% Difficult Trained people have a 50/50 chance to succeed.
7 5 (15) 30% Challenging Even trained people often fail.
8 6 (18) 15% Intimidating Normal people almost never succeed.
9 7 (21) — Formidable Impossible without skills or great effort.
10 8 (24) -15% Heroic A task worthy of tales told for years afterward.
11 9 (27) -30% Immortal A task worthy of legends that last lifetimes.
12 10 (30) -45% Impossible A task that normal humans couldn't consider (but one that doesn't break the laws of physics).

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"""Object Generators (AKA Oracles)"""
import yaml
from .oracle.base import Oracle
from .oracle.object_generator import ObjectGeneratorOracle
from .oracle.random_choice import RandomChoiceOracle
TYPE_CLASSES = {
"object-generator": ObjectGeneratorOracle,
"random-choice": RandomChoiceOracle,
}
def read_datafile(filename: str) -> Oracle:
"""Read a datafile in YAML format"""
with open(filename, "r", encoding="utf-8") as fhand:
data = yaml.safe_load(fhand)
if not isinstance(data, dict):
raise TypeError("Generator data must be an YAML object")
if (generator_type := data.get("type")) not in TYPE_CLASSES:
raise ValueError(f"No information on how to handle {generator_type} data")
handler_class = TYPE_CLASSES[generator_type]
return handler_class(data)