Cypher System Homebrew

House Rules

Cost of Optional Spellcasting

Note: or psionics, or so on.

The optional spellcasting rule is very cool but the cost of casting these spells, particularly the recovery roll option, seems out of whack to me. Particularly, recovery rolls are a very limited resource and scale up in value as tiers (and thus, normal spend) increase, while the benefit of burning one stays the same. Meanwhile, we have resource pools right here to use.

Replace the "Using a Recovery Roll to Cast a Spell" paragraph with:

Using Strain to Cast a Spell: If the character spends 4/6/8 (low/mid/high) Pool points as part of the same action to cast the spell (including paying any normal Pool costs for the ability), they can use the ability as an action. This represents a significant mental or physical drain on the character, because the character must draw deeper from their capabilities in order to cast the spell.

Determining the Pool to draw from is up to the GM. For abilities with their own Pool cost, using the same Pool is a logical choice. Or, perhaps lean towards Intellect as a default, to represent the willpower necessary to pull from reserves and to match the spellcasting flavor. This strain cannot be reduced by Edge.

Descriptions

Faerûnian Races

The Forgotten Realms Campaign Setting (3e) presents a number of racial options for D&D characters. For a Cypher character that hews a bit closer to the Forgotten Realms line, you can apply these conversions:

Fungoid

Foci

Does Not Tread Lightly

You are an unstoppable force, once you get moving. You may be extraordinarily big for your kind, enhanced via magic or technology, or some kind of unnatural being, but you use your size and strength to solve problems.

Abilities

Blessing of the Gods (more abilities)

Rituals

Read Object

Bestows information about an object's history. The object must be handled by the caster inside a circle traced in silver powder, who reads any impressions left upon it, obtaining a piece of information occasionally over the duration of the ritual's effects. The nature of the object, including its magical auras, the strength of the creatures who handled it, its historical significance, and so on, may all affect the level of the ritual and the duration necessary to concentrate on the object after the ritual is cast. The caster knows when there is no further information to gleam from the object, and the spell ends at this point if not interrupted prematurely. The ritual may succeed only for the caster to learn that the object has no information to yield, for whatever reason.

Examples of information that can be obtained via this ritual include the object's name (if it has one), an image of the last creature to handle the object, an image of the last moments an object was last used, knowledge of the item's historical significance, if any, and so on.

Equipment

Fantasy Weapons

This combines the SRD weapons table with the weapon properties rule, and adds a couple less typical fantasy weapons (guns).

Light Weapons (2 points of damage) Price Property Notes
Blowgun 5 gp Short range
Blowgun darts (20) 1 gp Piercing
Dagger 2 gp Piercing Can be thrown up to short range
Hand crossbow 75 gp Short range
Crossbow bolts (20) 1 gp Piercing
Handaxe 5 gp Slashing Can be thrown up to short range
Light smokepowder pistol 100 gp Short range
Smokepowder bullets - Piercing Needs to be crafted
Net 1 gp Can be thrown up to short range
Rapier 25 gp Slashing
Sickle 1 gp Short range
Sling 1 sp Short range
Sling bullets (20) 5 cp Bludgeoning
Throwing dart 5 cp Piercing Short range
Unarmed (punch, kick, etc.) - Bludgeoning
Whip 2 gp Bludgeoning
Medium Weapons (4 points of damage Price Property Notes
Battleaxe 10 gp Slashing
Bow 30 gp Long range
Arrows (20) 1 gp Piercing
Broadsword 15 gp Slashing
Club 1 sp Bludgeoning
Crank crossbow 250 gp Long range
Crossbow bolts (20) 1 gp Piercing
Light crossbow 25 gp Long range
Crossbow bolts (20) 1 gp Piercing
Flail 10 gp Bludgeoning
Hammer 15 gp Bludgeoning
Javelin 5 sp Piercing Can be thrown up to long range
Mace 10 gp Bludgeoning
Pick 10 gp Piercing
Polearm 10 gp Slashing, reach
Quarterstaff 2 sp Bludgeoning, reach
Scimitar 25 gp Slashing
Smokepowder pistol 300 gp Short range
Smokepowder rifle 500 gp Long range
Smokepowder bullets - Piercing Needs to be crafted
Spear 1 gp Piercing, reach Can be thrown up to long range
Trident 5 gp Piercing
Heavy Weapons (6 points of damage Price Property Notes
Greataxe 30 gp Slashing
Greatsword 50 gp Slashing
Heavy crossbow 50 gp Long range
Crossbow bolts (20) 1 gp Piercing
Heavy mace 15 gp Bludgeoning
Heavy spear 15 gp Piercing, reach
Maul 10 gp Bludgeoning
Smokepowder shotgun 750 gp Immediate range
Smokepowder bullets - Piercing Needs to be crafted

Conversions

D&D 5e CR to Cypher System Level

Comparing 5e Creatures to Cypher System from Busy Wyvern looks at Ptolus: Monte Cook's City by the Spire (which has both 5e and Cypher System editions, and both written in recent times) to come up with a general strategy to translate a D&D creature to the Cypher System. The detail in the blog post is good — basically, a detailed conversion doesn't matter because Cypher System isn't as tactical as 5e, so just find the right level and apply the special abilities verbatim using the level as the target number — but it doesn't go one step further to create a rule of thumb on the actual CR-to-level conversion.

I eyeballed Busy Wyvern's results from Ptolus and came up with this equation: CYPHER_L = ceiling(2+(sqrt(5E_CR)*1.4)). The results don't entirely match, but they're pretty close, and you could debate e.g. the difference between a high level 9 and low level 10 until you're blue in the face.

The equation isn't quite easy enough to do mentally at the on the fly, so here's the results in table form (with special consideration made for 1/2 and 1/4 CRs):

5e CR CS Level 5e CR CS Level 5e CR CS Level 5e CR CS Level
1/4 2 7 6 15 8 23 9
1/2 3 8 6 16 8 24 9
1 4 9 7 17 8 25 9
2 4 10 7 18 8 26 10
3 5 11 7 19 9 27 10
4 5 12 7 20 9 28 10
5 6 13 8 21 9 29 10
6 6 14 8 22 9 30 10