What is Cyneric’s Call?
Cyneric’s Call is a Tabletop Roleplaying Game, or Tabletop RPG for short. Tabletop RPG’s are played by a group of friends around a - you guessed it - table, where one participant (the Game Master, or GM) narrates and referees an adventure for the other participants, who create characters (called Player Characters, or PC’s) and execute actions through their characters. Most actions that require a certain skill or aptitude are determined by a dice roll to either succeed or fail.
What makes Cyneric’s Call different from other Tabletop RPG’s?
Unlike some Tabletop RPG’s that pride themselves on complexity, Cyneric’s Call features more streamlined mechanics centered around the use of the D12 dice and only the D12 dice.
Why? A couple of reasons. The primary reason is accessibility. There are many people who would otherwise be enjoying the benefits of participation in Tabletop RPG’s because they find the industry leaders daunting to approach, or find they lose their fun bogged down in battles that can take a large group well over an hour to resolve. Cyneric’s Call is first and foremost for the curious person, producing a solid platform for said people to grow comfortable with the flow of play and potentially move on to other titles.
The second reason - and very much tied to the first - is to shift the focus of the experience towards the narrative. With a rich original setting, Cyneric’s Call RPG Core Rulebook is the storyteller’s best friend, creating fast action and dramatic sequences that allow players to spend more time developing their characters and interacting with the world around them, and less time trying to figure out if their thunderbolt spell can hit a large-sized undead target in chainmail boots 29ft away.
In short, Cyneric’s Call is less rolling, more playing.
Any specific details of the mechanics?
Sure. At face value, combat is familiar; everyone rolls an initiative check for turn order and maneuvers. The success of attacks, spells, and abilities all require checks as well. The most critical difference is the lack of a grid; distance is categorized between melee, short-ranged, and long-ranged. Successful hits are determined by rolling 1D12 against a set number with increasing difficulty relative to range (unless the target blocks). Abilities are usable once per battle. Spells have no limit to their frequency but do cost Mana Points.
As far as Character stats go, Cyneric’s Call features five attributes: Strength, Agility, Endurance, Intelligence, and Charisma, and each of the sixteen Skills correspond to them. Skills come in three levels and offer passive benefits that don’t always pertain to combat. Hit Points are directly tied to Endurance and Melee and Ranged attacks are tied to Strength and Agility Skill proficiencies, respectively. Weapons and Armor alike have inherent values to increase or decrease damage dealt, and the capability of blocking an attack is enabled through the use of a Shield or corresponding Skill levels.
The last major difference is the Ability pools. At base level a player is given a starting pool, and after a level threshold is reached the pool opens up allowing Abilities to be purchased in whatever order the player pleases. This enables players to create a character with the capabilities they want, in the order they want.
What about the setting?
Cyneric’s Call’s lore is centered on the diverse continent of Cyndra, one of the three major landmasses in this world and by area, the largest. It is the 516th year, by Reckoning of Man, and as Humans are the most prominent race on the continent their dating system is considered standard.
However, the Human fiefdoms enjoy little hegemony. The Drakken have conquered through most of Karnoss and the Bullcoster Basin to establish the Empire of Wyrms. The Dwarf-Holds in The High Keeps enjoy a golden age, overflowing with ores and jewels. The Orc tribes of Thursholm threaten to cross the Malcan River, the Dark Elves rule in The Shadow Hills, and their Wood Elvish cousins execute any intruder in The Green Refuge. Of course, few places outside that sacred peninsula are totally homogenous.
Outside of the official geopolitical boundaries are dozens of orders, cults, and guilds that have power. Patricians compete for dominance both along the western coast and up the rivers of Lakeland. Priests and Seers minister to the masses, and Paladins lead them on crusades. Fraternal orders bridge fief and folk alike to amass influence that rivals the most cunning kings.
Such is the setting that Cyneric’s Call provides, but by no means are GM’s bound to it. The two continents Valland and The Sullens are open for embellishment, or the world provided by Call can be scrapped altogether. The entertainment and enjoyment of the participants comes before anything in the Cyneric’s Call RPG Core Rulebook, and Cyndra is no exception.
What all does the Core Rulebook contain?
Everything you need to start playing, short of a D12 die.
- The Ruleset, breaking down all the Stats and mechanics
- Full Character Creation guide
- Bestiary, with multiple Stats for each Beast and Being
- Gear lists for Weapons, Armor, and Items of particular use
- Setting with elaboration on each region and the major realms and organizations
- Starter Adventure to get everyone playing fast
- Spreads of Tactical Maps and Character Sheets for easy scanning and/or printing
*All Enthusiast-Tier Bonus Maps will be delivered laminated and ready for use
Why have you launched a Kickstarter?
Art and publishing.
I intend to make no compromises on the presentation of Cyneric's Call and have been fortunate to partner with fantastic artists eager to illustrate the races, beasts, and locations in the game's setting. Art is not cheap, however, and funding a professional project out-of-pocket drains allocated finances quickly. Publishing costs are also a significant expense and gamble. A successful Kickstarter campaign generates the means to put Call in the hands of multiple players at once and in a timely manner.
- Expanded Bestiary - More Beasts and Beings that inhabit Cyndra, a plethora of adversaries for your party to overcome on its adventures.
- Game Tokens - A sheet of pop-out chits featuring multiple monsters and heroes, offering greater visualization for your quests.
- Illustrated Pre-Generated Characters - Four original heroes in full color to allow your group to jump right in the action.
- Free Sourcebook - The first supplemental book to be released, free for every Optimist, Believer, and Enthusiast.
Risks and challenges
The great risk and challenge is the prospect of the Kickstarter failing. While I have made it clear the project will go on and be completed regardless, a failure here has multiple unfortunate consequences. For one, it means the rollout of the title will take longer with the print version likely not coming until late Spring/early Summer. The game will experience a tougher launch without an initial batch of “players” ready to receive their Core Rulebook. It also means that sacrifices may be required in the art to keep production affordable.
That being said, I am confident in my product and its potential to help grow the market. I believe I’ve made a good case for it through this Kickstarter. The D12 Only System has been well-received in playtests, and the artists I’ve partnered with are eager to create more quality aesthetics. All I need is the community’s faith and assistance to make this a reality in short order.Learn about accountability on Kickstarter
- (30 days)