Revised Intro: 5/10/2016
What follows is a set of house rules I originally came up with to run The Strange by Monte Cook Games using Fate Accelerated by Evil Hat Studios. At the time, I wasn’t too sure how I felt about the Cypher System. Since then, I’ve ran quite a few games using both The Strange and the Cypher System Rulebook. It’s grown on me, and it’s one of my favorite new systems.
That said, there’s still a lot that merging Cypher and Fate can provide. The biggest advantage is how Fate handles Aspects, and relies on the narrative to define the rules. As long as you and your GM agree on what a descriptor on your sheet means, you can rock it. On the flipside, I think Cypher has the strength in allowing newcomers to cherry pick descriptors, types and foci to build a character in a somewhat “Mad Libs” fashion. My only gripe is then you’re stuck with an ability progression that is somewhere between d20 Feats and a Diablo-style skill tree.
This homebrew mashup sort of takes the best of both worlds, and allows you to quickly get to playing. It allows the fluid flexibility of Fate Accelerated with the options and guided concept building of Cypher (as well as Cypher’s effort system) with minimal adjustments.
Note: This was originally written for The Strange, prior to Cypher System Rulebook coming out. I also hadn’t played or read much Numenera at the time. Even though I reference The Strange heavily, I think any Cypher game could convert using these pretty easily.