Cypher v2 differences — for players
Some tables play the Cypher Character Rulebook — "v2" around here. The edition is a property of the campaign: your GM picks it at creation, and every sheet, encounter and command on that table follows it. Classic ("v1") tables are completely unaffected. This page is what changes for you as a player; GMs have their own page.
Wounds replace the damage track
There is no hale/impaired/debilitated track. Your sheet shows three wound rows — minor, moderate and major — with capacities of 3/3/3 plus whatever your type adds. Filling the moderate row hinders everything you do; each major wound hinders you one more step; a full major row means death. Pools no longer kill you, but special attacks (poison, psychic) still drain them — and once a Pool hits zero, the rest converts to wounds. The sheet's "take damage" control does that conversion for you.
Defending: block or dodge
Every attack against you names the incoming wound (and whether it's an area attack), and the defense card asks you to choose: block (a Might defense — success steps the wound down one severity, or dumps the whole wound onto your shield if you carry one) or dodge (a Speed defense — success avoids it entirely, but dodging area attacks is hindered). Armor now modifies defenses instead of soaking damage: its weight eases your blocks and hinders your dodges, and armor your character can't freely use hinders all Speed tasks. Shields have their own wound boxes (3 minor / 2 moderate / 1 major); a major wound breaks the shield, and the boxes stay filled until you repair it.
First and Last actions
Heavy weapons resolve Last — at the end of the round, and you do nothing else that round. Light weapons may declare First and jump ahead of the order. The action composer preselects Last when you wield a heavy weapon (so does /sheetwright attack on Discord); the app records your declared timing rather than policing it.
Recovery, rally and treatment
- The four recovery slots also heal wounds: 10 minutes clears all minor wounds; 1 hour clears one moderate or all minor (your choice); 10 hours clears all moderate, plus one major when the difficulty-6 Might task succeeds. The recovery dialog offers these choices.
- The one-action recovery taken as a Last action is worth +2 points.
- Rally: spend an action and Might (2 minor / 5 moderate, no Edge) to shake off a wound — a sheet button, or /sheetwright encounter rally on Discord. Treatment lets someone with a healing skill remove a wound with an Intellect task (difficulty 0/3/6 by severity).
- Non-rest recovery: burn an unused slot to re-attempt the defense roll against an ongoing effect — nothing is restored, and the spend lands in your house-rule journal.
Items
Cyphers carry a kind: nonphysical (no action, usable off-turn, always level 4), manifest (physical, takes an action, level 6, with a power grade), or power boost (superhero games). Equipment uses five abstract price categories instead of currency, and weapons, armor and shields are items with a class (light/medium/heavy) and an Equip toggle — the encounter engine reads what you have equipped for damage defaults, defense modifiers and the shield rider.
Advancement and resource points
The four 4-XP steps are familiar, but once per tier you may swap one for something else (extra recoveries, an extra focus ability, free armor or weapon use, or a genre ability at tier 3+). Tier-up grants a focus ability picked through your focus's flowchart, and tiers 3, 6 and 9 add a free genre ability. You also earn resource points at every tier-up — the sheet's resource point card journals what you spend them on (crafting, contacts, research, repairs and the rest of the downtime catalog).
Everything is guidance
Sheetwright stays a companion, not a referee: over-capacity wounds, short-Might rallies, off-chart picks and over-limit cyphers are warned about and recorded as house rules on your sheet — never blocked. Only true impossibilities (healing a wound you don't have, a shield you don't carry) are refused.