Rolling the Die

As previously stated, to determine success or failure, you roll a d20. If you roll the target number or higher, you succeed. Most of the time, that's the end of it—nothing else needs to be done.

When you roll, tell the GM the result on the d20 and also by how many steps you're easing it, based on whatever skill, Effort, and other assets you're using, if any. Unless the GM tells you otherwise, they probably only want to know if your roll is eased and, if so, by how many steps (not a breakdown of what contributes to each step). For example, you might say, "I rolled a 12, eased by two steps," or "eased by two steps, rolled a 12." (Ask your GM how they prefer to hear this: the roll followed by how much you eased it, or how much you eased it followed by the roll. GMs can process the difficulty-adjusting math in different ways, so try to say it in the way that makes it easier for them.)

Note that because you can't roll above a 20, that means that difficulty 7 or higher tasks (which have a target number of 21 or higher) are impossible unless you have some way to lower the difficulty. Not even a 20 is a success in this situation—which makes sense, because otherwise rolling a 20 would let you do impossible things like jump over the moon.

Maybe you're familiar with the phrase "a natural 20" or other "natural" roll on a d20. Many non-Cypher games have you add a number to your roll, so there's a difference between rolling an 18 with a +2 for a total of 20 and actually rolling a "natural 20" on the die, which means the exact number that comes up on the d20. In Cypher, you never modify the die roll, so every roll is a "natural" something.

The Player Always Rolls

In Cypher, the players always drive the action. That means you—the player—make all the die rolls. If you leap out of a moving vehicle, you roll to see if your character succeeds. If you search for a hidden panel, you roll to determine whether you find it. If a rockslide falls on you, you roll to try to get out of the way. If you attack a foe, you roll to see if you hit. If a foe attacks you, you roll to see if you dodge the blow.

As shown by the last two examples, you roll whether your character is attacking or defending. Thus, something that improves defenses might ease or hinder your rolls depending on whether it's helping your character or an NPC. For example, if your character uses a low wall to gain cover from an NPC's attacks, the wall eases your defense rolls. If an NPC uses the wall to gain cover from your character's attacks, it hinders your attack rolls.

Special Rolls

If you roll a 1, 17, 18, 19, or 20 and the roll is a success, special rules come into play. More information on each of these results is in the following sections.

  • 1: GM Intrusion
  • 17: +1 damage bonus
  • 18: +2 damage bonus
  • 19: +3 damage bonus or minor effect. If the roll was a damage-dealing attack, it deals 3 additional damage, or you can choose a minor effect in addition to the normal results of the task. If the roll was something other than an attack, you can choose a minor effect in addition to the normal results of the task.
  • 20: +4 damage bonus or major effect. If the roll was a damage-dealing attack, it deals 4 additional damage, or you can choose a major effect in addition to the normal results of the task. If the roll was something other than an attack, you can choose a major effect in addition to the normal results of the task. And the point cost for the action (if any) decreases to 0, so if you spent points from a stat Pool on the action, you regain those points as if you had not spent them at all.

GM Intrusion

The GM has the ability to use a GM intrusion at any time—it's one of the ways you earn XP. However, an intrusion that happens when you roll a 1 is a special case because they don't have to award you any XP—it's "free" for the GM.

When you roll a 1, something occurs to complicate your character's situation. The GM decides what the intrusion is.

For example, there could be unexpected difficulty with your task (you slip while trying to climb a wall), something unrelated affects the situation (a dangerous creature wanders into the area), or your attack or defense has a mishap (you clip an ally with your backswing, or your foe finds a weak spot in your armor).

Damage Bonus

If you're making an attack roll for an attack that inflicts damage, rolling a 17 or higher means you get to add extra damage to the attack: +1 for a 17, +2 for an 18, +3 for a 19 (if you don't choose a minor effect), or +4 for a 20 (if you don't choose a major effect).

This extra damage only happens if the attack hits your foe. For example, if you roll a 17 but you needed an 18 to hit, you miss and don't inflict any damage at all.

This extra damage only happens if you're rolling for an attack, and only if the attack would inflict damage. For example, if you're rolling to defend against an NPC's attack and you roll an 18, that doesn't mean your foe takes damage from your defense. And if you're attacking with a mind control ability and you roll a 19, that doesn't mean your mind control also inflicts +3 damage.

Minor Effect

A minor effect happens when you roll a 19. Most of the time, a minor effect is slightly beneficial to your character, but not overwhelming. A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or you can come up with a minor effect that fits the situation, but both must agree on what it should be.

Don't waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it's okay to have no minor effect. Keep the game moving at an exciting pace.

If you roll a 19 on an attack roll to inflict damage, instead of a minor effect, you can add +3 damage. The following are other common minor effects for combat:

  • Damage object: Your attack can harm the foe and an object of your choice they are holding. Add +3 damage to your total, then split your damage between the foe and the object.
  • Distract: For one round, all of your foe's tasks are hindered.
  • Knock back: Your foe is knocked or forced back a few feet. Most of the time, this doesn't matter much, but if the fight takes place on a ledge or next to a pit of lava, it might be significant.
  • Move past: You can move a short distance at the end of your attack. For example, you could use this to get past a foe guarding a door.
  • Strike a specific body part: You strike a specific spot on the defender's body. The GM rules what special effect, if any, results. For example, hitting a tentacle wrapped around an ally might ease the ally's escape task by two steps. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might bypass its defenses against your attack.

In situations other than combat, the minor effect is even more open ended and you're encouraged to use your creativity. The rules of thumb are: it should be positive or helpful to you or your friends, and it should deal with the task you are dealing with. In a social interaction, the person you're talking to might reveal an additional bit of valuable information or might be predisposed to future interactions with you (easing a future attempt involving them).

Usually, the GM just has the desired minor effect occur and there's no second roll needed. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff; the minor effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives you the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton dinosaur off a cliff. If you just want to deal +3 damage, no extra roll is needed.

Major Effect

A major effect happens when you roll a 20. Most of the time, a major effect is quite beneficial to your character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either you or the GM can come up with a major effect that fits the situation, but you both must agree on what it should be. As with minor effects, don't spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset to use the next time they attempt a similar action. When nothing else seems appropriate, the GM could simply give you an extra action on your turn that same round.

If you roll a 20 on an attack roll to inflict damage, instead of a minor effect, you can add +4 damage. The following are other common major effects for combat:

  • Disarm: The foe drops one object that it is holding.
  • Impair: For the rest of the combat, all tasks the foe attempts are hindered.
  • Knock down: The foe is knocked prone. It can get up on its turn.
  • Stun: The foe loses its next action.

As with minor effects, out of combat the major effect offers a lot of room for creativity. If you're scaling a wall, you might have memorized the handholds you used last time you climbed it, so that now, going up is simply routine. If you're trying to persuade an NPC, you might not just succeed, but they also become an ongoing friend.

Usually the GM just has the desired major effect occur, but as with a minor effect, sometimes they might require an extra roll if the effect is unusual or unlikely.