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Cypher System Rules & Mechanics to Enhance your TTRPG Experience
Crit Academy . Crit Academy .

Cypher System Rules & Mechanics to Enhance your TTRPG Experience

This is the third part of our Numenera and Cypher system coverage. You can find 1 and 2 here. Numenera is a tabletop role-playing game system that was created by Monte Cook in 2013. It is a science-fantasy RPG set in the distant future, where players explore the ruins of past civilizations and discover strange and powerful artifacts. Numenera is known for its simple and streamlined rules, which prioritize storytelling and creative problem-solving over complex mechanics. In this guide, we will offer ways you can enhance any roleplaying game with some of the amazing rules in the Cypher System to create engaging and immersive campaigns, no matter what RPG you’re playing.

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Spelljammer: Adventures in Space
Crit Academy . Crit Academy .

Spelljammer: Adventures in Space

What does spelljamming feel like?

For any spellcaster at the helm, they must deal with two simultaneous realities. The first is the awareness of their body and the events around them. Though they can’t move or cast spells without breaking contact with the spelljamming device.

The second reality is a large expansion of consciousness. The spellcaster “feels” the spelljammer vessel as an extension of their body, even the atmospheric envelope, and gravity plane it creates. If this critical link is broken, the vessel becomes inoperable.

Let's discuss the upcoming Spelljammer Adventures in Space released by Wizards of the Coast through the lens of its original material, 2nd Edition.

In Spelljammer, Everything you Know about Space is Wrong!

“Infinite space; stars as flaming spheres of superheated plasma; movement through space as a balance of scientific forces, thrust providing acceleration and maneuverability; scientific fact backing up natural phenomena; life on other planets built along blocks of carbon or silicon elements.

Forget all that. It’s wrong.”

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