Cypher Descriptors: Sea Veiled
Happy Thursday, Folks!
We're pretty heads down at the moment finishing off several things for this month, but if you've been with us for a while you know that we cannot let a MerMay go by without throwing something in.
Today I present a conversion of a 5e background that we released a while ago, retooled and remastered to now work as a descriptor for your cypher games.
We hope you enjoy and happy gaming!
~ Jess
Descriptor
Setting: Quaseloth
Genre(s): Fantasy
Sea Veiled
You entered into this world still swaddled in the warm waters of your mother’s womb. A mermaid’s purse, they called it. Sea veiled, they called you. As you grew, you would hear whispers from those around you about what you considered to be no more than a quirk of your birth. They’re not of this world, the sea veiled. They’re prophets. They’re cursed. The murmurs and strange looks may have been easy to ignore, but the signs and omens that later began to reveal themselves to you were not.
Whether you’re considered sea veiled because you’re a literal tidal child—half-mortals with their lineage connected to sea fey—or because you were born en caul, you have been blessed with the ability to sense what the future may hold. Your gift can manifest itself in a myriad of ways, from seeing the coming of a great creature in the remains of your tea to smelling an oncoming pirate raid like ozone in the air before a storm. However the signs make themselves known, it’s up to you to trust your intuition and convey their message to the world around you.
When you select this background, work with the GM to determine how the omens and signs that you see reveal themselves to you. What was the first omen that you ever saw? In general, how have those around you reacted to your small foretellings?
You gain the following characteristics:
Unveiled: +4 to your Intellect Pool.
Conduit: You're trained in all actions involving identifying or understanding the supernatural.
Clouded eyes: You have trouble keeping yourself focused on the present. Perception tasks are hindered for you.
Omen reading: The esoteric circumstances of your birth allow you to glimpse the twisting eddies of fate. You may choose to focus for ten minutes on a specific course of action that you or another person plans to take within the next 24 hours, reading the omens by whatever method you use. The GM chooses whether the omens tell you that the outcome will be “good” or “bad”.
At the GM’s discretion, you may have the option to spend 2 Intellect points to gain deeper details and insight into your reading. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.
Superstitions: Your connection to folklore and foretellings makes people wary of you. Positive social interactions are hindered for you.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You saw the fate of one of the PCs in your omens and felt compelled to tell them.
- Your village was becoming too hostile to stay so you chose to leave with the PCs as they passed through.
- The PCs were directed your way to find information and you decided to join them on their current quest.
- You’ve had trouble with revealing the specifics of a recurring omen but being near the PCs starts to make the reading clearer for you.
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