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Expanded Worlds

Expanded Worlds

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Where will your campaign take you? What worlds will you build?

The dusty, ruined remains of a post-apocalyptic wasteland. The black expanse of a hard-SF solar system. The gritty streets of film noir. Wherever your vision takes you, the Cypher System can take your campaign. Building on the genres explored in the Cypher System RulebookExpanded Worlds gives you tailored rules, advice, tropes, and character options for seven setting genres, along with tools you can use to build any campaign you can imagine.

In Expanded Worlds you’ll find:

  • Advice, equipment, and new rules for running Cypher System games in post-apocalyptic, mythological, fairy tale, childhood adventure, historical, crime and espionage, and hard science fiction settings.
  • Character options, setting guidelines, creatures, equipment, artifacts, and more.
  • Over 40 new foci, such as Changes Shape, Makes Prophecy, Conducts Rocket Science, Hacks the Network, Is Wanted by the Law, Plays Too Many Games, Helps their Friends, and Hunted by Moths.
  • Over 35 creatures and NPCs, including master detectives, midnight scrabblers, cannibals, mad scientists, cryptic moths, glowing roaches, princes and princesses of summer, killer clowns, hydras, and the Father of Monsters, Typhon himself.

Expanded Worlds requires the Cypher System Rulebook for play.

 
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Reviews (0)
Discussions (2)
Customer avatar
Saul M May 08, 2017 9:58 pm UTC
I was wondering if the Cypher system still uses the idea of disposable cyphers in the game. In Numenera I could see how that would work in a word as old and with as many previous civilizations but in other genres I don't quite see how that would work or be explained.
Customer avatar
Deven M May 19, 2017 4:36 pm UTC
cyphers are a part of every cypher system game and are covered in detail in the core rulebook. The Strange has them as bits of the energy network that took on contextual form. In other games made with the cypher system corebook they aren't that hard to put in: superspy gadgets, relics of a monster hunting organization, alien technology, magic potions and scrolls, ect. It may require a bit more work to make sure they suit a particular genre (having them only get given out at the start of a game when the heroes get equipped by their organization, fudging some results that would be baffling in your current setting and so on) but they are an easy mechanic to integrate into the game and generally a worthwile one as it means the players always find some new toys
Customer avatar
Shawn F April 24, 2017 6:06 pm UTC
I don't see Fantasy listed as one of the genres. I'm guessing Mythological and Fairy Tale could cover some of that. Anyone know if Fantasy is expanded with this supplement?
Customer avatar
Jeremy M April 24, 2017 9:19 pm UTC
This book covers genres not in the corebook. Fantasy, Modern, Sci-Fi, Horror and Superheroes genres are covered in the core rulebook.

Edit: That being said there are descriptors and foci that could be used in a fantasy game.
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Product Information
Electrum seller
Author(s)
Rule System(s)
Pages
160
Publisher Stock #
MCG109P
File Size:
17.62 MB
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File Last Updated:
April 19, 2017
This title was added to our catalog on April 19, 2017.