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Cypher

Castlevania: 1989

GM Arzach · 1 player

Bellridge Colorado, 1989. A series of increasingly brutal murders spark panic over the city. Residents claim to have seen monsters, demons, and devils. Several corpses were even found drained of blood, giving a chilling edge to the rumors of supernatural involvement. Strange and unsettling visitors have started to appear. Hell, one of them was carrying some kind of crazy whip!

Castlevania: 1989

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Premise

Though killed over a hundred years ago, Dracula's Castle has somehow returned to the American west. It festers underneath Bellridge, it's twisted roots staging the town for the Castle's full return. Even as professional monster hunters arrive to combat this evil, more nefarious visitors are after the supreme knowledge and power of Dracula's legacy. For if the Castle truly materializes, it's master may very well claim dominion over the supernatural if not the entire world.

Certain points over the town have started to lead into the Castle itself during the night, trapping unfortunate souls and leaving their bodies behind the next day. It grows stronger with every death and only by destroying the Pillars, Dracula's favored servants that are forever bound to the Castle, can it be stopped for good. I intend for this to be fun and (relatively) light hearted game, albeit an exceptionally violent one.

Heartstone is the games de facto currency and can be used in a lot of ways. It drops from supernatural creatures and every player has their own supply, which is always divided evenly if found. Whether that means everyone who was there when they found it or just everyone in general we'll work out as a group, but the default is always you should be willing to work together within reason.

Aesthetics and tone wise I'm shooting for something between the Netflix series and the later games, post Symphony of the Night. It will have a little of that original gothic horror sprinkled in, alongside some 80s references and music tracks. Expect plenty of action, horror, and exploration with a bit of puzzles and humor. Characters are a little more powerful, but you should expect to face corresponding threats and be ready for anything.

Character Creation

Create a regular character Tier 1 Character. No Descriptors, Types, or Foci are off limits. I have most of the books, so if you want to play an odd one that's fine. Certain technological elements should fit the setting, but 80s style scifi is fine as is more magic or alchemic centric technology.

Choose a single Flavor. At every Tier you gain a single Trait from that Flavor at no cost.

Become trained in two different skills of your choice. Certain skills allow you to craft things in addition to making regular skill checks and these are marked. Crafting mostly allows you to turn Heartstone, the game's magical currency, into Cyphers.

Skill List: Alchemy: CR, Animal Friendship, Athletics, Blacksmithing: CR, Charisma, Dexterity, Disguise, Driving, Enchantment: CR, Grace, History, Initiative, Intimidation, Linguistics, Lore, Magic, Music, Perception, Piloting, Riding, Science, Smashing, Stealth, Survival, and Technology: CR.

Have fun with your Background, I don't need it any particular way, but would rather not read a novel. This won't match up to Castlevania lore exactly, so if that's a dealbreaker I apologize. I'll allow up to two players to be Belmonts (as the Bloodline split in this continuity) and one player to be some kind of Alucard/Dracula descendant, but those roles don't have to be filled and you can be any character that you'd like so long as it at least roughly fits the campaign.

You start with all regular starting gear for your Type and players roll once on a table to fill their Cypher slots. Alternatively, they may choose to start with a Relic instead, which are listed in the starting under Heritage Relic options on the Item page. These can be empowered by Heartstone, a rare material that drops from powerful creatures.

Edit

Adding the topic pages as spoilers here as there's some issue viewing them.

Cyphers and Relics

 

Relics
 
These are special weapons, armor, trinkets, and spells from the Castlevania series. They occupy a Cypher slot and grow more powerful by consuming Heartstone. 
Alucard’s Shield
Like other shields it provides an asset to your Speed defense rolls. However, this shield can be used as a Medium Weapon. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 5 you may spend 500 Heartstone to upgrade this item. 
 
Alucard’s Spear
A magic spear with ties to Alucard, you can feel it enhancing your battle prowess. Functions as a regular Medium Weapon, but while equipped you may replace the Speed task to move and take an additional with an equal Might task. However, if you do so the movement taken must be made to jump. 
Starting at Tier 2 you may spend 200 Heartstone to upgrade this item. 
Starting at Tier 4 you may spend 400 Heartstone to upgrade this item. 
 
Alucard’s Sword
Alucard’s favored weapon, you can feel yourself grow more agile simply by holding it. A Light Weapon that inflicts +1 damage. 
Starting at Tier 2 you may spend 200 Heartstone to upgrade this item. 
Starting at Tier 5 you may spend 500 Heartstone to upgrade this item. 
 
Alucart’s Mail
Seriously, it’s the real deal, why would I lie to you? Functions as a regular suit of Light Armor, but makes you weak against cold, fire, and lightning damage.
Starting at Tier 4 you may spend 400 Heartstone to upgrade this item. 
Starting at Tier 6 you may spend 600 Heartstone to upgrade this item. 
 
Assassin Crossbow
Designed for taking down inhuman targets, the assassin bow fires arrows with incredible speed. It is a Medium Weapon that can fire at a long range, but attacks made at immediate range are hindered by 1 step. If your attack roll exceeds the target difficulty by 3 or more, the attack inflicts an additional +1 damage. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 5 you may spend 500 Heartstone to upgrade this item. 
 
Battle Axe
Looted from a powerful undead knight, the strange steel has withstood the test of time. This is a Heavy Weapon that inflicts +1 damage against objects and at the start of your turn you may spend 1 Might, changing its damage type to dark until the start of your next turn. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 4 you may spend 400 Heartstone to upgrade this item. 
 
Dash Boots
Though they take some getting used to, these boots allow you to dart around the battlefield. When taking a short move and attempting another action, your Speed task difficulty is 3 instead of 4. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 5 you may spend 500 Heartstone to upgrade this item. 
 
Dainslef
A demonic blade, it draws life from slain foes. Dainslef is a Heavy Weapon and drains life on a Minor or Major effect. On a Minor Effect it deals 1 additional point of damage and you regain that same amount to your Might Pool. On a Major Effect it deals 2 additional points of damage and you regain that same amount to your Might Pool. 
Starting at Tier 4 you may spend 400 Heartstone to upgrade this item. 
Starting at Tier 5 you may spend 500 Heartstone to upgrade this item. 
 
Fire Tome
Allows you to cast the spell Fireball as listed below. 
Fireball, Intellect 2
Launches a ball of flame that inflicts 4 fire damage at a target up to a long distance away. If your attack roll exceeds the difficulty by 3 or more, the target is set on fire and takes 1 fire damage at the start of their turn until the fire is put out. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 5 you may spend 500 Heartstone to upgrade this item. 
 
Fury Plate
A suit of Medium Armor that increases your defense when you take damage. After taking 4 or more Might damage from a single attack, this armor gains a Fury charge that eases the next Speed defense roll you make during the same round. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 4 you may spend 400 Heartstone to upgrade this item. 
 
Gram
Though fairly plain looking, Gram’s effectiveness comes from its incredibly sharp edge and perfect balance over more spectacular abilities. It is a Medium Weapon that inflicts +1 damage if held in one hand or gains a +1 bonus to the attack roll if held in both hands. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 6 you may spend 600 Heartstone to upgrade this item. 
 
Ice Tome
Allows you to cast the spell Crystal Shards as listed below. 
Crystal Shards, Intellect 2
Launches a ball of flame that inflicts 3 cold damage at up to two different targets as part of the same action. If your attack roll exceeds the difficulty by 3 or more, the target is slowed for one round. While slowed, the target cannot use any ability that allows them to move and take another action. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 4 you may spend 400 Heartstone to upgrade this item. 
 
Leap Stone
Wearing this magic stone makes you feel lighter than air. Double the distance you can make while jumping. 
Starting at Tier 2 you may spend 200 Heartstone to upgrade this item. 
Starting at Tier 4 you may spend 400 Heartstone to upgrade this item. 
 
Mach Punch
A trained talent rather than a piece of equipment, Mach Punch is a permanent Relic and always occupies a Cypher slot. You may make unarmed attacks as a Light Weapon or a Medium Weapon. 
Starting at Tier 2 you may spend 200 Heartstone to upgrade this item. 
Starting at Tier 4 you may spend 500 Heartstone to upgrade this item. 
 
Mojo Armor
This light armor makes it easier to cast spells. Wearing it increases your Intellect Pool by +1. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 6 you may spend 600 Heartstone to upgrade this item. 
 
Morning Star
A heavier chain whip, one of two passed down through the Belmont line. It is a Medium weapon that inflicts +1 damage against demons and the undead. You may spend 1 Might to increase the length of the Morning Star at the start of your turn, allowing you to make attacks with it at short range. 
Starting at Tier 2 you may spend 200 Heartstone to upgrade this item. 
Starting at Tier 5 you may spend 500 Heartstone to upgrade this item. 
 
Positron Rifle
Though a recently constructed prototype, the Positron Rifle can still fire beams of energy. It is a Heavy Weapon that can attack at a long range and inflicts fire damage, but attacks made at immediate range are hindered by 1 step. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 4 you may spend 400 Heartstone to upgrade this item. 
 
Scythe
A human sized replica of Death’s favored weapon, this scythe only bears a fraction of the original’s power. A Medium Weapon, it inflicts dark damage instead of physical and if held in two hands that dark damage increases by +1. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 5 you may spend 500 Heartstone to upgrade this item. 
 
Silver Gun
Enchanted to fire unlimited silver bullets, this is a Light ranged weapon that can fire at a short distance or at a long distance if the task is hindered by 1 step. 
Inflicts +1 damage against Werecreatures and stops any potential regeneration for 1 round. 
Starting at Tier 4 you may spend 400 Heartstone to upgrade this item. 
Starting at Tier 5 you may spend 500 Heartstone to upgrade this item. 
 
Skeleton Key
Made from the finger bones of an expert thief, this key eases all tasks made to open doors or locks and functions as magically hidden lockpicks. 
Starting at Tier 2 you may spend 200 Heartstone to upgrade this item. 
Starting at Tier 4 you may spend 400 Heartstone to upgrade this item. 
 
Spiked Armor
Incredibly sharp spikes adorn this suit of heavy armor. While wearing it any creature that makes a grab, bite, or tackle attack against you takes 2 damage. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 4 you may spend 400 Heartstone to upgrade this item. 
 
Thunder Tome
Allows you to cast the spell Lightning Bolt as listed below. 
Lightning Bolt, Intellect 2
Launches a homing attack that deals 4 lightning damage at long range, going around obstacles as necessary. You need to only see your target to attack them. If your attack roll exceeds the difficulty by 3 or more, then it spreads and inflicts 2 lightning damage to every character within immediate range. 
Starting at Tier 3 you may spend 300 Heartstone to upgrade this item. 
Starting at Tier 6 you may spend 600 Heartstone to upgrade this item. 
 
Vampire Killer
Also known as the alchemical whip, it is one of two passed down through the Belmont line. It is a Light weapon that inflicts holy damage instead of physical. At the start of your turn you may spend 1 Intellect to charge the whip, changing its damage to a 1d4 roll. 
Starting at Tier 2 you may spend 200 Heartstone to upgrade this item. 
Starting at Tier 5 you may spend 500 Heartstone to upgrade this item.
 
Cyphers
 
The most common Tier 1 Cyphers you can potentially find, sorted by which skill would be used to craft them. Destroying a Cypher without spending any charges adds that Cyphers blueprints to your list, if possible. Details on the Cyphers won't be fully available until they're in your inventory.
Many Cyphers are what’s known as Sub-Weapons. They can be used in place of a regular weapon without problem, but you may also attempt to make a Sub-Weapon attack during the same turn you take another action. However, that attack is hindered by 2 steps.
 
Alchemy
Healing Potion, 2 Charges
Restores 1d6 points to your Might pool and either gives you the toxic condition or increases it by 1 step. If your toxic condition ever reaches 5 you lose 1d6 points from all of your Pools and can no longer gain any benefits from potions until the end of your next 10-hour Recovery roll.
Holy Water, Sub-Weapon 1 Charge
Can be thrown a short distance and bursts into flame on contact, dealing 1 fire damage. Undead instead take 8 fire damage. Leaves a patch of flame that inflicts 1 damage to any creature in the immediate range at the start of their turn and lasts for 1 round. Can hold up to 1 at a time.
Mana Potion, 2 Charges
Restores 1d6 points to your Intellect pool and either gives you the toxic condition or increases it by 1 step. If your toxic condition ever reaches 5 you lose 1d6 points from all of your Pools and can no longer gain any benefits from potions until the end of your next 10-hour Recovery roll.
Stamina Potion, 2 Charges
Restores 1d6 points to your Speed pool and either gives you the toxic condition or increases it by 1 step. If your toxic condition ever reaches 5 you lose 1d6 points from all of your Pools and can no longer gain any benefits from potions until the end of your next 10-hour Recovery roll.
 
Blacksmithing
Breaching Hammer, 1 Charge
The heaviest possible metals combined into a perfect point, made entirely to destroy doors and walls. Can be used once, easing the difficulty of the check to destroy structural objects by 2 steps. Can also be used once as a Heavy Weapon that inflicts 10 damage, but its design is ill suited to combat the attack roll is hindered by 2 steps.
Dagger, Sub-Weapon 3 Charges
A simple Light Weapon that can be thrown up to a short distance away. Can hold up to 3 at a time.
Handaxe, Sub-Weapon 2 Charges
Balanced perfectly for throwing, the Medium Weapon handaxe is designed to break off into its prey. Can be thrown up to an immediate range away or thrown at a short distance by hindering the attack roll.
Knight Shield, 2 Charges
Functions as a regular shield, but if an attack does go through it reduces the damage by -2. It does this automatically and each time costs a charge. If both charges are depleted the Knight Shield breaks and cannot even be used as a shield.
 
Enchantment
Holy Cross, Sub-Weapon 2 Charges
A Light Weapon that can be thrown up to a short distance and inflicts holy damage. Against demons and undead the cross inflicts +2 damage. You may carry 2 at a time.
Spell Scroll I, Elemental Burst
Can be used to cast Crystal Shards, Fireball, or Lightning Bolt as described in the Heritage Relics Ice Tome, Fire Tome, and Thunder Tome respectively.
Spell Scroll II, Protection
Can be used to target yourself or another character within short range. They gain 2d4 Might Points that are lost at the end of the Scene if not used.
Spell Scroll III, Identify
Reveals the full details of a single Cypher, Relic, device, item, etc.
 
Technology
Ecto Prison, 1 Charge
Using this box you may make an Intellect attack against an enemy within short range. If the target is a ghost (or similar ethereal being) with a lower Level than the Ecto Prison's Tier and the attack is successful, the ghost is then sucked into the box and cannot escape without being released. Reducing the ghost's health to half of their maximum causes the Ecto Prison to treat them as 1 level lower or 2 levels if the ghost is reduced to 0-1 health.
Grenade, Sub-Weapon 1 Charge
Explodes in a burst of shrapnel when thrown, dealing 5 physical damage to all creatures within immediate range of the target area or 2 if your attack fails. However, the Grenade can hit the attacker and even their allies, so be careful! Can carry 1 at a time.
Recon Drone, 2 Charges
This small metallic ball links up to a removable camera and can move up to a 100 ft in any direction. Though only a level 1 creature with 2 hit points and no attacks, it eases all Stealth tasks by 3 steps due to its size and design.
Shock Trap, 2 Charges
Setting a shock trap takes a full action and when activated it emits an electric field in a roughly 10x10 ft space, inflicting 1d4+1 per Tier in lightning damage. If a character takes this damage and their level is equal to or lower than the Shock Trap's Tier, they are stopped in their tracks and they cannot take additional movement until the start of their next turn.

Homebrew Rules

 

House of Respite
A spirit that takes the form of a magical house, it is a being of good nature that offers succor to the weary. Though incapable of violence, the House wishes to combat the return of Dracula’s evil and has agreed to help the Crew however it can. Here’s a basic rundown of the House. 
It can magically move around, following you from various towns and possibly even into the Castle. 
Here you can basically deposit and swap out Cyphers, Relics, etc. 
It has all the relevant crafting stations you might need. 
If your Focus has a trait that requires certain downtime to recharge, recalibrate, etc, the House could provide that with GM approval. It’s probably yes. 
Every character has their own room, but the House can grow within certain limits and provides different rooms as needed. However, it remains pacifistic and will not produce anything too evil, such as a prison cell or torture chamber. 
So long as nothing too time sensitive is happening, feel free to just shoot me a message that you used the House in any way. You don’t need to ask permission, wait for your turn to act, etc, just go ahead. 
 
Damage Types
While the regular Cypher system doesn’t necessarily care much about what kind of damage is inflicted, it regularly makes a difference in Castlevania and I felt it was also a neat way to change up some potential puzzles. 
Generally speaking it should be obvious what kind of damage type, if any, apply to a certain ability. For instance, Dances With Dark Matter would obviously inflict dark damage. Certain enemies are strong against them, weak against them, and a lot of enemies make attacks keyed to one of them. If you're not sure or if it lists a damage type not represented here, such as psychic, it will be treated like any other Cypher System damage. While not universal, certain Relics will have a drawback that grants the character a weakness to certain damage types, so watch out!
Strong vs Weak
If an NPC is weak against a damage type, they always take 1 extra damage from that type and attacks made with that type always have their roll eased. If a player is against a damage type, they take the extra damage and their defense roll against it is hindered.
If an NPC is strong against a damage type they take -1 damage from that that type and attacks made against them with that type are hindered. If a player is strong against a damage type they take -1 damage from that type and their defense rolls against that type are eased.
Physical Damage
Easily the most common and often has no obvious downsides or bonuses. 
Cold
Attacks made by firing frozen shards of ice or simply freezing the target to death. Out of combat, cold damage can freeze machinery, keep an bleeding injury ice cold, or even freeze water for a variety of effects. 
Fire
Attacks made by producing highly destructive bursts of flame and explosive force. Out of combat, fire damage can blow open doors and light various things on fire.
Lightning
Attacks made by launching bolts of pure electricity, arcing between various targets with ease. Out of combat, lightning damage can power machinery, electrify water, and maybe even act as a defibrillator in a pinch. 
Dark
Attacks made by controlling a darkness that devours matter, eating through anything in its path. Out of combat, dark damage can harm magical barriers, hex high tech devices, and cause plants to wither.
Holy
Attacks made by channeling divine energy, passing righteous judgement on supernatural evil. Out of combat, holy damage can purify miasma, break through illusionary magic, and disrupt magic rituals.
 
Crafting
It is possible to craft basic items and even Cyphers by simply spending the required amount of Heartstone at a crafting station. These are different for every crafting skill, but all can be found in the House of Respite.
Item Cost
Inexpensive Item- 25 Heartstone
Moderately Priced Item- 50 Heartstone
Expensive Item- 100 Heartstone
Very Expensive Item- 200 Heartstone
Exorbitant Item- 300 Heartstone
Cypher Cost
If you have the blueprints for a Cypher and the relevant crafting skill, you may produce Cyphers at the House Of Respite.
This costs 50 Heartstone x Cypher Tier.
Tier 1- 60 Heartstone
Tier 2- 120 Heartstone
Tier 3- 180 Heartstone
Tier 4- 240 Heartstone
Tier 5- 300 Heartstone
Tier 6- 360 Heartstone

 

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