Cypher System is Monte Cook Games attempt at a generic game system. Basically, as I understand it, with Numenera and The Strange built on the same system, they pulled it out to sell on its own, along with a few specific settings:
* Predation: for some reason a big future corporation sent a lot of people back in time to the Cretaceous and then lost contact. You play as a lost colonist — or rather, a child of them, so you only know the dinosaurs, know that they will be wiped out, but cannot escape back to the far future. Very much a labor of love in the sense that it’s clear that author Shanna Germain loves dinosaurs and heroes with animal companions. Nifty, but then, I love those same things, and even I am not quite sure how to make this a campaign. (Includes the adventure Cawdor Complex and a conversion guide.)
* Gods of the Fall: After the gods were killed/corrupted, some heroes arise with that divine spark. The PCs are those heroes who now much self-consciously try to reenact the mythological labors that will unlock their divine spark. I like that idea, but I didn’t quite find the setting to be inspiring — maybe I would like it more if the gods were just recently disappeared so that it was a more traditional fantasy? Otherwise it feels just a little too strange to me. (Includes the adventure After the Nightfall and a conversion guide.)
This Bundle also included
* The core book
* Expanded Worlds (with a few other genres, though I have to say I don’t find a few pages sufficient for any of the genres either here or in the core book; there’s some rationale behind including fantasy as one genre and noting that you mostly mean Tolkien, but what exactly does “historical” mean when you have a paragraph on Egypt, Edo Japan, etc.?)
* Cults, Factions, and Syndicates
* Extreme Cyphers (high-level magic items)
* Assault on Singularity Base (a multi-team, multi-GM adventure to stop a doomsday weapon)
It’s funny that, though I liked so much of the Cypher system as presented in Numenera, when it’s pulled out like this and made into a universal/generic system, I don’t find myself thrilling to it. Like, I’m very happy with the character-as-sentence ethos (“My character is an who ”), but without a setting to scaffold the options there, it becomes less inspiring.
UPDATE: I just found a few more books — see, this is why I need to start keeping track of my RPGs.
* Stars are Fire —an sf toolbox and campaign setting (space exploration and tragedy)
* Unmasked — teen superheroes in the 80s
* Unmasked in the City (adventure) — the default setting is a town on Long Island, so the adventure is going into NYC. Very relatable!
* Infinity Shift (adventure) — physics experiment leads to high weirdness with Nazis, Bigfoots, raptor-folk, etc.
* Castaway (adventure) — amnesiac kidnappees on a space station
* Dread Expectations (adventure) — superhero robot fight