diff --git a/data/cypher-list.yaml b/data/cypher-list.yaml new file mode 100644 index 0000000..6bfa39c --- /dev/null +++ b/data/cypher-list.yaml @@ -0,0 +1,697 @@ +categories: + generic_fantasy: Fantasy/Fairy Tale + fantasy: Fantasy + modern: Modern/Romance + scifi: Science Fiction/Post-Apocalyptic + horror: Horror + superhero: Superhero + +forms: + generic_fantasy: + list: + - Potion + - Scroll + - Runeplate + - Tattoo + - Charm + - Powder + - Crystal + - Book + fantasy: + include: generic_fantasy + list: + - min_roll: 1 + max-roll: 2 + name: Bone runeplate + - min_roll: 3 + max-roll: 4 + name: Book page + - min_roll: 5 + max-roll: 7 + name: Bottle of powder + - min_roll: 8 + max-roll: 9 + name: Brand + - min_roll: 10 + max-roll: 12 + name: Brick + - min_roll: 13 + max-roll: 15 + name: Carved bone + - min_roll: 16 + max-roll: 18 + name: Carved stick + - min_roll: 19 + max-roll: 20 + name: Carved tooth + - min_roll: 21 + max-roll: 23 + name: Chalky potion + - min_roll: 30 + max-roll: 33 + name: Clay runeplate + - min_roll: 34 + max-roll: 37 + name: Crystal + - min_roll: 38 + max-roll: 39 + name: Elaborate scar + - min_roll: 40 + max-roll: 42 + name: Envelope of powder + - min_roll: 43 + max-roll: 44 + name: Fuming potion + - min_roll: 45 + max-roll: 47 + name: Glass + - min_roll: 48 + max-roll: 50 + name: Leaf + - min_roll: 51 + max-roll: 54 + name: Leather scroll + - min_roll: 55 + max-roll: 57 + name: Metal runeplate + - min_roll: 58 + max-roll: 60 + name: Oily potion + - min_roll: 61 + max-roll: 62 + name: Paper scroll + - min_roll: 63 + max-roll: 66 + name: Papyrus scroll + - min_roll: 67 + max-roll: 71 + name: Parchment scroll + - min_roll: 72 + max-roll: 74 + name: Pouch of powder + - min_roll: 75 + max-roll: 76 + name: Skin drawing + - min_roll: 77 + max-roll: 80 + name: Stone + - min_roll: 81 + max-roll: 82 + name: Tattoo + - min_roll: 83 + max-roll: 85 + name: Thick potion + - min_roll: 86 + max-roll: 88 + name: Tube of power + - min_roll: 89 + max-roll: 92 + name: Vellum scroll + - min_roll: 93 + max-roll: 96 + name: Watery potion + - min_roll: 97 + max-roll: 00 + name: Wood runeplate + modern: + list: + - Drug + - Virus + - Smartphone app + scifi: + list: + - Drug + - Computer program + - Crystal + - Gadget + - Virus + - Biological implant + - Mechanical implant + - Nanotechnological injection + horror: + list: + - Burrowing worm or insect + - Page from a forbidden book + - Horrific image + superhero: + include: all + +cyphers: + manifest: + - min_roll: 1 + max-roll: 3 + name: Adhesion + level: d6 + - min_roll: 4 + max-roll: 5 + name: Antivenom + - min_roll: 6 + max-roll: 9 + name: Armor reinforcer + - min_roll: 10 + max-roll: 11 + name: Attractor + - min_roll: 12 + max-roll: 13 + name: Blackout + - min_roll: 14 + max-roll: 15 + name: Catholicon + - min_roll: 16 + max-roll: 17 + name: Curse bringer + - min_roll: 18 + max-roll: 19 + name: Death bringer + - min_roll: 20 + max-roll: 22 + name: Density + - min_roll: 23 + max-roll: 26 + name: Detonation + - min_roll: 27 + max-roll: 29 + name: Detonation (flash) + - min_roll: 30 + max-roll: 31 + name: Detonation (massive) + - min_roll: 32 + max-roll: 34 + name: Detonation (pressure) + - min_roll: 35 + max-roll: 36 + name: Detonation (sonic) + - min_roll: 37 + max-roll: 38 + name: Detonation (spawn) + - min_roll: 39 + max-roll: 41 + name: Detonation (web) + - min_roll: 42 + max-roll: 44 + name: Equipment cache + - min_roll: 45 + max-roll: 46 + name: Fireproofing + - min_roll: 47 + max-roll: 49 + name: Friction reducer + - min_roll: 50 + max-roll: 52 + name: Gas bomb + - min_roll: 53 + max-roll: 55 + name: Hunter/seeker + - min_roll: 56 + max-roll: 57 + name: Infiltrator + - min_roll: 58 + max-roll: 60 + name: Information sensor + - min_roll: 61 + max-roll: 63 + name: Metal death + - min_roll: 64 + max-roll: 65 + name: Nullification ray + - min_roll: 66 + max-roll: 68 + name: Poison (emotion) + - min_roll: 69 + max-roll: 70 + name: Poison (mind disrupting) + - min_roll: 71 + max-roll: 73 + name: Radiation spike + - min_roll: 74 + max-roll: 76 + name: Remote viewer + - min_roll: 77 + max-roll: 79 + name: Shocker + - min_roll: 80 + max-roll: 82 + name: Sleep inducer + - min_roll: 83 + max-roll: 85 + name: Sniper module + - min_roll: 86 + max-roll: 88 + name: Solvent + - min_roll: 89 + max-roll: 90 + name: Spy + - min_roll: 91 + max-roll: 92 + name: Tracer + - min_roll: 93 + max-roll: 94 + name: Uninterruptible power source + - min_roll: 95 + max-roll: 96 + name: Warmth + - min_roll: 97 + max-roll: 98 + name: Water adapter + - min_roll: 99 + max-roll: 100 + name: X-ray viewer + fantastic: + - min_roll: 01 + max-roll: 01 + name: Age taker + - min_roll: 02 + max-roll: 02 + name: Banishing + - min_roll: 03 + max-roll: 04 + name: Blinking + - min_roll: 05 + max-roll: 05 + name: Chemical factory + - min_roll: 06 + max-roll: 06 + name: Comprehension + - min_roll: 07 + max-roll: 08 + name: Condition remover + - min_roll: 09 + max-roll: 09 + name: Controlled blinking + - min_roll: 10 + max-roll: 10 + name: Detonation (creature) + - min_roll: 11 + max-roll: 11 + name: Detonation (desiccating) + - min_roll: 12 + max-roll: 12 + name: Detonation (gravity) + - min_roll: 13 + max-roll: 13 + name: Detonation (gravity inversion) + - min_roll: 14 + max-roll: 14 + name: Detonation (matter disruption) + - min_roll: 15 + max-roll: 15 + name: Detonation (singularity) + - min_roll: 16 + max-roll: 16 + name: Disguise module + - min_roll: 17 + max-roll: 17 + name: Disrupting + - min_roll: 18 + max-roll: 18 + name: Farsight + - min_roll: 19 + max-roll: 19 + name: Flame-retardant wall + - min_roll: 20 + max-roll: 20 + name: Force cube + - min_roll: 21 + max-roll: 22 + name: Force field + - min_roll: 23 + max-roll: 23 + name: Force screen projector + - min_roll: 24 + max-roll: 24 + name: Force shield projector + - min_roll: 25 + max-roll: 25 + name: Frigid wall + - min_roll: 26 + max-roll: 27 + name: Gravity nullifier + - min_roll: 28 + max-roll: 28 + name: Gravity-nullifying application + - min_roll: 29 + max-roll: 30 + name: Heat attack + - min_roll: 31 + max-roll: 31 + name: Image projector + - min_roll: 32 + max-roll: 32 + name: Inferno wall + - min_roll: 33 + max-roll: 34 + name: Instant servant + - min_roll: 35 + max-roll: 35 + name: Instant shelter + - min_roll: 36 + max-roll: 36 + name: Lightning wall + - min_roll: 37 + max-roll: 38 + name: Machine control + - min_roll: 39 + max-roll: 39 + name: Magnetic attack drill + - min_roll: 40 + max-roll: 40 + name: Magnetic master + - min_roll: 41 + max-roll: 41 + name: Magnetic shield + - min_roll: 42 + max-roll: 42 + name: Manipulation beam + - min_roll: 43 + max-roll: 43 + name: Matter transference ray + - min_roll: 44 + max-roll: 44 + name: Memory switch + - min_roll: 45 + max-roll: 45 + name: Mental scrambler + - min_roll: 46 + max-roll: 46 + name: Mind meld + - min_roll: 47 + max-roll: 47 + name: Mind-restricting wall + - min_roll: 48 + max-roll: 49 + name: Monoblade + - min_roll: 50 + max-roll: 50 + name: Monohorn + - min_roll: 51 + max-roll: 51 + name: Null field + - min_roll: 52 + max-roll: 53 + name: Personal environment field + - min_roll: 54 + max-roll: 55 + name: Phase changer + - min_roll: 56 + max-roll: 56 + name: Phase disruptor + - min_roll: 57 + max-roll: 57 + name: Poison (explosive) + - min_roll: 58 + max-roll: 58 + name: Poison (mind controlling) + - min_roll: 59 + max-roll: 59 + name: Psychic communique + - min_roll: 60 + max-roll: 60 + name: Ray emitter + - min_roll: 61 + max-roll: 61 + name: Ray emitter (command) + - min_roll: 62 + max-roll: 62 + name: Ray emitter (fear) + - min_roll: 63 + max-roll: 63 + name: Ray emitter (friend slaying) + - min_roll: 64 + max-roll: 64 + name: Ray emitter (mind disrupting) + - min_roll: 65 + max-roll: 65 + name: Ray emitter (numbing) + - min_roll: 66 + max-roll: 66 + name: Ray emitter (paralysis) + - min_roll: 67 + max-roll: 67 + name: Reality spike + - min_roll: 68 + max-roll: 68 + name: Repair unit + - min_roll: 69 + max-roll: 69 + name: Repeater + - min_roll: 70 + max-roll: 71 + name: Retaliation + - min_roll: 72 + max-roll: 72 + name: Sheen + - min_roll: 73 + max-roll: 74 + name: Shock attack + - min_roll: 75 + max-roll: 75 + name: Slave maker + - min_roll: 76 + max-roll: 76 + name: Sonic hole + - min_roll: 77 + max-roll: 78 + name: Sound dampener + - min_roll: 79 + max-roll: 79 + name: Spatial warp + - min_roll: 80 + max-roll: 80 + name: Stasis keeper + - min_roll: 81 + max-roll: 81 + name: Subdual field + - min_roll: 82 + max-roll: 83 + name: Telepathy + - min_roll: 84 + max-roll: 84 + name: Teleporter (bounder) + - min_roll: 85 + max-roll: 85 + name: Teleporter (interstellar) + - min_roll: 86 + max-roll: 86 + name: Teleporter (planetary) + - min_roll: 87 + max-roll: 87 + name: Teleporter (traveler) + - min_roll: 88 + max-roll: 88 + name: Temporal viewer + - min_roll: 89 + max-roll: 89 + name: Time dilation (defensive) + - min_roll: 90 + max-roll: 90 + name: Time dilation (offensive) + - min_roll: 91 + max-roll: 91 + name: Trick embedder + - min_roll: 92 + max-roll: 92 + name: Vanisher + - min_roll: 93 + max-roll: 94 + name: Visage changer + - min_roll: 95 + max-roll: 95 + name: Visual displacement device + - min_roll: 96 + max-roll: 96 + name: Vocal translator + - min_roll: 97 + max-roll: 98 + name: Weapon enhancement + - min_roll: 99 + max-roll: 99 + name: Wings + - min_roll: 00 + max-roll: 00 + name: Zero point field + subtle: + - min_roll: 1 + max-roll: 4 + name: Analeptic + - min_roll: 5 + max-roll: 7 + name: Best tool + - min_roll: 8 + max-roll: 10 + name: Burst of speed + - min_roll: 11 + max-roll: 13 + name: Contingent activator + - min_roll: 14 + max-roll: 17 + name: Curative + - min_roll: 18 + max-roll: 20 + name: Darksight + - min_roll: 21 + max-roll: 23 + name: Disarm + - min_roll: 24 + max-roll: 26 + name: Eagleseye + - min_roll: 27 + max-roll: 29 + name: Effect resistance + - min_roll: 30 + max-roll: 32 + name: Effort enhancer (combat) + - min_roll: 33 + max-roll: 35 + name: Effort enhancer (noncombat) + - min_roll: 36 + max-roll: 39 + name: Enduring shield + - min_roll: 40 + max-roll: 42 + name: Intellect booster + - min_roll: 43 + max-roll: 45 + name: Intelligence enhancement + - min_roll: 46 + max-roll: 48 + name: Knowledge enhancement + - min_roll: 49 + max-roll: 51 + name: Meditation aid + - min_roll: 52 + max-roll: 54 + name: Mind stabilizer + - min_roll: 55 + max-roll: 57 + name: Motion sensor + - min_roll: 58 + max-roll: 60 + name: Nutrition and hydration + - min_roll: 61 + max-roll: 63 + name: Perfect memory + - min_roll: 64 + max-roll: 66 + name: Perfection + - min_roll: 67 + max-roll: 69 + name: Reflex enhancer + - min_roll: 70 + max-roll: 73 + name: Rejuvenator + - min_roll: 74 + max-roll: 76 + name: Remembering + - min_roll: 77 + max-roll: 79 + name: Repel + - min_roll: 80 + max-roll: 82 + name: Secret + - min_roll: 83 + max-roll: 85 + name: Skill boost + - min_roll: 86 + max-roll: 88 + name: Speed boost + - min_roll: 89 + max-roll: 91 + name: Stim + - min_roll: 92 + max-roll: 94 + name: Strength boost + - min_roll: 95 + max-roll: 97 + name: Strength enhancer + - min_roll: 98 + max-roll: 100 + name: Tissue regeneration + fantasy: + - min_roll: 1 + max-roll: 5 + name: Acid resistance + - min_roll: 6 + max-roll: 11 + name: Animal control + - min_roll: 12 + max-roll: 18 + name: Beast shape + - min_roll: 19 + max-roll: 27 + name: Cold resistance + - min_roll: 28 + max-roll: 34 + name: Demon ward + - min_roll: 35 + max-roll: 39 + name: Dragon ward + - min_roll: 40 + max-roll: 44 + name: Electricity resistance + - min_roll: 45 + max-roll: 48 + name: Elemental conjuration + - min_roll: 49 + max-roll: 57 + name: Fire resistance + - min_roll: 58 + max-roll: 61 + name: Giant size + - min_roll: 62 + max-roll: 65 + name: Instant boat + - min_roll: 66 + max-roll: 68 + name: Instant tower + - min_roll: 69 + max-roll: 72 + name: Lycanthrope ward + - min_roll: 73 + max-roll: 76 + name: Penultimate key + - min_roll: 77 + max-roll: 82 + name: Poison resistance + - min_roll: 83 + max-roll: 86 + name: Restorative aura + - min_roll: 87 + max-roll: 89 + name: Thought listening + - min_roll: 90 + max-roll: 93 + name: Tiny size + - min_roll: 94 + max-roll: 98 + name: Undead ward + - min_roll: 99 + max-roll: 00 + name: Walking corpse + superhero: + - min_roll: 01 + max-roll: 10 + name: Area boost + - min_roll: 11 + max-roll: 20 + name: Burst boost + - min_roll: 21 + max-roll: 30 + name: Damage boost + - min_roll: 31 + max-roll: 40 + name: Efficacy boost + - min_roll: 41 + max-roll: 50 + name: Energy boost + - min_roll: 51 + max-roll: 60 + name: Range boost + - min_roll: 61 + max-roll: 80 + name: Shift boost + - min_roll: 81 + max-roll: 90 + name: Stunt boost + - min_roll: 91 + max-roll: 00 + name: Target boost diff --git a/data/og-csrd-artifacts.yaml b/data/og-csrd-artifacts.yaml new file mode 100644 index 0000000..f7d657f --- /dev/null +++ b/data/og-csrd-artifacts.yaml @@ -0,0 +1,2435 @@ +artifacts: + list: + - id: fantasy-artifact-adamantine-rope + name: Adamantine Rope + source: Godforsaken, page 147 + level: 1d6 + 4 + form: A 50-foot (15 m) length of black rope + effect: | + This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to + damage (including attempts to cut it) from anything less than the artifact's level. + - id: fantasy-artifact-alchemist-bag + name: Alchemist Bag + source: Godforsaken, page 145 + level: 1d6 + form: Embroidered velvet bag + effect: | + This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion + bottle or scroll case. These cyphers do not count against a character's cypher limit. + depletion: 1 in 1d20 + depletion-check: each time a cypher is added to the bag + - id: fantasy-artifact-angelic-ward + name: Angelic Ward + source: Cypher System Rulebook, page 257 + level: 1d6 + 2 + form: Tiny figurine of a winged angel + effect: | + Once activated, the figurine's spirit emerges and becomes semisolid as a glowing, human-sized winged angel. It + follows within 3 feet (1 m) of the figurine owner. Anything within long range that attacks the owner is attacked + by the angelic ward, which sends out a bolt of flesh-rotting energy, doing damage equal to the artifact's + level. Once activated, it functions for a day. + depletion: 1 in 1d10 + - id: fantasy-artifact-armored-cloth + name: Armored Cloth + source: Godforsaken, page 147 + level: 1d6 + form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on) + effect: | + This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point + it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way + encumbering). This clothing cannot be worn with armor of any kind. + depletion: null + - id: fantasy-artifact-belt-of-strength + name: Belt of Strength + source: Godforsaken, page 147 + level: 1d6 + form: Thick leather belt with a metal buckle and rivets + effect: | + The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5 + (or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above + their normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return + (they must be restored with recovery rolls, healing magic, or similar effects). + depletion: null + - id: fantasy-artifact-book-of-all-spells + name: Book of All Spells + source: Godforsaken, page 147 + level: 1d6 + 2 + form: Weighty tome filled with pages of spell runes + effect: | + This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set + of facing pages includes the magical runes for one spell and a description of the spell and how to use it. + + When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the + following table, then rolling on the indicated table in the *Cypher System Rulebook*. + + The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This + doesn't remove the spell from the page (it can be cast again and again), but it does require a depletion roll. + + As part of another action, the bearer can turn the page to find a new spell, but only forward, never + backward. It is said that turning to the last page makes the book vanish and appear somewhere else in the world. + + The artifact always remembers the last page it was turned to. Opening the book always presents that + page. Attempting to copy, remove, or destroy a page only makes the book turn to a later page on its own. + effect-roll-type: d6 + effect-roll-values: + - min-roll: 1 + max-roll: 2 + value: Roll on the Manifest Cypher Table + - min-roll: 3 + max-roll: 5 + value: Roll on the Fantastic Cypher Table + - min-roll: 6 + value: Roll on the Subtle Cypher Table + depletion: 1 in 1d100 + depletion-check: | + each time the book is used or the bearer turns a page. The chance of depletion increases by 1 each time it is + used [1 in 1d100, 2 in 1d100, 3 in 1d100, and so on]. Instead of depleting, the book might turn to a later page, + or disappear and reappear somewhere else in the world. + - id: fantasy-artifact-bounding-boots + name: Bounding Boots + source: Godforsaken, page 148 + level: 1d6 + 1 + form: Sturdy but flexible boots + effect: | + The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping + and running (easing one of these skills by two steps if the artifact is level 6 or higher). + depletion: null + - id: fantasy-artifact-cats-eye-spectacles + name: Cat's eye spectacles + source: Godforsaken, page 148 + level: 1d6 + form: Pair of dark crystalline spectacles in a dull wooden frame + effect: | + Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to + short range (or to long range if the artifact is level 5 or higher). + depletion: null + - id: fantasy-artifact-cloak-of-balakar + name: Cloak of Balakar + source: Godforsaken, page 148 + level: 1d6 + 3 + form: Blue cloak with elaborate designs suggesting blowing wind + effect: | + The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the + wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to + half the artifact's level. + depletion: 1 in 1d6 + depletion-effect: cloak disappears and reappears somewhere else in the world + - id: fantasy-artifact-cloak-of-elfkind + name: Cloak of Elfkind + source: Godforsaken, page 148 + level: 1d6 + 2 + form: Thin greyish-green cloak with a cowl and clasp + effect: | + When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of + everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases + hiding and sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark. + depletion: 1 in 1d100 + - id: fantasy-artifact-cloak-of-finery + name: Cloak of Finery + source: Godforsaken, page 148 + level: 1d6 + 1 + form: Multilayered cloak of glittering material + effect: | + This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer + in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their + grammar, granting an asset to all interaction tasks for the next minute. + depletion: 1 in 1d20 + - id: fantasy-artifact-coil-of-endless-rope + name: Coil of Endless Rope + source: Godforsaken, page 148 + level: 1d6 + form: Coil of rope + effect: | + The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found + no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it + becomes depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or + two. + depletion: 1 in 1d20 + depletion-check: each use that extends it beyond 50 feet + - id: fantasy-artifact-crown-of-eyes + name: Crown of Eyes + source: Godforsaken, page 148 + level: 1d6 + form: Metallic circlet set with several crystal spheres + effect: | + It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly + around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This + allows the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in + initiative and all perception tasks. + depletion: 1 in 1d100 + - id: fantasy-artifact-crown-of-the-mind + name: Crown of the Mind + source: Godforsaken, page 149 + level: 1d6 + form: Crown, circlet, headband, diadem, or amulet + effect: | + The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5 + (or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points + above their normal maximum Intellect Pool are lost; if they wear the crown again, the points do not + automatically return (they must be restored with recovery rolls, healing magic, or similar effects). (GF, 149) + depletion: null + - id: fantasy-artifact-crystal-ball + name: Crystal Ball + source: Godforsaken, page 149 + level: 1d6 + 3 + form: Melon-sized crystalline or glass orb, with or without a support stand + effect: | + This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect + task to activate the crystal ball, then use an action trying to make it show a person or location they know. The + user must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only + indistinct or misleading images. The task roll is modified by how familiar the target is to the user, how + available they are to be viewed, and how far away they are. + + | **Familiarity** | **Difficulty** | + |----------------------------------|----------------| + | Only have name or description | Hindered | + | Target has been visited | Eased | + | Target is well known to the user | Eased | + + | **Availability** | **Difficulty** | + |---------------------|----------------| + | Target is willing | Eased | + | Target is unwilling | Hindered | + + | **Distance** | **Difficulty** | + |---------------------|----------------| + | More than 1 mile | Hindered | + | More than 10 miles | Hindered | + | More than 100 miles | Hindered | + + + These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is + unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task. + + The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be + activated again. + + In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open + two-way communication with the viewed area. All creatures in the area can sense the user's presence and hear + their voice, and the creatures can speak to and be heard by the user. + depletion: 1 in 1d20 + note: | + An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they + would against a directly harmful mental spell. + - id: fantasy-artifact-deaths-scythe + name: Death's Scythe + source: Godforsaken, page 149 + level: 1d6 + 4 + form: Double-handed scythe + effect: | + This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it + hits. In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect + a higher-level target; each level of Effort applied increases the level of creature that can be instantly killed + by the scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must + apply three levels of Effort. + depletion: 1 in 1d20 + depletion-check: per killing effect + depletion-effect: a manifestation of Death appears to reclaim its blade + note: | + Death manifestation: level 7 + + The *deflecting shield* (GF, 150) is not included in the CSRD. + - id: fantasy-artifact-demonflesh + name: Demonflesh + source: Godforsaken, page 150 + level: 1d6 + 1 + form: Ball of black leather with vein-like red streaks + effect: | + When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting + leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While + invisible, they are specialized in stealth and Speed defense tasks. This effect ends if they do something to + reveal their presence or position—attacking, casting a spell, using an ability, moving a large object, and so + on. If this occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding + their position. The wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic + power. This attack ignores most Armor, but Armor made to ward against evil or demonic attacks should work + against it. (GF, 150) + depletion: 1 in 1d20 + - id: fantasy-artifact-demonic-rune-blade + name: Demonic Rune Blade + source: Godforsaken, page 150 + level: 1d6 + 4 + form: Sword inscribed with demonic runes + effect: | + This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a + sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass + rumbles and dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made + with it by one step, and it inflicts 4 additional points of damage (for a total of 8 points). + + If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its + energy to the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for + an hour and allows the wielder to exceed their normal Might Pool and Might Edge stats. + + If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always + happens on an attack roll of 1). + depletion: 1 in 1d10 + depletion-check: each time a killed creature's life force is absorbed + depletion-effect: if depleted, the sword's magical abilities can be recharged if it kills an "innocent" creature + - id: fantasy-artifact-dragontongue-weapon + name: Dragontongue Weapon + source: Godforsaken, page 150 + level: 1d6 + 2 + form: Weapon that roars with red flame when activated, trailing a stream of black smoke + effect: | + This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful + hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire, + inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each + activation. + depletion: 1 in 1d100 + - id: fantasy-artifact-dragontooth-soldiers + name: Dragontooth Soldiers + source: Godforsaken, page 151 + level: 1d6 + 1 + form: Burlap bag containing a handful of large reptilian teeth + effect: | + If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the + user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but + each tooth drawn requires a separate depletion roll. + depletion: 1 in 1d10 + note: | + Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor + 1; spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one + round + - id: fantasy-artifact-elfblade + name: Elfblade + source: Godforsaken, page 151 + level: 1d6 + 3 + form: Medium sword + effect: | + This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6 + points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional + sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar + creatures are within 300 feet (90 m). + depletion: null + - id: fantasy-artifact-enchanted-armor + name: Enchanted Armor + source: Godforsaken, page 151 + level: 1d6 + 3 + form: Full suit of light, medium, or heavy armor + effect: | + This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical + armor. It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 + if the artifact is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium + armor (2 Armor), so enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor + (for artifact level 7 or higher). + + The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, + such as heat or cold damage (but not Intellect damage). + depletion: null + - id: fantasy-artifact-exploding-arrow + name: Exploding Arrow + source: Godforsaken, page 151 + level: 1d6 + form: Arrow with runes carved on the shaft and head + effect: | + The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll + d100 to determine the type of damage. + effect-roll-type: 1d100 + effect-roll-values: + - min-roll: 01 + max-roll: 20 + value: Acid + - min-roll: 21 + max-roll: 40 + value: Electricity + - min-roll: 41 + max-roll: 60 + value: Cold + - min-roll: 61 + max-roll: 90 + value: Fire + - min-roll: 91 + max-roll: 00 + value: Necromantic (harms only flesh) + depletion: automatic (GF, 151) + note: | + One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher + limit. + + An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile. + - id: fantasy-artifact-explorers-gloves + name: Explorer's Gloves + source: Godforsaken, page 151 + level: 1d6 + form: Thick but flexible-fingered leather gloves + effect: | + The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine + while the gloves are activated, but taking any other action while climbing requires a new activation. + depletion: 1 in 1d20 + - id: fantasy-artifact-falcon-cloak + name: Falcon Cloak + source: Godforsaken, page 151 + level: 1d6 + form: Cloak made of feathers + effect: | + For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long + distance each round, or up to 60 miles (97 km) per hour when traveling overland. + depletion: 1 in 1d100 + note: | + Most magic items that turn a character into a different creature make it difficult to use any of the character's + special abilities (other than skills) in that form. + - id: fantasy-artifact-flying-carpet + name: Flying Carpet + source: Godforsaken, page 152 + level: 1d6 + 1 + form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds + effect: | + The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per + activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour. + depletion: 1 in 1d20 + - id: fantasy-artifact-ghostly-armor + name: Ghostly Armor + source: Godforsaken, page 152 + level: 1d6 + 3 + form: Full suit of light, medium, or heavy armor + effect: | + This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical + armor. It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond + what it would normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides + 3 Armor. + + When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if + the artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of + the character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) + ignore this defense. + + After depletion, the suit still functions as normal armor and provides its full Armor value. + depletion: 1 in 1d10 + - id: fantasy-artifact-gloves-of-agility + name: Gloves of Agility + source: Godforsaken, page 152 + level: 1d6 + form: Supple leather or cloth gloves + effect: | + The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5 + (or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above + their normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return + (they must be restored with recovery rolls, healing magic, or similar effects). + depletion: null + - id: fantasy-artifact-gruelmaker + name: Gruelmaker + source: Godforsaken, page 152 + level: 1d6 + form: Clay bowl stamped with symbols of fish and birds + effect: | + The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one + person for one day (or two people if the artifact is level 5 or higher). + depletion: 1 in 1d10 + - id: fantasy-artifact-guardian-idol + name: Guardian Idol + source: Godforsaken, page 152 + level: 1d6 + 3 + form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall + effect: | + It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When + activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their + faces and shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within + long range, it spits a small ball of fire at the target. The fire inflicts damage equal to the artifact + level. The idol can attack up to ten times per round, but it never attacks the same target more than once per + round. It remains on watch for twenty-four hours or until it has made one hundred attacks, whichever comes + first. + depletion: automatic + - id: fantasy-artifact-hand-of-glory + name: Hand of Glory + source: Godforsaken, page 153 + level: 1d6 + 3 + form: Dried humanoid hand with candle-tip fingers + effect: | + A hand of glory has several potential uses, including the following. In all cases, the candles making up the + hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless + and unable to take actions as long as the lit hand remains within range (or until the target is attacked or + otherwise snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the + hand. While invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or + barred door or a container whose level is less than or equal to the hand's level becomes unlocked when touched + by the hand. + depletion: 1 in 1d20 + - id: fantasy-artifact-helm-of-water-breathing + name: Helm of Water Breathing + source: Godforsaken, page 153 + level: 1d6 + form: Green metal helm with a scaly or fishy motif + effect: | + The wearer's head is enveloped in a tight bubble of air that constantly renews itself, allowing them to breathe + underwater indefinitely, speak normally, and so on. + depletion: 1–2 in 1d100 + depletion-check: each day + - id: fantasy-artifact-horn-of-thunder + name: Horn of Thunder + source: Godforsaken, page 153 + level: 1d6 + 4 + form: Large signal horn banded with metal and carved with runes + effect: | + This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15 + m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for + one round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 + feet (1.5 m). Larger objects might also be toppled. + depletion: 1 in 1d10 + - id: fantasy-artifact-instant-ladder + name: Instant Ladder + source: Godforsaken, page 153 + level: 1d6 + form: Small lightweight metal rod with gem buttons + effect: | + When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) + long. The ladder can be transformed back into its rod form from either end. + depletion: 1 in 1d100 + note: | + A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the + proper sequence to expand or collapse it. + - id: fantasy-artifact-lightning-hammer + name: Lightning Hammer + source: Godforsaken, page 153 + level: 1d6 + 2 + form: Massive silver hammer that crackles with electricity + effect: | + This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the + weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an + additional 10 points of electricity damage. The user can choose to strike the ground instead, sending shockwaves + of electricity outward that deal 5 points of damage to everyone within short range. + + Lightning Hammer is still usable as a normal weapon after depletion. + depletion: 1 in 1d6 + - id: fantasy-artifact-mastercraft-armor + name: Mastercraft Armor + source: Godforsaken, page 154 + level: 1d6 + form: Armor of exceptional quality + effect: This armor grants its wearer an asset for Speed defense rolls. + depletion: null + - id: fantasy-artifact-mastercraft-weapon + name: Mastercraft Weapon + source: Godforsaken, page 154 + level: 1d6 + form: Weapon of exceptional quality + effect: This weapon grants its wielder an asset for attack rolls made with it. + depletion: null + note: | + Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional + quality, or both. + - id: fantasy-artifact-mindshield-helmet + name: Mindshield Helmet + source: Godforsaken, page 154 + level: 1d6 + 2 + form: Lightweight cloth, leather, or metal helmet + effect: | + The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer's + mind are hindered (or hindered by two steps if the artifact is level 7 or higher). + depletion: null + - id: fantasy-artifact-necromantic-wand + name: Necromantic Wand + source: Godforsaken, page 154 + level: 1d6 + 4 + form: Bone wand carved with runes + effect: | + This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and + materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are + likely destroyed. + + This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some + characters have, but each "round of ammo" used or each additional target selected requires an additional + depletion roll. + depletion: 1 in 1d10 + - id: fantasy-artifact-pack-of-storage + name: Pack of Storage + source: Godforsaken, page 154 + level: 1d6 + 1 + form: Leather backpack or haversack with multiple pockets + effect: | + This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than + on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about + one-tenth as much as it is holding. + depletion: 1 in 1d100 + depletion-check: each time something is added to the pack + depletion-effect: all objects are expelled from the pack + - id: fantasy-artifact-poisoners-touch + name: Poisoner's Touch + source: Godforsaken, page 154 + level: 1d6 + 1 + form: Very thin transparent glove with faint markings + effect: | + When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern + on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes + Speed damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or + suffer the damage again until either they succeed at the defense roll or five rounds pass, whichever comes + first. + depletion: 1 in 1d10 + - id: fantasy-artifact-protection-amulet + name: Protection Amulet + source: Godforsaken, page 154 + level: 1d6 + form: Stylized amulet worn on a chain + effect: | + The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind + of damage the amulet protects against. + effect-roll-type: 1d100 + effect-roll-values: + - min-roll: 1 + max-roll: 4 + value: Acid + - min-roll: 5 + max-roll: 8 + value: Cold + - min-roll: 9 + max-roll: 12 + value: Electricity + - min-roll: 13 + max-roll: 16 + value: Fire + - min-roll: 17 + max-roll: 20 + value: Poison + depletion: 1 in 1d6 + depletion-check: each time the amulet reduces damage (GF, 154) + - id: fantasy-artifact-ring-of-dragons-flight + name: Ring of Dragon's Flight + source: Cypher System Rulebook, page 257 + level: 1d6 + 2 + form: Green iron ring that appears like a dragon wound around the finger + effect: | + When the wearer activates the ring, dragon wings unfurl from their back, and for one minute the wearer can fly + up to long range. The ring does not confer the ability to hover or make fine adjustments while in flight. + depletion: 1 in 1d10 + - id: fantasy-artifact-ring-of-fall-flourishing + name: Ring of Fall Flourishing + source: Godforsaken, page 155 + level: 1d6 + form: Gold band inscribed with feather wreath + effect: The wearer of the ring can fall any distance safely, landing easily and upright. + depletion: 1 in 1d100 + - id: fantasy-artifact-ring-of-invisibility + name: Ring of Invisibility + source: Godforsaken, page 155 + level: 1d6 + form: Gold band inscribed with characters that are revealed only if ring is heated + effect: | + The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth + and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason. + depletion: 1 in 1d20 + - id: fantasy-artifact-ring-of-wishes + name: Ring of Wishes + source: Godforsaken, page 155 + level: 1d6 + 4 + form: Plain gold band + effect: | + The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the + level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the + more likely the GM will limit its effect.) + depletion: 1–3 in 1d6 + - id: fantasy-artifact-shield-of-two-skies + name: Shield of Two Skies + source: Godforsaken, page 155 + level: 1d6 + 2 + form: Small hexagonal amulet + effect: | + Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and + cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes. + depletion: 1 in 1d100 + - id: fantasy-artifact-skill-ring + name: Skill Ring + source: Godforsaken, page 155 + level: 1d6 + form: Ring carved with sigils appropriate to its granted skill + effect: | + This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or + persuasion. This grants the wearer training in that skill (or in two skills if the artifact is level 5 or + higher). + depletion: null + - id: fantasy-artifact-smooth-stepping-boots + name: Smooth Stepping Boots + source: Godforsaken, page 155 + level: 1d6 + 1 + form: Pair of boots + effect: | + When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal + speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along + hard surfaces (even vertically or upside down) as if under normal gravity. + depletion: 1 in 1d100 + - id: fantasy-artifact-soul-stealing-knife + name: Soul-Stealing Knife + source: Godforsaken, page 155 + level: 1d6 + form: Night-black blade in which distant stars are sometimes visible + effect: | + This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it + inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a + target to 0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three + days, after which time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate + would otherwise be.) + + As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade + and not yet consumed. After answering the third question, the soul is consumed. + depletion: 1 in 1d20 + depletion-check: each activation + - id: fantasy-artifact-soulflaying-weapon + name: Soulflaying Weapon + source: Cypher System Rulebook, page 257 + level: 1d6 + 1 + form: Weapon of any type, with engraved glowing runes denoting soulflaying + effect: | + This weapon functions as a normal weapon of its kind. The wielder can use an action to activate its soulflaying + magic for one minute. During that time, if the weapon scores a hit, it inflicts normal damage, plus 3 additional + points of Intellect damage on all creatures that have souls (not automatons, mindless undead, or the like). + depletion: 1 in 1d100 + - id: fantasy-artifact-sovereign-key + name: Sovereign Key + source: Godforsaken, page 156 + level: 1d6 + 2 + form: Slender golden key + effect: | + When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly + glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or + less than the artifact level, and locks open easily if their level is equal to or less than the artifact + level. + depletion: 1 in 1d10 + - id: fantasy-artifact-spellbook-of-elemental-summoning + name: Spellbook of Elemental Summoning + source: Godforsaken, page 156 + level: 1d6 + 1 + form: Weighty tome filled with pages of spell runes + effect: | + When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental + of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and + does the summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book. + depletion: 1–3 in 1d20 + - id: fantasy-artifact-spellbook-of-the-amber-mage + name: Spellbook of the Amber Mage + source: Cypher System Rulebook, page 257 + level: 1d6 + form: Weighty tome bound in amber filled with pages of spell runes + effect: | + When the user incants from the spellbook and succeeds at a level 3 Intellect-based task, the user can attempt to + trap a creature within long range inside a block of amber. Only creatures whose level is equal to or lower than + the artifact's level can be targeted. A creature successfully caught is preserved in perfect stasis until the + encasing amber is broken away (the amber has 10 points of health per level of the artifact). + depletion: 1 in 1d20 + - id: fantasy-artifact-staff-of-black-iron + name: Staff of Black Iron + source: Godforsaken, page 156 + level: 1d6 + 2 + form: Staff of black iron set with an eye-shaped crystal headpiece + effect: | + The wielder can use an action to gain one of the following effects. + + - *Influence*: The wielder makes a mental attack on a creature within immediate range by providing a + suggestion. An affected target follows any suggestion during its next turn that doesn't cause direct harm to + itself or its allies. + - *Lightning*: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to + long range, inflicting damage equal to the artifact level. + - *Shield*: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their + Speed defense rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the + staff is sufficient. + + The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone + with lightning), but each requires a separate activation and depletion roll. + depletion: 1 in 1d100 + - id: fantasy-artifact-staff-of-healing + name: Staff of Healing + source: Godforsaken, page 156 + level: 1d6 + 4 + form: Wooden staff capped with a golden icon + effect: | + The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by + the beam moves up one step on the damage track. A target that is not down on the damage track can immediately + make a free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level). + depletion: 1 in 1d10 + - id: fantasy-artifact-staff-of-the-prophet + name: Staff of the Prophet + source: Godforsaken, page 157 + level: 1d6 + 2 + form: Short wooden staff + effect: | + The staff has three abilities, each of which requires an action to activate. + + - *Sea Passage*: Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up + to 1,000 feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four + hours, or the wielder can collapse it as an action. + - *Snake Form*: Staff transforms into a venomous snake whose level is equal to the artifact level. The snake + has a bite attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) + for three rounds on a failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't + do anything a regular snake couldn't do. + - *Water From Stone*: Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if + from a natural spring in the ground. + depletion: 1 in 1d20 + - id: fantasy-artifact-storm-shack + name: Storm Shack + source: Godforsaken, page 157 + level: 1d6 + 3 + form: Miniature model of a simple wooden shack + effect: | + Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10 + feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most + forms of inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the + shack before the duration is up makes it harmlessly collapse upon itself unless the character succeeds on a + Speed roll against the artifact's level. If collapsed early or the duration runs out, the shack collapses into + sticks, dust, and the miniature model, which can be taken and reused. + depletion: 1 in 1d100 + - id: fantasy-artifact-trap-runestone + name: Trap Runestone + source: Godforsaken, page 157 + level: 1d6 + form: Pouch with chalk, sealing wax, and an engraved runestone + effect: | + A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a + trap. First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 + Intellect task to draw the runestone symbols around the edge of the cypher with the chalk and place the + runestone in the correct position. When the trap is triggered, the cypher is activated, so people often use + straightforward cyphers such as an explosive spell scroll, a poisonous potion, and so on. + + The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving + past the runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For + example, a level 4 artifact's trigger might be based on a creature's size or weight, a level 5 artifact can + trigger based on a specific type of creature, and a level 6 artifact can trigger based on recognizing an + individual creature. + depletion: automatic + - id: fantasy-artifact-tunneling-gauntlets + name: Tunneling Gauntlets + source: Godforsaken, page 157 + level: 1d6 + 1 + form: Oversized pair of metallic gauntlets with broad nails + effect: | + When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They + can burrow through most soils and even some stone, but only through material whose level is lower than the + artifact level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for + several hours. After that, the tunnel is subject to collapse. + depletion: 1 in 1d20 + - id: fantasy-artifact-vorpal-sword + name: Vorpal sword + source: Godforsaken, page 158 + level: 1d6 + 3 + form: Long sword that sometimes whispers and snickers aloud + effect: | + The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores + Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect + is decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, + choose a different effect). + depletion: 1–2 in 1d100 + depletion-check: each decapitation and specific attempt to cut through solid material + - id: fantasy-artifact-wand-of-firebolts + name: Wand of Firebolts + source: Cypher System Rulebook, page 257 + level: 1d6 + 2 + form: Wand of red wood 8 inches (20 cm) long, carved with intricate flamelike images + effect: | + When activated, the wand looses a blast of fire at a chosen target within short range, inflicting damage equal + to the artifact's level. + depletion: 1 in 1d20 + - id: fantasy-artifact-wand-of-spiders-webbing + name: Wand of Spider's Webbing + source: Godforsaken, page 158 + level: 1d6 + 1 + form: White oak wand + effect: | + This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to + nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is + higher than the wand's level can usually break free within one or two rounds. The entangling web is highly + flammable, and if ignited it burns away over the course of one round, but the intense heat inflicts damage equal + to the artifact level on whatever was caught within it. + depletion: 1 in 1d20 + - id: fantasy-artifact-whisperer-in-the-ether + name: Whisperer in the Ether + source: Godforsaken, page 158 + level: 1d6 + 1 + form: Small crystal + effect: | + The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown + (probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an + ongoing basis, but in general, the whisperer can share a useful bit of information, insight, or advice about + once every day. Sometimes, this translates into an asset on one of the user's actions. For example, the + intelligence can suggest the right phrase to make friends with a shopkeeper to get a good deal, the right tools + to use while trying to break open a door, or the right place to put a shield to deflect an incoming + attack. Sometimes the information is more broad, such as the right road to take to reach the next town or why a + group of monsters is attacking the caravan the bearer is guarding. + + The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers + advice. Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is + entirely absent for reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It + cannot see the future, but it can often predict outcomes based on logic. + depletion: 1 in 1d20 + depletion-check: each day + - id: fantasy-artifact-witchs-broom + name: Witch's Broom + source: Godforsaken, page 158 + level: 1d6 + 2 + form: A 6-foot (2 m) long wooden broom + effect: | + As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles + (160 km) per hour. + + The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, + during which time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased + for the next ten minutes. + depletion: 1 in 1d20 + - id: modern-magic-artifact-accessories-sold-separately + name: Accessories Sold Separately + source: It's Only Magic, page 132 + level: 1d6 + form: | + Articulated action figure that comes equipped with a number of accessories, such as a gun, armor, handbag, + laptop computer, dazzling outfit, and so on. + effect: | + The action figure carries a number of accessories equal to the artifact level. When the button on their back is + pushed, the action figure does nothing, but their accessories grow to the size they would be if they were real, + and they become functional. They remain this way for a day. Roll a d20 for each accessory the action figure + might carry. + effect-roll-type: d20 + effect-roll-values: + - min-roll: 1 + value: Light weapon (includes ammo) + - min-roll: 2 + value: Medium weapon (includes ammo) + - min-roll: 3 + value: Heavy weapon (includes ammo) + - min-roll: 4 + value: Light armor + - min-roll: 5 + value: Medium armor + - min-roll: 6 + value: Heavy armor + - min-roll: 7 + value: Laptop computer + - min-roll: 8 + value: Cell phone + - min-roll: 9 + value: Doctor bag (eases healing tasks) + - min-roll: 10 + value: Dazzling outfit (eases social interactions) + - min-roll: 11 + value: Handbag (includes a handful of items, such as gum, lipstick, sunglasses, and a notebook) + - min-roll: 12 + value: Bag of light tools + - min-roll: 13 + value: Puppy (level 1) + - min-roll: 14 + value: Kittem (level 1) + - min-roll: 15 + value: Dinosaur (level 1) + - min-roll: 16 + value: Fiction book + - min-roll: 17 + value: Nonfiction book + - min-roll: 18 + value: Backpack (empty) + - min-roll: 19 + value: Guitar + - min-roll: 20 + value: Inflatable couch + depletion: 1 in 1d20 + - id: modern-magic-artifact-ask-me-anything + name: Ask Me Anything + source: It's Only Magic, page 133 + level: 1d6 + 1 + form: Magic billiard ball fill with liquid, inside of which a small gargoyle, crow, or other creature floats + effect: | + The user can shake the magic ball, causing the creature inside to wake up. They can ask the creature two + questions about the future and learn the answer (three questions if the artifact is level 4 or higher, four + questions if the artifact is level 6 or higher). Because the future is ever-changing, the answers may not line + up perfectly with what will happen, but they usually offer at least one piece of concrete, actionable + information. + depletion: 1 in 1d20 + - id: modern-magic-artifact-atheneum-of-the-mind-card + name: Atheneum of the Mind Card + source: It's Only Magic, page 133 + level: 1d6 + form: Metal and glass card about the size and shape of a library card + effect: | + Allows the user to "borrow" people's minds the same way that one might borrow a library book. The person must be + agreeable to sharing their knowledge and must be within short range of the user when the exchange happens. For + the next 24 hours, the user has access to the person's brain from anywhere, allowing them to become trained in + two noncombat skills or specialized in one noncombat skill. The skill they choose must make sense for the person + whose brain they're "borrowing" (for example, a professor of English lit would likely be skilled in + speed-reading and storytelling, but maybe not in woodworking or cooking). They can only borrow one person's mind + each day. + depletion: 1 in 1d100 + - id: modern-magic-artifact-attempted-murder + name: Attempted Murder + source: It's Only Magic, page 133 + level: 1d6 + 4 + form: Tattoo of a flock of crows located anywhere on the body + effect: | + When the tattoo is activated, the crows fly out of it in a barrage of attacks. Everyone and everything in an + immediate area suffers damage equal to the artifact level, unless they are designated safe by the user ahead of + time. + depletion: 1 in 1d6 + depletion-effect: the tattoo flies away and disappears + - id: modern-magic-artifact-battery-of-the-vanquished + name: Battery of the Vanquished + source: It's Only Magic, page 133 + level: 1d6 + 4 + form: Small metal pipe that's been etched with elaborate symbols + effect: | + After killing a magical creature, the user can place the pipe against the body and suck the creature's magic up + into their body. The creature must have been slain by the user, they must be magical in some way, and they must + have died within the last hour. The user restores a number of points equal to the artifact level to their + Intellect Pool (even if this temporarily puts them above their maximum Pool). + depletion: 1 in 1d6 + - id: modern-magic-artifact-blade-of-the-roses + name: Blade of the Roses + source: It's Only Magic, page 133 + level: 1d6 + 2 + form: Handcrafted sword etched with vines and roses + effect: | + This sword is a medium weapon that inflicts 5 points of damage (6 points if the artifact is level 6 or + higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the + creature's heart. The vine begins to spread through the creature's veins, inflicting 2 additional points of + damage each round for one day or until magic is used to remove the vine. A PC can end the effect early by + succeeding on a Might defense roll on their turn. + depletion: 1 in 1d100 + depletion-check: each first successful attack + - id: modern-magic-artifact-book-of-the-baker + name: Book of the Baker + source: It's Only Magic, page 133 + level: 1d6 + form: Pocket-sized book with a well-worn leather cover filled with handwritten recipes + effect: | + Taking a round to read a recipe from the book aloud causes everyone within short range to feel as if they've + eaten the meal from the recipe. They all add +1 to their recovery rolls for the next ten minutes. + depletion: 1 in 1d20 + - id: modern-magic-artifact-breakaway-bag + name: Breakaway Bag + source: It's Only Magic, page 133 + level: 1d6 + 4 + form: Backpack, purse, or duffel covered in patches + effect: | + This bag can hold a number of magic items (including cyphers and artifacts) equal to the artifact level. Every + item the user places inside the bag instantly turns into a patch on the bag's surface. Only the user can + recognize these patches as the objects they once were, and only the user can turn them back into their original + items (doing so takes an action). The bag can also be used as a regular bag to hold mundane items, which does + not affect how many magic items it can hold. Cyphers in the bag do not count against the user's cypher limit. + depletion: 1 in 1d20 + depletion-check: each time a magic item is added + - id: modern-magic-artifact-busy-box + name: Busy Box + source: It's Only Magic, page 134 + level: 1d6 + form: Small wooden box with a remote opener + effect: | + Opening the box reveals a dazzling array of enticing things to do, see, hear, and experience. These enticements + are magically geared to those experiencing them. Everyone who fails an Intellect defense roll within short range + of the box is so distracted that they're hindered on all actions for a number of rounds equal to the artifact + level. (NPCs whose level is less than the artifact level are automatically affected.) The remote will open and + close the box from up to long range away. + depletion: 1 in 1d20 + - id: modern-magic-artifact-cats-hide-their-paws + name: Cats Hide Their Paws + source: It's Only Magic, page 134 + level: 1d6 + 2 + form: Onyx ring that depicts a cat curling around itself, so that it becomes a feline ouroboros + effect: | + The ring allows the user to slink into the shadows, hide their true motives, and otherwise go mostly unseen and + unnoticed. This provides an asset to sneaking, lockpicking, disguise, and deception tasks. + depletion: 1 in 1d100 + depletion-check: each day + - id: modern-magic-artifact-cloud-storage + name: Cloud Storage + source: It's Only Magic, page 134 + level: 1d6 + 2 + form: Palm-sized device with a carabiner attached + effect: | + Stores up to five cypher apps at a time. The device is thumbprint-protected by the user, and only the user can + add apps and activate them. Any additional apps stored above the user's cypher limit do not count against the + limit. + depletion: 1 in 1d20 + depletion-check: each time an app is added + - id: modern-magic-artifact-cloud-thief + name: Cloud Thief + source: It's Only Magic, page 134 + level: 1d6 + form: Ring that alters to perfectly fit the wearer (in size and appearance) + effect: | + Allows the user to copy a cypher app from any device the user chooses within long range. The ring chooses + randomly from the available apps on that device, and the user doesn't know what the app is until they receive + it. They can activate the cypher app directly from the ring or download it into a device of their choice. The + ring can only hold one app at a time, and that app does count against the user's cypher limit. + depletion: 1 in 1d20 + - id: modern-magic-artifact-color-cannon + name: Color Cannon + source: It's Only Magic, page 134 + level: 1d6 + form: Can of spray paint modified to spray from three different nozzles + effect: | + Depending on which nozzle is used, the color cannon has the following effects with a successful attack roll by + the user. + + - *Fear*: Sprays a target within short range with a beam of color that frightens them so badly that they flee + for a number of rounds equal to the artifact level. + - *Stun*: Sprays a target within short range with a beam of color that stuns them for one round, making them + lose their next action. + - *Tag*: Tags a target within long range with a symbol. All tasks involving tracking, following, and finding + that target are eased for the next day. No matter where the symbol lands, the tag still works (for example, + if the target's shirt is tagged, the tag works even if they remove their shirt). + depletion: 1 in 1d20 + - id: modern-magic-artifact-combat-glasses + name: Combat Glasses + source: It's Only Magic, page 134 + level: 1d6 + 2 + form: Pair of stylish sunglasses + effect: | + The glasses analyze a foe and display information about the best places to strike them as well as how best to + avoid their incoming attacks. If the user spends an action to allow the glasses to analyze a chosen foe, they + gain an asset in both melee attacks and Speed defense rolls against the foe. They must take a separate action to + analyze each foe, and the glasses can only assist against one foe at a time. + depletion: 1 in 1d6 + depletion-check: after each foe + - id: modern-magic-artifact-crow-friend + name: Crow Friend + source: It's Only Magic, page 135 + level: 1d6 + 4 + form: Pocket-sized figurine of a crow, its feathers worn from being lovingly petted over time + effect: | + For as long as the user carries the figurine on their person and does not actively harm, scare, or otherwise + offend any living corvids, a flock of crows may show up randomly once per day to assist them. The crows arrive + on their own time and act as crows do, attempting to help the user in the way that they deem most useful, such + as dropping stones on a foe's head, warning them of incoming dangers, bringing them a snack, and so on. + depletion: 1 in 1d100 + depletion-check: each time the crows arrive + - id: modern-magic-artifact-crown-of-the-high-king + name: Crown of the High King + source: It's Only Magic, page 135 + level: 1d6 + 3 + form: Pair of over-the-ear headphones that sparkle in the light + effect: | + When worn, the headphones provide the user with an enhanced sense of elegance, power, or status. Other people + find themselves drawn to the user in the hopes of helping them, granting their wishes, and treating them like + the royalty they obviously are. All social interactions are eased. + depletion: 1 in 1d100 + depletion-check: each day + - id: modern-magic-artifact-dragon-pen + name: Dragon Pen + source: It's Only Magic, page 135 + level: 1d6 + 2 + form: Quill made from a green feather + effect: | + The user can dip the pen in ink and draw an object or creature, which becomes real for one minute. The object or + creature's level is half the artifact's level, +1 level if the user is trained in drawing, or +2 levels if the + user is specialized in drawing. Once released from the page or surface it was drawn upon, the object or creature + swells until it reaches the appropriate size, but it grows no bigger than an immediate distance in width, depth, + and height. If a creature is made, it does the bidding of the user. + + Someone familiar with magic made from drawings or illustrations, such as someone who has the Inks Spells on Skin + focus, can use the pen as part of casting their spells, easing the task of casting the spell. + depletion: 1 in 1d10 + - id: modern-magic-artifact-eau-de-blood-and-monsters + name: Eau de Blood and Monsters + source: It's Only Magic, page 135 + level: 1d6 + 4 + form: Red crystal bottle filled with amber perfume + effect: | + This perfume is specially created to be used by a single person. To activate it for the first time, the user + must put a single drop of their blood into the bottle, incorporating their own scent into that of the + perfume. The result smells amazing to them but is not noticeable to anyone else. + + After that, whenever the user applies the perfume, it provides +2 Armor (+3 if the artifact is level 9 or + higher). Each application lasts for ten minutes per artifact level, and it's an action to reapply the perfume. + + Anyone else who attempts to wear the perfume quickly realizes it smells awful on their skin, and they take 1 + point of damage. + depletion: 1 in 1d20 + - id: modern-magic-artifact-ecosensitive-fridge-magnets + name: Ecosensitive Fridge Magnets + source: It's Only Magic, page 136 + level: 1d6 + form: Set of refrigerator magnets (two of each letter and two of each number 0 through 9) made out of bone or wood + effect: | + Ghosts, haunts, wraiths, poltergeists, and other spectral creatures can move these objects as easily as a human + can, using them to spell out messages visible to anyone in the area. Usually, the magnets are also enchanted so + these creatures can't remove them from the surface they're attached to (preventing the creatures from stealing, + hiding, or throwing them). + + Depletion means one of the magnets is lost forever but the remainder continue to function. + depletion: 1 in 1d20 + depletion-check: each day of use + - id: modern-magic-artifact-flying-carpet + name: Flying Carpet + source: It's Only Magic, page 136 + level: 1d6 + 1 + form: Small woven rug, large enough for several people to sit on + effect: | + The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per + activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour. + depletion: 1 in 1d20 + - id: modern-magic-artifact-gift-from-the-fairy-queen + name: Gift from the Fairy Queen + source: It's Only Magic, page 136 + level: 1d6 + 2 + form: Glass eye that shines with a beautiful inner light + effect: | + Looking through the glass eye allows the user to see anything that's hidden or invisible, including magic, up to + the level of the artifact. If they have the glass eye surgically or magically implanted (a task equal to the + artifact level), they also gain an asset in using magic in all its forms, including crafting, combat, and + defenses. + depletion: null + - id: modern-magic-artifact-goodest-gargoyle + name: Goodest Gargoyle + source: It's Only Magic, page 136 + level: 1d6 + 2 + form: Small lapel pin of a winged, grinning gargoyle + effect: | + Once activated, this gargoyle grows to the size of a human. It follows within a few feet of the user and attacks + anyone or anything within immediate range that attacks it or the user. The gargoyle attacks with a powerful + blast of water that deals damage equal to its level. The gargoyle lasts for a day. + depletion: 1 in 1d20 + - id: modern-magic-artifact-harrowing-blade + name: Harrowing Blade + source: It's Only Magic, page 136 + level: 1d6 + 1 + form: Long black blade with a carved stone handle + effect: | + A successful attack with the blade doesn't inflict physical damage. Instead, it fills the foe's mind with dark + and dangerous thoughts, inflicting 4 points of Intellect damage (6 points if the artifact Is level 5 or higher) + that ignore Armor. The foe does not need to be corporeal for the attack to be successful. + depletion: null + - id: modern-magic-artifact-historys-fickle-hands + name: History's Fickle Hands + source: It's Only Magic, page 136 + level: 1d6 + form: Watch with a beautiful leather band and silver face whose hands and numbers move in a seemingly random order + effect: | + The watch works as a two-way communication device to someone in the past whose level is equal to or less than + the artifact level. A screen opens up on the watch face that allows the user to see the person and interact with + them. The person isn't compelled to interact with the user, and the user's interaction with them doesn't change + anything in the present or future. The connection stays open for ten minutes per artifact level. + depletion: 1 in 1d6 + - id: modern-magic-artifact-keys-of-close-to-you + name: Keys of Close to You + source: It's Only Magic, page 137 + level: 1d6 + 4 + form: Two small gold keys, each with a simple bow + effect: | + When activated by two people standing together, the bows of the keys magically adjust to create an abstract + representation of the two users' relationship. At any time, one of the users can teleport themselves to the + other person instantly, from up to 50 miles (80 km) away. For this to work, both people must have their key on + their person, and there must be no magical barriers in place that are higher level than the artifact. + depletion: 1 in 1d20 + depletion-check: each teleportation + - id: modern-magic-artifact-living-copycat + name: Living Copycat + source: It's Only Magic, page 137 + level: 1d6 + form: Collection of metal magnets in a small tin + effect: | + If the user spends about an hour shaping the metal magnets into a copy of a living entity they've seen or have + an image of, such as a human, cat, or dragon, the living metal takes the shape of that entity (albeit at about a + tenth of its size). The copycat does and says everything that the living entity is doing, at the moment that + they're doing it. The copycat lasts for ten minutes per artifact level, after which it returns to a collection + of magnets. + depletion: 1 in 1d20 + - id: modern-magic-artifact-magicians-protective-amulet + name: Magician's Protective Amulet + source: It's Only Magic, page 137 + level: 1d6 + 2 + form: Silver medallion bearing several magical symbols + effect: | + The wearer's defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or higher). + depletion: 1 in 1d20 + depletion-check: each spell attack + - id: modern-magic-artifact-malware-genie + name: Malware Genie + source: It's Only Magic, page 137 + level: 1d6 + 2 + form: Thumb drive with the image of a lamp engraved on it + effect: | + Inserting the thumb drive into a device produces the avatar of a genie who grants the user a single wish. The GM + assigns a level to the wish, so the larger and more difficult the wish, the more difficult it is to have the + wish granted. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an + expensive item or for a foe to vanish is level 7. The genie cannot grant a wish above its level. The genie can + grant only one wish per day. + depletion: 1 in 1d6 + - id: modern-magic-artifact-meatboy + name: Meatboy + source: It's Only Magic, page 137 + level: 1d6 + form: Ring with a generic human face design + effect: | + The ring creates a "meatboy," a level 1 lifelike simulation of a human, who appears within immediate range. The + meatboy has only a limited vocabulary and ability to reason. It does as the user instructs for one minute, then + slumps, melts into reddish goo, and vanishes. + depletion: 1 in 1d20 + - id: modern-magic-artifact-my-friend-lockness + name: My Friend Lockness + source: It's Only Magic, page 137 + level: 1d6 + 3 + form: Silver lapel pin in the shape of the Loch Ness monster + effect: | + When activated, the back of the pin opens up to reveal a number of helpful miniature tools, including a + lockpick, tweezers, screwdriver, and so on. Using the pin provides an asset in both magical and mundane tasks + such as lockpicking and crafting. In addition, it allows the user to perceive items, creatures, spells, and + doors that would normally be hidden by easing their perception tasks by two steps (three steps if the cypher is + level 7 or higher). + depletion: 1 in 1d100 + - id: modern-magic-artifact-pearls-of-your-grandmother-the-witch + name: Pearls of Your Grandmother, the Witch + source: It's Only Magic, page 138 + level: 1d6 + 2 + form: Elegant necklace made of pearls with unusual colors and shapes + effect: | + Wearing the necklace eases all crafting tasks (including crafting magic cyphers and artifacts). Tasks that + involve finding, sourcing, locating, and purchasing craft-related items are also eased. + depletion: null + - id: modern-magic-artifact-poor-magicians-lunchbox + name: Poor Magician's Lunchbox + source: It's Only Magic, page 138 + level: 1d6 + form: Small metal lunchbox with an illustration of a person enjoying a picnic lunch + effect: | + The lunchbox creates a set of sturdy compostable utensils and a compostable bowl filled to the brim with a + bland-tasting porridge that provides enough nutrition for one person for one day (enough for two people if the + artifact is level 5 or higher). The porridge is non-allergenic, gluten free, dairy free, meat free, and cruelty + free. + depletion: 1 in 1d10 + - id: modern-magic-artifact-rainbow-suspenders + name: Rainbow Suspenders + source: It's Only Magic, page 138 + level: 1d6 + form: Bright rainbow suspenders that adjust to fit the wearer perfectly + effect: | + When worn and visible, the suspenders provide an asset to all positive social interactions. In addition, they + provide +1 Armor against Intellect damage. + depletion: 1 in 1d20 + depletion-check: each interaction + depletion-effect: still wearable as regular suspenders after depletion + - id: modern-magic-artifact-ring-of-reflected-bullets + name: Ring of Reflected Bullets + source: It's Only Magic, page 138 + level: 1d6 + form: Red gold ring engraved with a chaotic bullet pattern + effect: | + When targeted with a ranged attack from a firearm that fires bullets, the wearer can attempt a hindered Speed + defense roll. If the roll succeeds, the bullet rebounds before hitting the wearer and immediately returns to the + sender, effectively granting the wearer a free attack against the shooter fired from the shooter's weapon. The + wearer is practiced with this attack. + depletion: 1 in 1d20 + - id: modern-magic-artifact-scarf-of-love-and-death + name: Scarf of Love and Death + source: It's Only Magic, page 138 + level: 1d6 + form: Hand-knitted scarf with a tag that says MADE WITH LOVE + effect: | + When activated, the scarf can do one of two things (chosen by the user). The scarf must be reactivated to switch + the effect. + + - *Love*: Creates a magical shield around the user for one hour, during which time they gain +2 Armor (+3 Armor + if the artifact is level 5 or higher). + - *Death*: For the next hour, each time the user attacks someone in short range, the scarf snaps out in that + same action and inflicts 2 additional points of damage (3 points if the artifact is level 5 or higher). + depletion: 1 in 1d20 + depletion-check: each activation + - id: modern-magic-artifact-song-of-the-siren + name: Song of the Siren + source: It's Only Magic, page 138 + level: 1d6 + 3 + form: Safety whistle in the shape of a woman with bird wings and a fish tail + effect: | + Blowing into the whistle creates no sound, but instead causes a siren to appear. The siren sings a brief + song. The user chooses a number of targets within long range who can hear it equal to the artifact level. The + user makes an Intellect attack against each; affected targets each take 3 points of Intellect damage (ignores + Armor). + depletion: 1 in 1d6 + - id: modern-magic-artifact-speed-readers + name: Speed Readers + source: It's Only Magic, page 138 + level: 1d6 + form: Reading glasses with blue-hued lenses + effect: | + Allows the user to quickly read and understand almost anything within short range, such as a book, long article, + important document, and so on, even if it's not in a language they know. Reading something usually takes at + least a few rounds, depending on the length of the item. + + For the next ten minutes per artifact level, the user remembers everything they read perfectly, and if they take + any actions pertaining to that knowledge, their task is eased. At the end of that time, all of their newly + gained knowledge disappears. They can only use the speed readers on the same item once. + depletion: 1 in 1d20 + - id: modern-magic-artifact-tattoo-of-the-tiger + name: Tattoo of the Tiger + source: It's Only Magic, page 139 + level: 1d6 + 2 + form: Tattoo of a nonmagical creature, such as a tiger, spider, domesticated dog, raven, or horse + effect: | + Allows the user to shapeshift into the form of the creature depicted in the tattoo. The creature is nearly + impossible to tell from other creatures of its ilk, meaning it's the same size, moves the same way, vocalizes + the same way, has the same coloration, and so on. Once shapeshifted, the user can only do things that the + creature could do in its normal state, such as run, roar, fly, swim, and so on. They cannot do things as a human + would, but they could talk as a raven might talk, use a device as a primate might, and so on. The shapeshifted + user otherwise retains their base stats. The form lasts for ten minutes per artifact level. + depletion: 1 in 1d20 + - id: modern-magic-artifact-tattoo-of-tomorrows-edge + name: Tattoo of Tomorrow's Edge + source: It's Only Magic, page 139 + level: 1d6 + 3 + form: Tattoo of a skull, bones, or other body part with ink made from ashes of the dead + effect: | + Each time the user would die, the tattoo brings them back to life and restores 5 points to each of their + Pools. However, all of their Pools are permanently reduced by 1 each time. + depletion: 1 in 1d6 + - id: modern-magic-artifact-tattoo-of-true-shot + name: Tattoo of True Shot + source: It's Only Magic, page 139 + level: 1d6 + form: Tattoo of a projectile, such as a bullet, arrow, or spear, crafted with ink made with blood + effect: | + Adds +1 damage to all of the user's successful ranged attacks that are made with physical weapons, such as a + bow, gun, or throwing knife. + depletion: 1 in 1d10 + note: | + Because tattoo artifacts are magical, they can be transferred from one person's skin to another's. For example, + if a character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will + appear on their body. + - id: modern-magic-artifact-time-is-a-circle + name: Time is a Circle + source: It's Only Magic, page 139 + level: 1d6 + 4 + form: Watch with no face and no hands + effect: | + The user can tell the watch what time it is, and it will be that time for them and only them. The watch face + shows them a video of what they were experiencing in the past or will experience in the future (depending on + what time they chose). The user cannot change anything about the experience, but they can replay and slow down + the video. The video lasts for a number of minutes equal to the artifact level and disappears after. Note that + while the video of the past is always accurate, the video of the future shows one of many possible futures and + may not come true. + depletion: 1 in 1d6 + depletion-check: each use + - id: modern-magic-artifact-umbrella-of-no-touch + name: Umbrella of No-Touch + source: It's Only Magic, page 139 + level: 1d6 + 3 + form: Umbrella that folds down to the size of a credit card + effect: | + When opened, the umbrella grants the user protection from more than just the rain for one minute. Any creature + attempting to come within immediate distance of the user stops short and their turn ends if their level is equal + to or less than the umbrella's. PCs gain an Intellect defense roll to overcome the effect. + depletion: 1 in 1d20 + depletion-check: each use + depletion-effect: works as a regular umbrella after depletion + - id: modern-magic-artifact-vanity-of-the-vanities + name: Vanity of the Vanities + source: It's Only Magic, page 139 + level: 1d6 + form: Handheld mirror or small vanity with a special button shaped like a crown + effect: | + The user activates the artifact by pressing the button and staring into the mirror for one minute. As long as + they do some type of personal grooming (such as showering, getting dressed, or applying makeup) within short + range of the vanity, no time passes for them, allowing them to spend as much time as they need to get ready. + depletion: 1 in 1d100 + depletion-check: each hour of extra time granted to the user + depletion-effect: its magic stops working but it continues to function as a normal mirror + - id: modern-magic-artifact-witch-wand + name: Witch Wand + source: It's Only Magic, page 140 + level: 1d6 + form: Wooden wand of exceptional quality + effect: This wand grants its wielder an asset on attack rolls with spells cast while holding it. + depletion: null + - id: modern-magic-artifact-witchs-broom + name: Witch's Broom + source: It's Only Magic, page 140 + level: 1d6 + 2 + form: Long wooden broom + effect: | + As a flying vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to + 100 miles (160 km) per hour. + + The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, + during which time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased + for the next ten minutes. + depletion: 1 in 1d20 + - id: modern-magic-artifact-wonder-onesie + name: Wonder Onesie + source: It's Only Magic, page 140 + level: 1d6 + 4 + form: | + Adult onesie in the form of an animal, imaginary creature, or other entity that adjusts to fit the wearer + perfectly. + effect: | + When worn, the onesie acts as light armor, but grants an additional +1 Armor (+2 if the artifact is level 9 or + higher) in addition to the 1 Armor that light armor typically provides. Additionally, the user has an asset on + all Intellect defense rolls. + depletion: null + depletion-check: | + at any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that ability, + after which it still functions as armor. + - id: modern-magic-artifact-your-mamas-biker-jacket + name: Your Mama's Biker Jacket + source: It's Only Magic, page 140 + level: 1d6 + 4 + form: Well-loved and well-worn leather jacket with the patch of a large winged creature on the back + effect: | + When worn, it makes the user appear tough and badass, providing an asset to all interactions involving + coercion, persuasion, fear, and intimidation. Roll a d6 to determine the jacket's secondary ability. + depletion: none for the main effect 1 in d100 for the secondary effect + depletion-check: each use + effect-roll-type: d6 + effect-roll-values: + - min-roll: 1 + max-roll: 2 + value: | + Metal spikes appear along the sleeves, shoulders, and back, providing +1 Armor and +1 damage on unarmed + attacks for a number of rounds equal to the artifact level. + - min-roll: 3 + max-roll: 4 + value: | + The wings of the creature emerge from the back of the jacket, allowing the wearer to fly for a number of + rounds equal to the artifact level. + - min-roll: 5 + max-roll: 6 + value: | + The jacket taunts a foe selected by the wearer within short range for one minute. If the wearer succeeds + on an Intellect attack, the foe selectively targets the wearer over other enemies for the duration. The + wearer gains an asset on combat tasks, such as attacking and defending, for a number of rounds equal to + the artifact level. + - id: science-fiction-artifact-amber-casement + name: Amber Casement + source: Cypher System Rulebook, page 275 + level: 1d6 + 4 + form: Series of short, rounded tubes and hoses about 12 inches (30 cm) long + effect: | + The device solidifies the air in a 10-foot (3 m) cube of space, the center of which must be within short + range. The air is turned into an amberlike substance, and those trapped in it will likely suffocate or starve. + depletion: 1–4 in 1d6 + - id: science-fiction-artifact-dimensional-modulator + name: Dimensional Modulator + source: The Stars are Fire, page 89 + level: 1d6 + 3 + form: Marble-sized crisscross shape of unknown material + effect: | + A target within immediate range loses their dimension of breadth (which folds into a higher dimension), + rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was + standing upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis, + it is unable to take actions, doesn't age, and is immune to damage and effects. It remains in stasis for about + a day, until the user returns the missing dimension or the artifact depletes. + depletion: 1 in 1d10 + - id: science-fiction-artifact-metabolic-prod + name: Metabolic Prod + source: The Stars are Fire, page 89 + level: 1d6 + 1 + form: 1 m (4 foot) metallic rod of unknown material + effect: | + When touched to a living target (possibly as an attack), the rod injects a potent cocktail of engineered + biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following + additional effects, if set before attacking. + + - *Aggression*: The target's aggressive tendencies are increased for one hour, during which time the target + attacks almost anything it encounters. + - *Calm*: The target's aggressive tendencies are tamped down for one hour, during which time the target + responds to attacks but never initiates them. + - *Hibernation*: The target falls into hibernation, a coma-like sleep in which their metabolism slows to a + crawl. They can go months with no additional food or water and with a fraction of the air they'd normally + need. Loud sounds, damage, persistent prodding, and the like wakes someone in hibernation. + depletion: 1 in 1d20 + - id: science-fiction-artifact-metabolism-bud + name: Metabolism Bud + source: Cypher System Rulebook, page 275 + level: 1d6 + form: | + Organic pod, almost like a small, hemispherical bit of brain; once grafted to a host, the host's flesh grows + over the pod until it is only a lump + effect: | + The pod grafts onto any living host (usually near the brain or spine) and injects chemicals that boost the + creature's metabolism. This permanently raises the host's Speed Pool maximum by 5 points. + depletion: null + - id: science-fiction-artifact-mind-imager + name: Mind Imager + source: Cypher System Rulebook, page 275 + level: 1d6 + 2 + form: Handheld device with a plastic panel screen and wires that must be affixed to the head of a creature + effect: | + This device shows a visual image of what a creature is thinking. The affected creature need not be conscious. + depletion: 1 in 1d20 + - id: science-fiction-artifact-probability-regulator + name: Probability Regulator + source: The Stars are Fire, page 89 + level: 1d6 + 4 + form: Fist-sized mathematically perfect solid of constant width of unknown material + effect: | + For tasks that are usually random, the user exerts some level of control. When picking a card, rolling a die, + choosing a number, or otherwise taking an action that skill usually plays no part in, they attempt an + Intellect task whose difficulty is determined by how unlikely choosing correctly might be, so long as it is + possible, even if unlikely. A 50/50 coin flip is a difficulty of 1, whereas picking a series of numbers with + odds around 1 in 300,000,000 is difficulty 10. If successful, they achieve the desired result. + depletion: 1 × task difficulty in 1d20 + - id: science-fiction-artifact-psychic-crystal + name: Psychic Crystal + source: Cypher System Rulebook, page 275 + level: 1d6 + 4 + form: Violet crystal the size of a fist + effect: | + The crystal allows the user to transmit their thoughts telepathically at an interstellar distance. Even at + that range, communication is instantaneous. Each use allows about a minute's worth of communication, and the + communication is entirely one way (so having two crystals would be handy). + depletion: 1 in 1d10 + - id: science-fiction-artifact-repair-sphere + name: Repair Sphere + source: Cypher System Rulebook, page 275 + level: 1d6 + 2 + form: Small spherical automaton about 8 inches (20 cm) in diameter + effect: | + This device comes with a small module that can be affixed to a machine. Floating along, the sphere attempts to + follow within immediate range of the module (though it can be directed to remain where it is). It moves a + short distance each round. It can come to the module from a range of up to 10 miles (16 km) away. If the + module is attached to a machine and that machine takes damage, the sphere moves to repair the damage with + sophisticated tools that restore 1d6 − 2 points per round (meaning that if a 1 or 2 is rolled, no damage + is repaired that round). This requires no action on the part of the machine being repaired. The sphere can + attempt to repair a machine a number of times per day equal to its level. The sphere must be newly activated + each day. + depletion: 1 in 1d100 + - id: science-fiction-artifact-steorraform + name: Steorraform + source: The Stars are Fire, page 90 + level: 1d6 + 3 + form: Badge-sized seven-pointed star of unknown material + effect: | + If the wearer would become debilitated or die, the worn steorraform prevents it by instantly restoring health + (to a creature or an NPC) or points to a Pool (to a player character). If the wearer would die of old age, + disease, or poison, the artifact prevents it by rolling back the clock by a few decades, clearing the disease, + or denaturing the poison. The artifact is ineffective in preventing death when those conditions last over + several rounds or more, such as falling into lava, the sun, a singularity, and so on. + depletion: 1 × number of previous uses in 1d20 + - id: science-fiction-artifact-alpha-beam-projector + name: Alpha Beam Projector + source: The Stars are Fire, page 90 + level: 1d6 + 3 + form: Rifle-like device of unknown material + effect: | + The device has two settings. One fires a beam of energy that acts as propulsion and rockets the artifact away + unless the user can hold onto it as a difficulty 1 Might-based task. A user could use this setting to fly a + long distance each round, but doing so requires a difficulty 4 Speed-based task each round to move in the + direction desired (and not plow into the ground or the side of a building). The other setting fires a + reactionless beam that can be used as a very long-range plasma attack that inflicts damage equal to the + artifact level. The beam ignores 1 point of Armor from the target. + depletion: 1 in 1d20 + - id: science-fiction-artifact-carbonizer + name: Carbonizer + source: The Stars are Fire, page 90 + level: 1d6 + 3 + form: Pistol-like device of unknown material + effect: | + This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting + damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other + organic sources. + depletion: 1 in 1d20 + - id: science-fiction-artifact-death-ray + name: Death Ray + source: The Stars are Fire, page 91 + level: 1d6 + 3 + form: Pistol-like device of unknown material + effect: | + This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting + damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other + organic sources. + depletion: 1 in 1d20 + - id: science-fiction-artifact-disintegration-beamer + name: Disintegration Beamer + source: The Stars are Fire, page 91 + level: 1d6 + 2 + form: Rifle-like device with two electrodelike protrusions of unknown material + effect: | + This device fires a beam to suppress the charge of the electrons that make up a creature or object within long + range, inflicting damage equal to twice the artifact's level. If the attack reduces the target's health (or + combined Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who + would be disintegrated can spend 1 XP and instead descend one step on the damage track.) + depletion: 1 in 1d20 + - id: science-fiction-artifact-empathic-ray + name: Empathic Ray + source: The Stars are Fire, page 91 + level: 1d6 + 2 + form: Rod-like device with very long barrel of unknown material + effect: | + This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses + how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The + user can adjust the settings to increase the ray's effectiveness by making one additional depletion roll per + increase in the maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the + normal limit), the user must make five depletion rolls. If used against a PC, an affected PC can attempt an + Intellect task to end the effect once every minute for the first few minutes, then once every hour. + depletion: 1 in 1d20 + - id: science-fiction-vehicle-artifact-fractacl-traveler + name: Fractal Traveler + source: The Stars are Fire, page 113 + level: 1d6 + 4 + form: Goggle-like device of unknown material + effect: | + When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during which + time the wearer seems to disappear from existence. From the wearer's perspective, they are falling through an + ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy + network. At the end of that period they return to existence, either in the same location they left or + somewhere they've previously visited. The images leave the viewer shaken, but for several hours all + Intellect-based tasks are eased. + depletion: 1 in 1d6 + - id: science-fiction-vehicle-artifact-gate-ring + name: Gate Ring + source: The Stars are Fire, page 113 + level: 1d6 + 4 + form: Wearable ring of unknown material + effect: | + Creates a full-sized shield that can be used as a regular shield in combat for one character, providing an + asset on Speed defense rolls for the duration of that combat, after which it returns to its ring-like form. In + addition, the wielder can command the deployed shield to become a functioning star gate that remains open for + just one hour, leading to a strange destination (which the wielder is potentially aware of, if they ran + sufficient analysis on the ring or otherwise gained information about it before using the function). + depletion: automatic (if gate is formed) + - id: horror-artifact-book-of-inversion + name: Book of Inversion + source: Cypher System Rulebook, page 282 + level: 8 + form: | + Very large book of ancient providence, the cover bound in iron and wrapped in chains with a level 6 padlock + effect: | + When opened, the Book of Inversion shows a pair of pages that detail a magic spell in the reader's language, + complete with disturbing diagrams. The spell's effect varies, but it is always some kind of horrible + attack—a target is driven mad, a target is turned inside out, a target seeks to murder their best + friend, several targets are cursed with a rotting disease, and so forth. The reader can automatically cast the + spell as an action, one time only. More insidiously, if successful, the spell confers pleasure to the caster + and fully restores all of their Pools. The caster must make an immediate Intellect defense roll or be + compelled to use the book (and thus a new spell) again the next day. This compulsion is so strong that the + caster will kill their dearest loved one to complete the task. If they are unable to use the book again, they + are driven permanently mad. Woe to the caster who uses the book on the last time before it is depleted (at + which point it crumbles to dust). + depletion: 1 in 1d10 + - id: horror-artifact-shadow-box + name: Shadow Box + source: Cypher System Rulebook, page 282 + level: 7 + form: | + Wooden and black metal box, about 12 inches by 7 inches by 3 inches (30 by 18 by 8 cm), with a hinged lid and + a clasp + effect: | + When the box opens, shadows seethe out. These shadows coalesce into a form that best represents a deep fear in + the subconscious of the person who opened the box. The opener must make an Intellect defense roll to master + the shadow thing, which then acts as a level 7 creature under their control for five rounds before fading + away. If the roll fails, the creature attacks the opener and anyone else around. To make matters worse, the + opener spends the first round frozen in terror, doing nothing. + depletion: 1–2 in 1d6 + - id: horror-artifact-sphere-23 + name: Sphere 23 + source: Cypher System Rulebook, page 282 + level: 1d6 + 4 + form: A 7-inch (18 cm) sphere of what appears to be fluid metal, tinted red + effect: | + Possibly one of a number of identical alien artifacts recovered in remote locales across the earth, the + so-called sphere 23 will grant a wish to anyone who holds it and uses an action to concentrate on it. The wish + can be anything, including something that bends reality: raising the dead, altering time, and so forth. However, + the wisher must immediately make a Might defense roll or be consumed by the sphere. If the roll succeeds, they + must then make an Intellect defense roll or be driven permanently and irrevocably mad. + depletion: 1–3 in 1d6 + - id: superhero-artifact-darkest-book + name: Darkest Book + source: Claim the Sky, page 158 + level: 10 + form: Large, metal-bound book + effect: | + Fashioned by the primordial entity who created evil magic, the Darkest Book is a record of every vile + incantation, curse, and ritual ever performed. It is known to include spells that create werewolves, raise an + army of zombies, revive a dead body as a vampire, conjure demons and devils, and release profane energy for + various effects. It eases by three steps any task related to magical lore. + + Even someone unskilled at magic can open it to a random page and read the spell there (the GM randomly + determines the spell by rolling on the Fantastic Cypher table), which takes effect at level 10. + + The Darkest Book is somewhat sentient and can hide its words from anyone it doesn't want reading it. It might + require a person casting a spell from it to succeed at a difficulty 6 Intellect defense roll or take 6 points of + Intellect damage and move one step down the damage track. + + The book is technically indestructible; anything strong enough to destroy an object of its level merely destroys + one of its pages, and the book can't be destroyed as long as at least one page remains. + depletion: null + - id: superhero-artifact-doctor-dreads-time-portal + name: Doctor Dread's Time Portal + source: Cypher System Rulebook, page 294 + level: 9 + form: Arch of metal big enough to walk through + effect: | + Anyone who steps through it goes to a predetermined point in the past or future (a minimum of fifty years in + either direction), which can be anywhere on the planet. + depletion: 1 in 1d20 + - id: superhero-artifact-omni-orb + name: Omni Orb + source: Claim the Sky, page 158 + level: 1d6 + 4 + form: Glowing, orb-shaped technological device + effect: | + The user holding the orb imagines what they want to happen (similar to using a magical wish), and it happens, + within limits. The level of the effect granted is no greater than the level of the orb, as determined by the GM, + who can modify the effect accordingly. (The larger the desired effect, the more likely the GM will limit it.) + Activating the omni orb automatically moves the character using it one step down the damage track. + depletion: 1 in 1d6 + depletion-effect: | + instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect they created + note: | + A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a + cypher that can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For + example, if a team of superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM + can look at the list of cyphers and see that a teleporter (traveler) cypher can transport one character up to + 100 miles per cypher level, so transporting a group of PCs 100 miles is probably within the orb's power. + - id: superhero-artifact-serum-x + name: Serum X + source: Cypher System Rulebook, page 294 + level: 1d6 + 2 + form: Vial or syringe of red fluid + effect: | + Strips someone of all superpowers (including abilities granted by magic, psionics, mutation, or science) for + twenty-four hours. The target retains only skills and abilities that are mundane, as agreed by the GM and + player. + depletion: automatic + - id: superhero-artifact-space-ring + name: Space Ring + source: Claim the Sky, page 158 + level: 1d6 + 1 + form: Metal ring with a star insignia + effect: | + The wearer is able to fly as effortlessly as walking, moving up to a short distance each round in any + direction. In space, if the wearer does nothing but move for three actions in a row, they accelerate greatly and + can move up to 200 miles (320 km) per hour, or about 2,000 feet (600 m) each round. The ring also provides the + wearer with breathable air while in space or underwater (although this doesn't provide protection against poison + gas or other air-based hazards). The wearer can verbally communicate with other ring-wearers within 1 mile (1.5 + km), and verbally request information (relayed to them with a synthesized voice) from the internet or a local + equivalent. + depletion: 1 in 1d100 + depletion-check: each day of flying + - id: superhero-artifact-stellarix-crystal + name: Stellarex Crystal + source: Cypher System Rulebook, page 294 + level: 1d6 + 4 + form: Multifaceted purple stone the size of a fist + effect: | + Created in the dawning of the universe, this artifact grants the wielder the ability to not only fully restore + all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after + twenty-four hours if not used. + depletion: 1–3 in 1d10 + - id: post-apocalyptic-artifact-book + name: Book + source: Rust and Redemption, page 138 + level: 1d6 + form: Textbook, how-to book, or other nonfiction book of knowledge on one topic; may be moldy or otherwise damaged + effect: | + This book covers a particular topic or area of knowledge determined by the GM. A reader who studies it for an + hour has an asset on a related Intellect task. + depletion: 1 in 1d100 + - id: post-apocalyptic-artifact-faraday-cage + name: Faraday Cage + source: Rust and Redemption, page 138 + level: 3 + form: Container made of metal mesh, of variable size (usually up to the size of a room) + effect: Blocks electromagnetic signals from reaching the interior of the cage. + depletion: null + - id: post-apocalyptic-artifact-salvaged-car + name: Salvaged Car + source: Rust and Redemption, page 138 + level: 1d6 + form: Rusted vehicle, with parts cobbled together from multiple before-times vehicles + effect: Transports five characters a very long distance on each turn in an open cab or, if level 6, a closed cab. + depletion: 1 in 1d20 + depletion-check: each time the engine is started or the car begins a trip + - id: post-apocalyptic-artifact-water-filter + name: Water Filter + source: Rust and Redemption, page 138 + level: 1d6 + 1 + form: Large pitcher with built-in filter + effect: Purifies enough drinking water for one character per artifact level every day. + depletion: 1 in 1d20 + depletion-check: each day used + - id: post-apocalyptic-artifact-autodoc + name: Autodoc + source: Cypher System Rulebook, page 300 + level: 1d6 + form: Backpack-sized plastic module from which clamps, forceps, scalpels, and needles can extend + effect: | + When strapped to a target (or when someone wearing the autodoc is damaged), the autodoc activates and restores 1 + point to a target's Pools each round for ten rounds or until the target is fully healed, whichever happens + first. + depletion: 1 in 1d10 + - id: post-apocalyptic-artifact-carbonizer + name: Carbonizer + source: Rust and Redemption, page 139 + level: 1d6 + 1 + form: Tiny silver device with multiple prong-like barrels + effect: | + This weapon fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting + damage equal to the artifact's level that ignores Armor (including Armor granted by force fields). A target + killed by a carbonizer is turned completely to dust. + depletion: 1 in 1d20 + - id: post-apocalyptic-artifact-enviroscanner + name: Enviroscanner + source: Cypher System Rulebook, page 300 + level: 1d6 + form: Forearm-mounted computer tablet + effect: | + This multifunction device can receive radio transmissions, automatically map locations the wearer has visited, + play various forms of media, keep voice and written records, and provide an asset to any task related to + interfacing with other computerized systems or machines. Also, the wearer can scan for specific materials, toxic + traces, and life forms within short range. + depletion: 1 in 1d10 + depletion-check: per use of scanning function + - id: post-apocalyptic-artifact-memory-eraser + name: Memory Eraser + source: Rust and Redemption, page 139 + level: 1d6 + 1 + form: Handheld reflective mass + effect: | + A flash of nano-textured light erases the last few minutes of memory in all creatures within immediate range + that the user makes a successful Intellect attack on (one attack roll per target). + depletion: 1 in 1d20 + - id: post-apocalyptic-artifact-military-exoskeleton + name: Military Exoskeleton + source: Cypher System Rulebook, page 300 + level: 1d6 + 1 + form: Articulated metal struts with deformable padding and straps for custom fit to a human frame + effect: | + For one hour per use (when the exoskeleton is powered on), the wearer has +1 to their Speed Edge and +1 to their + Might Edge. + depletion: 1 in 1d10 + - id: post-apocalyptic-artifact-mutation-inducer + name: Mutation Inducer + source: Rust and Redemption, page 139 + level: 1d6 + 1 + form: Handheld reflective device with gradually evolving fractal textures + effect: | + A targeted willing or helpless creature within immediate range is transformed over the course of one minute, + gaining a randomly determined beneficial mutation. If the artifact is level 6 or higher, the target instead + gains a powerful mutation. Mutations gained by the inducer fade within about a day. + depletion: 1 in 1d10 + depletion-effect: target also gains a harmful mutation + - id: post-apocalyptic-artifact-nanorifle + name: Nanorifle + source: Rust and Redemption, page 140 + level: 1d6 + 2 + form: Sleek two-handed reflective device with gradually evolving fractal textures + effect: | + This weapon contains an onboard AI that assists the user, granting an asset to any attacks made with the + weapon. The weapon fires a stream of nanomachine rounds at a target within long range, inflicting damage equal + to the artifact's level. In addition, if the target fails an Intellect defense roll, they are affected as if + with a minor AI instance hazard, coming under the control of the AI housed in the nanorifle rather than a random + artificial intelligence. The AI usually works with the user to exert control over the target. Control lasts for + about a minute. + depletion: 1 in 1d100 + - id: post-apocalyptic-artifact-rocket-fist + name: Rocket Fist + source: Cypher System Rulebook, page 300 + level: 1d6 + 2 + form: Metal gauntlet with flaring rocket exhaust nozzles + effect: | + If the user activates the fist as part of an attack, the punch gains a rocket assist. If the attack is + successful, the fist inflicts additional damage equal to the artifact level and throws the target back a short + distance. + depletion: 1 in 1d10 + - id: post-apocalyptic-artifact-rocket-propelled-grenade + name: Rocket-Propelled Grenade + source: Cypher System Rulebook, page 300 + level: 1d6 + 3 + form: Tube with sight and trigger + effect: | + The user can make a long-range attack with a rocket-propelled grenade that inflicts 7 points of damage to the + target and every creature and object next to the target. + depletion: 1 in 1d6 + - id: post-apocalyptic-artifact-seal-of-solomon + name: Seal of Solomon + source: Rust and Redemption, page 140 + level: 1d6 + 2 + form: Signet ring bearing a star design + effect: | + The wearer can attempt to command a demon, a devil, a Horseman of the Apocalypse, an angel, or a similar entity + by making a successful Intellect attack roll against a target within short range. An affected target must do as + requested for up to one minute (if the creature is level 5 or lower) or for one round (if the creature is level + 6 or higher). The ring also grants the wearer the ability to understand and communicate with animals. + depletion: 1 in 1d100 + - id: post-apocalyptic-artifact-spear-of-destiny + name: Spear of Destiny + source: Rust and Redemption, page 140 + level: 7 + form: Heavy spear of ancient manufacture + effect: | + Attacks with this spear are eased. If used against a supernatural creature such as a demon, a Horseman of the + Apocalypse, or an angel, it ignores Armor, and it inflicts 4 additional points of damage (10 points total). If + an attack with the spear kills a target normally able to return to existence (such as a Horseman), the target is + truly destroyed instead. + depletion: null + note: | + **Spear of Destiny GM intrusion**: The wielder's heart is not pure enough to permit the use of the spear, and it + burns the character for 7 points of ambient damage each round they use it. + - id: post-apocalyptic-artifact-terahertz-scanner + name: Terahertz Scanner + source: Cypher System Rulebook, page 300 + level: 1d6 + 1 + form: Visor fitted with bulky electronics + effect: | + By emitting terahertz and long-range infrared light, this device allows a user to see a short distance through + most interior walls of standard structures, through normal clothing, and into normal bags and briefcases. Only + stone or concrete more than 6 inches (15 cm) thick prevents a scan. Regardless, images are black and white and + fuzzy, and lack fine detail. + depletion: 1 in 1d20 + - id: post-apocalyptic-artifact-transfer-discs + name: Transfer Discs + source: Rust and Redemption, page 140 + level: 1d6 + 1 + form: Two or more matching discs 3 feet (1 m) in diameter + effect: | + The user can step between deployed transfer discs, teleporting any distance. If a series of discs is deployed in + a network, the user receives a mental map of the discs upon stepping on any one of them, and they can navigate + by stepping on each intervening disc between their current location and their desired location. To deploy a disc + as their action, the user places it on a mostly level, secure surface and must succeed on a difficulty 3 + Intellect-based roll. + depletion: 1 in 1d20 + depletion-check: after each day of use + - id: fairy-tale-artifact-a-tisket-a-tasket + name: A Tisket a Tasket + source: We Are All Mad Here, page 93 + level: 1d6 + form: Woven yellow basket with wooden handles + effect: | + This basket can contain up to one cypher per artifact level, as long as each is no larger than a typical + cat. Cyphers in the basket do not count against a character's limit. + depletion: 1 in 1d20 + depletion-check: each time a cypher is added to the basket + - id: fairy-tale-artifact-bounding-boots + name: Bounding Boots + source: We Are All Mad Here, page 93 + level: 1d6 + 1 + form: Beautifully made leather and gold boots that adjust to fit the wearer perfectly + effect: | + The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level + 6 or higher). + depletion: null + - id: fairy-tale-artifact-boundless-bag + name: Boundless Bag + source: We Are All Mad Here, page 93 + level: 1d6 + 2 + form: Small bag with two handles and a clasp + effect: | + Any nonliving item held in the bag becomes a slightly more valuable item. For example, an inexpensive item + becomes a moderately priced item, while a moderate item becomes an expensive item. The bag has no effect on + items that are very expensive or exorbitant. The change takes a full day to take effect, during which time the + item cannot leave the bag and the bag should not be opened. If the bag is opened, the process is canceled and + must be started over. + depletion: 1 in 1d6 + depletion-effect: it can still be used as a normal bag + note: | + Putting all or part of a living thing into a boundless bag is always risky, as more than one person has had + their hand or head turned to gold (which might sound lovely, but typically isn't). Also, doing so often causes + the boundless bag to revert to a normal bag. + + Items that create wealth in any fashion are particularly sought after. So much so that some items are believed + to be cursed, due to the number of people who have met their untimely fate while in possession of a + wealth-making artifact. + - id: fairy-tale-artifact-boy-blues-horn + name: Boy Blue's Horn + source: We Are All Mad Here, page 93 + level: 1d6 + form: Gleaming horn that never needs to be tuned or polished + effect: | + When playing a lullaby, the horn puts every hearing living being in short range (including the user) to sleep + for two rounds. When the horn plays something upbeat, the user and all allies within short range add +1 to their + recovery rolls for ten minutes. + depletion: 1 in 1d20 + depletion-effect: it continues to function as a regular horn + - id: fairy-tale-artifact-carving-knife-of-sharpness + name: Carving Knife of Sharpness + source: We Are All Mad Here, page 93 + level: 1d6 + 1 + form: Knife (light weapon) + effect: | + This weapon functions as a normal knife of its kind. When the wielder gets a special major effect when + attacking, they can choose to lop off one of the target's limbs. + depletion: 1 in 1d10 + depletion-check: on each major effect + note: | + The GM determines the effect of a lost limb; however, many magical beings can withstand lost limbs with far more + aplomb than a mortal creature will display in a similar situation. + - id: fairy-tale-artifact-devils-and-tailors + name: Devils and Tailors + source: We Are All Mad Here, page 94 + level: 1d6 + 2 + form: Blood-stained draughtboard with figures of white gold, bronze, and pearl + effect: | + Playing someone in a game of checkers or draughts eases all of the user's positive social interactions with + their opponent. While playing, the user can make a move and interact with their opponent as a single action. The + game lasts a number of rounds equal to the artifact level. + depletion: 1 in 1d20 + depletion-check: each game played + depletion-effect: the board continues to function as a regular draughtboard + note: | + You can determine the outcome of a game by having both players roll 2d6. The player with the highest number of + pieces left on the board (highest roll) is the winner. + - id: fairy-tale-artifact-fiddle-of-the-fossegrim + name: Fiddle of the Fossegrim + source: We Are All Mad Here, page 94 + level: 1d6 + 2 + form: Water-worn fiddle + effect: | + Playing the fiddle causes everyone within long distance to become enticed by the music and draw closer to the + player. After one round, all creatures in short range begin to dance uncontrollably for a number of rounds equal + to the artifact level. The only action they can take while dancing is to attempt to break free from the effect + (an Intellect action equal to the artifact level). + depletion: 1 in 1d20 + - id: fairy-tale-artifact-fortunates-purse + name: Fortunate's Purse + source: We Are All Mad Here, page 94 + level: 1d6 + form: Elegant knapsack that shifts colors to hide in plain sight + effect: | + Any object put inside the sack cannot be detected by physical senses or magic. The sack can hold a single item, + of any size and shape, at a time. Cyphers in Fortunate's purse do not count against the user's cypher limit. + depletion: 1 in 1d20 + depletion-check: each time an item is added to the knapsack + note: | + Magic bags come in many forms, such as coin purses, sacks, packs, and pockets. Some can be used to hide someone + safely out of sight, provide an endless supply of gold or riches, or grant wishes. They are most often given as + rewards for doing great kindnesses or completing a difficult task. + - id: fairy-tale-artifact-galoshes-of-fortune + name: Galoshes of Fortune + source: We Are All Mad Here, page 94 + level: 1d6 + 4 + form: Pair of rubber boots + effect: | + Transports the wearer to a time and place in the past or present that they desire for up to ten minutes. The + wearer cannot be seen, heard, or sensed by others, and they cannot take any actions other than to watch events + unfold. Traveling to and from the time and place causes the wearer to disappear from the present for two + rounds. + depletion: 1 in 1d6 + - id: fairy-tale-artifact-genies-lamp + name: Genie's Lamp + source: We Are All Mad Here, page 95 + level: 1d6 + 2 + form: Bronze oil lamp + effect: | + Rubbing the lamp produces a genie who grants the user a wish. The GM assigns a level to the wish, so the larger + and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as + gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is + level 7. The genie cannot grant a wish above its level. The genie can grant only one wish per day. + depletion: 1 in 1d6 + note: | + Genies, also called djinni, djinn, or jinn, come in many forms, and not all of them are contained or controlled + by something so simple as a lamp. + - id: fairy-tale-artifact-golden-bridle + name: Golden Bridle + source: We Are All Mad Here, page 95 + level: 1d6 + 2 + form: Bridle made of flowing gold + effect: | + To activate the bridle, the user must succeed on an Intellect interaction with a beast whose level does not + exceed the artifact level. The bridle bonds to the creature, which immediately becomes calm. The creature awaits + the user's commands and carries out orders to the best of its ability. The creature remains calmed for a number + of hours equal to the artifact's level minus the creature's level. (If the result is 0 or less, the creature is + enslaved for only one minute.) + depletion: 1 in 1d10 + - id: fairy-tale-artifact-hatchet-of-the-woodsman + name: Hatchet of the Woodsman + source: We Are All Mad Here, page 95 + level: 1d6 + 4 + form: Well-worn hatchet of unremarkable appearance + effect: | + When used on a creature, the hatchet turns the target into wood and inflicts damage equal to its level. If the + creature is living wood, the hatchet turns them into nonliving wood. If the target is slain by the hatchet, the + creature becomes animated wood. Effects last for ten minutes or until the target succeeds on an Intellect + roll. + depletion: 1 in 1d20 + depletion-check: each successful attack + - id: fairy-tale-artifact-hooks-hook + name: Hook's Hook + source: We Are All Mad Here, page 95 + level: 1d6 + 1 + form: Simple iron hook designed to be worn as a prosthetic + effect: | + When placed on an amputated limb, the hook grafts on permanently. It works as a simple hook and as a light + weapon. When activated, Hook's hook affects the minds of all thinking foes within long range. Those affected are + instilled with terror, making them drop whatever they're holding and flee for a number of rounds equal to the + artifact level. + depletion: 1 in 1d6 (for the fear ability) + depletion-effect: it still functions as a hook and a weapon + note: | + There are rumored to be any number of Hook's hooks, all of which are made from different materials and serve + different purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and + fishing rod hook. Enterprising characters might seek out multiple hooks, along with a way to exchange them + easily. + - id: fairy-tale-artifact-horn-of-destruction + name: Horn of Destruction + source: We Are All Mad Here, page 95 + level: 1d6 + 3 + form: Large brass horn + effect: | + Blowing into the horn destroys all objects in an immediate area that is up to a long distance away, turning it + all into rubble and debris. Living beings inside the area take 2 points of ambient damage (ignores Armor). + depletion: 1 in 1d6 + note: | + It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris + and to wear a crown fashioned from talus and scree. + - id: fairy-tale-artifact-iron-stove + name: Iron Stove + source: We Are All Mad Here, page 95 + level: 1d6 + 3 + form: Iron stove that walks and talks + effect: | + Once per day, the stove can bake a living gingerbread cookie. The baker chooses the form, but it must be a + simple, one-dimensional shape (such as a human, a dog, or a tree). The cookie is a level 3 creature that can + move, talk, and complete simple tasks that the baker asks of it. After a day, the cookie crumbles away. + + Additionally, the iron stove can be used as a regular stove to heat water, cook meals, and so on. + depletion: 1 in 1d100 + depletion-effect: it remains a regular working stove, but no longer walks and talks. + note: | + A gingerbread being is not immune to dangers. Large amounts of liquids are likely to make it melt away, while + birds and other scavengers have been known to try to take an eye or leg. + - id: fairy-tale-artifact-knapsack-of-sevens + name: Knapsack of Sevens + source: We Are All Mad Here, page 96 + level: 1d6 + form: Simple knapsack + effect: | + Tapping the knapsack seven times causes seven swans to fly out. For as long as the user does not speak or make + any sounds, the swans fly around the user, providing them with +1 Armor against mental and physical attacks for + the next ten minutes. + + As soon as the user utters a sound, the swans return to the knapsack. + depletion: 1 in 1d20 + - id: fairy-tale-artifact-mirror-mirror + name: Mirror Mirror + source: We Are All Mad Here, page 96 + level: 1d6 + 4 + form: Ornate mirror that grows or shrinks in size according to its user's needs. + effect: | + When the user looks into the mirror and interacts with it, it grants their request, as it is able. Roll a d6 to + determine the mirror's ability. + effect-roll-type: d6 + effect-roll-values: + - min-roll: 1 + value: | + Answers a question about the present (such as "Who is the fairest of them all?") with a simple one- or + two-word answer. + - min-roll: 2 + value: | + Allows the viewer to check in on someone they know (and who knows them) from anywhere. The image lasts just + a moment, and those being viewed are not aware that it has happened. + - min-roll: 3 + value: | + If the viewer stands before the mirror and shouts their own name three times, they are granted a glimpse of + their future. This glimpse lasts just a moment, and is not guaranteed to come true. + - min-roll: 4 + value: | + If the viewer stands before the mirror at midnight while holding a light source, they are able to contact + the ghost or spirit of a person or creature they know the name of. Whether or not the being agrees to talk + with them is another matter. + - min-roll: 5 + value: | + Distorts the appearance of everything it reflects, particularly by magnifying the horrible and ugly aspects + of things and people while ignoring their good and beautiful aspects. Looking into the mirror inflicts 2 + points of Intellect damage. Angling the mirror to reflect an object inflicts 2 points of damage to it. + - min-roll: 6 + value: | + Coats the user's skin with its reflective surface, offering protection. The first time the user would take + damage, the mirror shatters instead, reflecting the damage back to the user's attacker. + depletion: 1 in 1d20 + note: | + Most mirror mirrors have a personality all their own. Some sing their answers, some show images, and still + others sigh with boredom at being asked the same thing over and over. Mirrors never lie. Except when they + do. + - id: fairy-tale-artifact-pandoras-box + name: Pandora's Box + source: We Are All Mad Here, page 96 + level: 1d6 + 4 + form: Elegant gold box with a hinged lid and a locked clasp + effect: | + When the box is opened, light leaks out. The light coalesces into a golden form that represents a deep sense of + peace and hope to the person who opened the box. For a number of rounds equal to the artifact level, the golden + form eases all actions taken by the opener. Alternatively, the opener can share the effect of the golden form as + their action, easing all actions taken by allies within short range (but not giving themselves the + benefits). + depletion: 1 in 1d6 + - id: fairy-tale-artifact-pixie-dust + name: Pixie Dust + source: We Are All Mad Here, page 97 + level: 1d6 + form: Glass bottle filled with glittering light + effect: | + Effect: Shake the glittering light on a living being and it can fly for ten minutes per artifact level. If the + being can already fly, shaking the light on them grounds them, taking away their ability to be airborne for the + same amount of time. + depletion: 1 in 1d1 + - id: fairy-tale-artifact-red-cap + name: Red Cap + source: We Are All Mad Here, page 97 + level: 1d6 + 3 + form: Woolen cap soaked in human blood + effect: | + The wearer gains an extra recovery roll each day that is not an action and does not count toward their daily + limit. Once the wearer uses this recovery roll, they can't do so again until after they make a ten-hour recovery + roll and soak the hat in fresh human blood. + depletion: 1 in 1d20 + depletion-check: each day of use + - id: fairy-tale-artifact-red-riding-hood + name: Red Riding Hood + source: We Are All Mad Here, page 97 + level: 1d6 + 3 + form: Bright red cloak that adjusts to fit its wearer + effect: | + Draws the eye while also giving the wearer the impression of being easy prey. All tasks involving sneaking and + hiding are hindered, and foes will typically attack the wearer over any others in the area. The cloak provides + +3 Armor and an asset to all Might-based tasks, including combat tasks. + depletion: 1 in 1d10 + depletion-check: each day of use + - id: fairy-tale-artifact-self-swinging-sword + name: Self-Swinging Sword + source: We Are All Mad Here, page 97 + level: 1d6 + 1 + form: Steel sword with an ornate hilt + effect: | + When activated by a special word, the sword attacks whoever the user indicates, fighting as a creature whose + level is equal to the artifact level. Commanding the sword is not an action, but it can only do things that a + sword would be able to do (attack, block, slice, and so on). If the sword is reduced to 0 health, the + self-swinging ability ends and must be reactivated. The sword returns to the user when the duration ends. + depletion: 1 in 1d6 (for the self-swinging ability) + depletion-effect: it functions as a regular sword. + - id: fairy-tale-artifact-seven-league-boots + name: Seven-League Boots + source: We Are All Mad Here, page 97 + level: 1d6 + 3 + form: Lace-up knee-high boots of black leather + effect: | + Allows the wearer to travel up to 21 miles (34 km) with a single step. Alternatively, two people may each wear + one boot and travel up to 10.5 miles (19 km) with a single step. Seven-league boots exhaust the user, costing + them 2 Might points per step. + depletion: 1 in 1d20 + depletion-check: each step + depletion-effect: the boots continue to function as regular boots + - id: fairy-tale-artifact-shapeshifter-wand + name: Shapeshifter Wand + source: We Are All Mad Here, page 97 + level: 1d6 + form: Wand made of wood, glass, metal, or stone + effect: | + Allows the user to turn one living being (including themself) into one of the following: flower, lake, duck, + swan, cottage, rosebush, or fish. While in their new form, the shapeshifted being retains all of their health + and other attributes, but cannot perform any actions beyond what the non-magical item or creature could normally + perform. So a flower can blow in the wind, bloom, attract insects, be cut, and smell nice. Any attempts to + detect the shapeshifted being by physical senses or magic are hindered by two steps. While shapeshifted, the + being cannot die; however, they can be injured, cursed, or moved down the damage track. The effect lasts for ten + minutes or until the user chooses to end it early. + depletion: 1 in 1d10 + - id: fairy-tale-artifact-she-bear + name: She-Bear + source: We Are All Mad Here, page 98 + level: 1d6 + form: Bit of wood carved in the shape of a bear + effect: | + When placed in the mouth, changes the wielder into the form of a female bear. While in this form, the user gains + +4 to their Might Pool, +4 to their Speed Pool, and +1 to Armor. They also can communicate with other bears + while in this form. The effect lasts for ten minutes. + depletion: 1 in 1d6 + - id: fairy-tale-artifact-shirt-of-nettles + name: Shirt of Nettles + source: We Are All Mad Here, page 98 + level: 1d6 + 4 + form: Woven shirt of stinging nettles + effect: | + The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or higher) in + addition to the 1 Armor that light armor typically provides. Additionally, the wearer can't be shapeshifted + against their will. + depletion: | + (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that ability, + after which the shirt still functions as armor.) + - id: fairy-tale-artifact-soldiers-cloak-of-invisibility + name: Soldier's Cloak of Invisibility + source: We Are All Mad Here, page 98 + level: 1d6 + 2 + form: Slate-grey cloak sewn of shadows and silence + effect: | + Provides an asset to hiding, sneaking, and remaining undetected (even by magic) for as long as the wearer does + not interact with another creature. Entering into combat or interacting with another creature in any way breaks + the effect. + depletion: 1 in 1d100 + - id: fairy-tale-artifact-soulful-fiddle + name: Soulful Fiddle + source: We Are All Mad Here, page 98 + level: 1d6 + 2 + form: Fiddle made of bone and guts + effect: | + This instrument acts like a normal fiddle of its kind. If the wielder is trained in its use and plays an + appropriate tune, those within short range who hear it suffer one of the following effects: fall asleep, become + amenable to suggestion, follow the fiddle player in a light trance, or take a similar action. + + The desired effect must be the same for all creatures who hear it. The effect lasts for ten minutes, but actions + by others (such as attacking the listeners or physically restraining them) can end the effect early for a + creature. + depletion: 1 in 1d20 + - id: fairy-tale-artifact-steadfast-tin-soldier + name: Steadfast Tin Soldier + source: We Are All Mad Here, page 98 + level: 1d6 + 2 + form: Small tin soldier with one leg + effect: | + Gives a user who is missing a limb the ability to transform the tin soldier into a prosthetic limb with the + appearance of their choosing. The limb permanently increases the user's maximum Speed Pool or Might Pool (user's + choice) by 5 points (or 7 points if the artifact is level 6 or higher). + depletion: null + note: | + It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, + including Paper Ballerina, Handless Maiden, and Bianca's Snake. + - id: fairy-tale-artifact-stone-canoe + name: Stone Canoe + source: We Are All Mad Here, page 98 + level: 1d6 + 3 + form: Shiny grey pebble, small enough to fit into a pocket + effect: | + When activated, forms into a canoe that can carry a number of beings (and their equipment) equal to the artifact + level. The canoe lasts for one day and then transforms back into a pebble. + depletion: 1 in 1d6 + depletion-check: each use + - id: fairy-tale-artifact-story-knife + name: Story Knife + source: We Are All Mad Here, page 99 + level: 1d6 + 2 + form: Small penknife inscribed with tiny words in hundreds of languages + effect: | + Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. This has + one of two effects, depending on the wielder's desire (the wielder must decide before they activate the artifact + each time): + + - Makes the story, song, and so on sharper, stronger, and more interesting, increasing the chance that it will + have an impact on listeners (eases any attempted interaction task) + - Makes the story, song, and so on boring, unwieldy, and disjointed, decreasing the chance that it will have the + intended impact on listeners (hinders any attempted interaction task) + + Using the story knife is an action. It has no power to cut physical objects or living beings (unless those + beings are made of stories). + depletion: 1 in 1d20 + - id: fairy-tale-artifact-table-be-set + name: Table-Be-Set + source: We Are All Mad Here, page 99 + level: 1d6 + form: Common-looking wooden table + effect: | + Putting the table out and saying "Table be set" automatically fills the table with as much food and drink as + will fit upon its surface. The table does not become empty as long as there is anyone in long range who still + wishes to eat. Once a character uses the table's ability, they can't do so again until after they make a + ten-hour recovery roll. + depletion: 1 in 1d100 + note: | + In addition to artifact quirks, common sense suggests that the effects of some artifacts will draw additional + interesting opportunities or dangers. Using table-be-set in the middle of a forest, for example, is likely to + draw bears and other hungry beasts, while using it in the middle of town might garner the characters new + friends, or catch the attention of thieves. + - id: fairy-tale-artifact-tinderbox + name: Tinderbox + source: We Are All Mad Here, page 99 + level: 1d6 + 2 + form: Small ornate tinderbox made of metal + effect: | + Summons three dogs to do the user's bidding. The dogs can complete any tasks dogs would normally be able to + accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3 + creature. + depletion: 1 in 1d6 + - id: fairy-tale-artifact-tweedledees-umbrella + name: Tweedledee's Umbrella + source: We Are All Mad Here, page 99 + level: 1d6 + 2 + form: Large umbrella with a sharp point on the end + effect: | + Touch a creature (up to the artifact's level) of any size and the umbrella will fold up around it, capturing it + inside. Holding the umbrella with the captive inside is an action. A caught character is held for ten minutes or + until they make a successful Might roll to break free. + depletion: 1 in 1d10 + - id: fairy-tale-artifact-vicious-tankard + name: Vicious Tankard + source: We Are All Mad Here, page 99 + level: 1d6 + 2 + form: Hefty ale tankard carved of stone + effect: | + In addition to serving as a convenient means to drink a variety of liquids, if the tankard is topped off with + good ale or spirits, it can be used as a medium weapon that inflicts +2 damage (for a total of 6 points of + damage). Anyone who picks up the tankard is practiced in using it in this fashion. Surprisingly, using the + tankard as a melee weapon does not cause more than a modicum of good ale or spirits to slosh out. + depletion: 1 in 1d20 + depletion-check: each fight diff --git a/data/og-csrd-cyphers.yaml b/data/og-csrd-cyphers.yaml new file mode 100644 index 0000000..5553adc --- /dev/null +++ b/data/og-csrd-cyphers.yaml @@ -0,0 +1,5899 @@ +cyphers: + - title: Fantasy Cyphers + list: + - id: fantasy-cypher-acid-resistance + name: Acid Resistance + types: + - manifest + - fantastic + source: Godforsaken, page 141 + level: 1d6+3 + effect: The user gains Armor against acid damage equal to the cypher's level for one hour. + - id: fantasy-cypher-animal-control + name: Animal Control + types: + - manifest + - fantastic + source: Godforsaken, page 141 + level: 1d6 + 2 + effect: | + To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not + exceed the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's + commands and carries out all orders to the best of its ability. The target remains so enslaved for a number of + hours equal to the cypher's level minus the target's level. (If the result is 0, the target is enslaved for + only one minute.) The beast could attack or defend, a dog could follow a scent or retrieve an object, a + badger could dig a hole, and so on. + + The cypher doesn't give the user any special ability to understand the target or perceive through its senses. + For example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what + it sees and the user can't look through its eyes. + + "Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical + creatures like basilisks, pegasi, and so on. + - id: fantasy-cypher-beast-shape + name: Beast Shape + types: + - manifest + - fantastic + source: Godforsaken, page 141 + level: 1d6 + effect: | + The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal + is determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, + flying for a bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an + asset on one skill appropriate to their animal form (or two skills for cypher level 5 and higher). See the + Animal Form Minor Abilities table. + + The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make + them more than about 50 percent smaller or larger, so the user might become an unusually large bird or a small + bear. This doesn't affect the animal's abilities. The user can still use all of their abilities that don't + rely specifically on their normal form. For example, an Adept in wolf form can't wield a dagger because wolves + don't have hands, but could still use a healing power or mind blast ability. + + After about an hour, the user returns to their normal form. + + Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of + animal noises that other transformed people can understand perfectly, speak with animals of the same kind, or + none of the above. + - id: fantasy-cypher-cold-resistance + name: Cold Resistance + types: + - manifest + - fantastic + source: Godforsaken, page 142 + level: 1d6 + 3 + effect: The user gains Armor against cold damage equal to the cypher's level for one hour. + - id: fantasy-cypher-demon-ward + name: Demon Ward + types: + - manifest + - fantastic + source: Godforsaken, page 142 + level: 1d6 + effect: | + For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar + malevolent creatures. + note: | + In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence. + - id: fantasy-cypher-dragon-ward + name: Dragon Ward + types: + - manifest + - fantastic + source: Godforsaken, page 142 + level: 1d6 + effect: | + For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and + similar magical reptilian creatures. + - id: fantasy-cypher-electricity-resistance + name: Electricity Resistance + types: + - manifest + - fantastic + source: Godforsaken, page 142 + level: 1d6 + 3 + effect: The user gains Armor against electricity damage equal to the cypher's level for one hour. + - id: fantasy-cypher-elemental-conjuration + name: Elemental Conjuration + types: + - manifest + - fantastic + source: Godforsaken, page 142 + level: 1d6 + effect: | + Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the + user. Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions + as ordered to the best of its abilities, but it cannot speak. The elemental never goes farther than long range + away from the user. + + The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but + otherwise does only as commanded. + + The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it + vanishes back to its native realm. + - id: fantasy-cypher-fire-resistance + name: Fire Resistance + types: + - manifest + - fantastic + source: Godforsaken, page 142 + level: 1d6 + 3 + effect: The user gains Armor against fire damage equal to the cypher's level for one hour. + - id: fantasy-cypher-giant-size + name: Giant Size + types: + - manifest + - fantastic + source: Godforsaken, page 143 + level: 1d6 + effect: | + The user grows to about one and a half times their normal size. While at this larger size, they add 4 points + to their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered. + + They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, + they lose the penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the + Pool to 0, they subtract the overflow first from their Speed Pool and then, if necessary, from their Intellect + Pool). + + If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders + their Speed defense. When the effect ends, they lose 4 health and all of the other advantages and penalties + from the cypher. + - id: fantasy-cypher-instant-boat + name: Instant Boat + types: + - manifest + - fantastic + source: Godforsaken, page 143 + level: 1d6 + 2 + effect: | + Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters + must row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all + tasks relating to its movement, and at cypher level 7 and higher, the boat can move a short distance each + round under its own power. The boat lasts for a day, after which it vanishes. + - id: fantasy-cypher-instant-tower + name: Instant Tower + types: + - manifest + - fantastic + source: Godforsaken, page 143 + level: 1d6 + 3 + effect: | + Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the + roof. The tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower + also has a second story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't + sufficient room for the tower to reach its full size, it fills the available space, but its appearance and + growth does not apply any force or pressure against the confining surfaces. + + The tower is permanent and immobile once created. + - id: fantasy-cypher-lycanthrope-ward + name: Lycanthrope Ward + types: + - manifest + - fantastic + source: Godforsaken, page 143 + level: 1d6 + effect: | + For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other + lycanthropes. + note: | + Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an + animal, such as a bear, rat, tiger, or wolf + - id: fantasy-cypher-penultimate-key + name: Penultimate Key + types: + - manifest + - fantastic + source: Godforsaken, page 143 + level: 1d6 + 2 + effect: | + Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The + targeted item must have a keyhole for the cypher to work. + note: Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god. + - id: fantasy-cypher-poison-resistance + name: Poison Resistance + types: + - manifest + - fantastic + source: Godforsaken, page 143 + level: 1d6 + 3 + effect: The user gains Armor against poison damage equal to the cypher's level for one hour. + - id: fantasy-cypher-restorative-aura + name: Restorative Aura + types: + - manifest + - fantastic + source: Godforsaken, page 144 + level: 1d6 + effect: | + Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing + sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 + for cypher level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the + area (or 4 health for cypher level 5 and higher). For a creature to gain this benefit, its entire rest must + occur while the cypher is active. + - id: fantasy-cypher-thought-listening + name: Thought Listening + types: + - manifest + - fantastic + source: Godforsaken, page 144 + level: 1d6 + 1 + effect: | + The user can read the surface thoughts of a creature within short range that they can see, even if the target + doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one + minute per cypher level. + - id: fantasy-cypher-tiny-size + name: Tiny Size + types: + - manifest + - fantastic + source: Godforsaken, page 144 + level: 1d6 + effect: | + The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their + Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return + to their normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the + penalty to Might actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they + subtract the overflow first from their Intellect Pool and then, if necessary, from their Might Pool). + + If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the + effect ends, they lose all of the advantages and penalties from the cypher. + - id: fantasy-cypher-undead-ward + name: Undead Ward + types: + - manifest + - fantastic + source: Godforsaken, page 144 + level: 1d6 + effect: | + For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts, + vampires, and other undead creatures. + - id: fantasy-cypher-walking-corpse + name: Walking Corpse + types: + - manifest + - fantastic + source: Godforsaken, page 144 + level: 1d6 + effect: | + Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending + on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none + of the intelligence, memories, or special abilities that it had in life. The creature follows the user's + verbal commands for one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, + the user can reanimate it again when its time expires, but any damage it had when it became inert applies to + its newly reanimated state. + - id: modern-magic-cypher-absolute-power + name: Absolute power + types: + - manifest + - fantastic + source: It's Only Magic, page 119 + level: 1d6 + 4 + form: App, battery, bone + effect: | + Powers a single device for a day. The device can be as simple as a cell phone or as complex as a jet airplane, + as long as the device's power requirement is equal to or less than the cypher level. In general, something + like a cell phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet + airplane is a level 10 power requirement. + - id: modern-magic-cypher-algomancy + name: Algomancy + types: + - manifest + - fantastic + source: It's Only Magic, page 119 + level: 1d6 + 3 + form: App, bookmark, tarot card + effect: | + Allows the user to take anything driven by an algorithm (such as video and music services, social media, + search engines, and so on) and use it to divine the future. If the user spends one roundstudying the + algorithm, then for a number of rounds equal to the cypher level, they gain limited precognition and can + predict what's going to happen next. They gain an asset on initiative tasks and all defense rolls. In + addition, they can warn their friends of what's coming, and ease their friends' next action. + - id: modern-magic-cypher-ambiance + name: Ambiance + types: + - manifest + - fantastic + source: It's Only Magic, page 119 + level: 1d6 + 1 + form: Key fob, feather, DVD + effect: | + Allows you to control the lights, sound, and other atmospheric elements within any space that you are in for + ten minutes per cypher level. This includes adjusting non-adjustable lights, lighting or blowing out candles, + soundproofing, starting or stopping music through any available medium, starting a fire, and so on. + - id: modern-magic-cypher-anywhere-web + name: Anywhere Web + types: + - manifest + - fantastic + source: It's Only Magic, page 119 + level: 1d6 + 2 + form: Spiderweb, key fob, key + effect: | + Allows you to access and interact with the internet from anywhere, without needing any type of physical + device, including a phone, keyboard, or screen. You can see the internet as if there were a screen in front of + you, type as if there were a keyboard, hear as if there were speakers, and speak as if into a + microphone. Others you choose within immediate range can also see and hear what you are seeing and hearing + (but cannot interact with it). This works even in places where there is no internet connectivity and lasts for + ten minutes per cypher level. + - id: modern-magic-cypher-below-the-law + name: Below the Law + types: + - manifest + - fantastic + source: It's Only Magic, page 119 + level: 1d6 + 2 + form: App, temporary tattoo, patch + effect: | + Once activated, the cypher makes it difficult for any member of the law or people in a position of power to + perceive, apprehend, or punish you. This includes police, guards, the mayor, mob bosses, regular bosses, and + so on. All tasks involving illegal or unsanctioned activities are eased, including stealing, sneaking, getting + away, escaping bonds, and so on. The effect lasts for ten minutes per cypher level. + - id: modern-magic-cypher-best-gift + name: Best Gift + types: + - manifest + - fantastic + source: It's Only Magic, page 119 + level: 1d6 + form: Granny square, key, candle + effect: | + The user picks someone they know, and the cypher transforms into a beautifully wrapped box that person can + hold in their hand. Inside the box is a small, thoughtful gift (whose value does not exceed a moderately + priced item) that the recipient will truly love. + - id: modern-magic-cypher-beverage-bestie + name: Beverage Bestie + types: + - manifest + - fantastic + source: It's Only Magic, page 119 + level: 1d6 + form: App, mug, charm + effect: | + The user picks someone they know, and that person will have their favorite morning beverage delivered to them + at their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen + person's favorite beverage, their location, or when they will wish for it—the magic takes care of it. + - id: modern-magic-cypher-borrowed-familiar + name: Borrowed Familiar + types: + - manifest + - fantastic + source: It's Only Magic, page 120 + level: 1d6 + form: Feather, cat's whisker, figurine of a dog + effect: | + Activating the cypher creates a living version of the creature it represented. This creature is actually the + clone of another magic user's familiar that was stored in the object. For the next day per cypher level, the + creature becomes the user's temporary familiar, providing an asset to all magic-related actions (including + defense actions). The creature cannot be harmed, but at the end of its time, it fades away. + - id: modern-magic-cypher-brain-overclock + name: Brain Overclock + types: + - manifest + - fantastic + source: It's Only Magic, page 120 + level: 1d6 + 3 + form: App, mushroom, hair clip + effect: | + Amplifies the user's mental abilities so their senses are keener and their brain works far beyond its normal + capacity. + + Roll for effect. + effect-roll-type: d6 + effect-roll-values: + - min-roll: 1 + value: Increases Intellect Edge by 1 for one hour + - min-roll: 2 + value: Trained in Intellect Defense for one hour + - min-roll: 3 + value: Add +1 damage to all Intellect-based attacks for one hour + - min-roll: 4 + value: Eases all Intellect-based attacks for one hour + - min-roll: 5 + value: Restores Intellect Pool to full + - min-roll: 6 + value: Become trained in two noncombat Intellect skills for one hour + - id: modern-magic-cypher-burn-your-bridges + name: Burn Your Bridges + types: + - manifest + - fantastic + source: It's Only Magic, page 120 + level: 1d6 + form: App, candle, bones + effect: | + Covers and destroys the user's trail in such a way that it makes them very hard to follow. This might include + covering their scent, destroying ladders or bridges, creating face-recognition distortion, blurring their + license plate, or establishing a false trail. Anyone attempting to follow or track them for one day per cypher + level finds their actions hindered by two steps. + - id: modern-magic-cypher-burner-phone + name: Burner Phone + types: + - manifest + - fantastic + source: It's Only Magic, page 120 + level: 1d6 + form: Key fob, charm, hair clip + effect: | + Creates or transforms into a basic mobile phone that can make and receive telephone calls and text messages + like a prepaid phone. Calls and texts made from this phone appear as "UNKNOWN CALLER" with the number + obscured; once contacted, the recipient can call or text this phone like any other phone. The phone uses + normal (prepaid) cellular connections, but has no internet access or other functions other than sending and + receiving calls and texts. + + The phone lasts for one hour per cypher level, after which it becomes inert, nonfunctional, and untrackable + (like a mobile phone that has been broken and its chip removed). The user of the cypher can end it early as an + action by speaking a command word or physically breaking it. + - id: modern-magic-cypher-cloak-of-the-crafter + name: Cloak of the Crafter + types: + - manifest + - fantastic + source: It's Only Magic, page 120 + level: 1d6 + form: Oil, moss, granny square + effect: | + When activated, it cloaks the user in what looks like a handmade wrap, such as a shawl, scarf, or cloak, for + an hour per cypher level. During that time, the user's crafting-related tasks are eased, and everything they + craft is one level higher than it normally would be. In addition, the user can find up to two ingredients they + need (up to the level of the cypher) in the pockets of the cloak. + - id: modern-magic-cypher-dancing-on-air + name: Dancing on Air + types: + - manifest + fantastic + source: It's Only Magic, page 120 + level: 1d6 + 1 + form: Feather, bullet, charm + effect: | + The user is lifted a foot (30 cm) or so off the ground, as if there is a pocket of air between them and + whatever surface is below them. They can move normally as if walking across a smooth, flat surface. This works + even if the substance below them would not normally hold them, such as water or thin ice. The effect lasts for + ten minutes per cypher level. + - id: modern-magic-cypher-dumpster-fire + name: Dumpster Fire + types: + - manifest + - fantastic + source: It's Only Magic, page 121 + level: 1d6 + 3 + form: Matchbook, coaster, rope + effect: | + Instantly transforms to become a large, contained fire that creates a deep feeling of gloom and despair in all + creatures chosen by the user within long range of it who fail an Intellect defense roll. Any negative actions + the user takes against those creatures (including combat) are eased by one step, and any positive actions they + take for those creatures (such as attempting to inspire them) are hindered by one step. + - id: modern-magic-cypher-duplicity-window + name: Duplicity Window + types: + - manifest + - fantastic + source: It's Only Magic, page 121 + level: 1d6 + 1 + form: Sticker, flyer, stamp + effect: | + When this cypher is stuck on any window or other transparent item, the user can alter what can be seen from + the other side. While this illusion might be used in a simple way, such as creating a blackout window on a + car, it could also be much more complex, such as creating an elaborate dance party inside an otherwise empty + apartment. The illusion level is equal to the cypher level and fools the vision of living creatures as well + as that of magical and electronic eyes. The effect lasts for ten minutes per cypher level. + - id: modern-magic-cypher-exceptional-engine + name: Exceptional Engine + types: + - manifest + - fantastic + source: It's Only Magic, page 121 + level: 1d6 + 2 + form: Herbs, battery, flip lighter + effect: | + When activated near an engine, computer, device, program, or piece of machinery, the affected target works + exceptionally well for the next ten minutes per cypher level, easing all tasks involved with operating it. For + example, a car handles better, a hacking program works faster, an elevator door closes before a pursuer can + get on, and so on. + - id: modern-magic-cypher-extrovert-shield + name: Extrovert Shield + types: + - manifest + - fantastic + source: It's Only Magic, page 121 + level: 1d6 + 1 + form: Carved figure, bones, building blocks + effect: | + Creates the semblance of a being of the user's choice, such as a human who walks beside them, a bird that sits + on their shoulders, or a robot, to act as their shield in social situations. The first time they would take + damage from a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto + the attacker; the user makes an Intellect-based attack roll for this reflected damage. After that, the being + disappears. + - id: modern-magic-cypher-fade-to-black + name: Fade to Black + types: + - manifest + - fantastic + source: It's Only Magic, page 121 + level: 1d6 + 2 + form: Mirror, lapel pin, spiderweb + effect: | + Turns the user into a shadow for ten minutes per cypher level. During that time, the user looks exactly like + their own shadow, is two-dimensional, and can move through any space where light could shine through. As a + shadow, the user can make magical attacks but not physical ones. They take no physical damage. However, any + successful magical attacks against them inflict +1 point of damage. + - id: modern-magic-cypher-faraday-ward + name: Faraday Ward + types: + - manifest + - fantastic + source: It's Only Magic, page 121 + level: 1d6 + 3 + form: App, pocket handkerchief, lapel pin + effect: | + When activated, the ward protects the user, their items, and their devices from any attempts at scrying, + electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for + ten minutes per cypher level. + - id: modern-magic-cypher-fey-collar + name: Fey Collar + types: + - manifest + - fantastic + source: It's Only Magic, page 121 + level: 1d6 + 3 + form: Collar, knitted scarf, necklace + effect: | + When placed around a creature's neck, the collar locks and prevents the wearer from using magic of any kind + (up to the level of the cypher). If the creature is a PC, each time they try to use magic they must succeed at + an Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten + minutes per cypher level and then disintegrates. + - id: modern-magic-cypher-ghost-tag + name: Ghost Tag + types: + - manifest + - fantastic + source: It's Only Magic, page 122 + level: 1d6 + form: Spray paint, feather, lipstick + effect: | + Allows the user to leave their tag on someone else's graffiti, painting, or public artwork. The tag includes a + spoken message up to twenty words long and is invisible except to the creature the user designates. That + creature can touch the tag and hear the entirety of the message. + - id: modern-magic-cypher-girl-moss + name: Girl Moss + types: + - manifest + - fantastic + source: It's Only Magic, page 122 + level: 1d6 + form: Mushroom, chalk, seed packet + effect: | + The user melds into whatever soft thing is near them, such as moss, earth, or a blanket, and becomes nearly + indistinguishable from that thing. For a number of rounds equal to the cypher level, they gain an asset to + hiding, sneaking, and remaining undetected (even by magic). Entering into combat or interacting with another + creature in any way breaks the effect. + - id: modern-magic-cypher-got-your-back + name: Got Your Back + types: + - manifest + - fantastic + source: It's Only Magic, page 122 + level: 1d6 + form: Napkin, straw, coaster + effect: | + The cypher turns bright blue in the presence of any type of drug, poison, or other detrimental or dangerous + substance whose level is equal to or less than the cypher level. The effect lasts for one day. + - id: modern-magic-cypher-gravity-denied + name: Gravity Denied + types: + - manifest + - fantastic + source: It's Only Magic, page 122 + level: 1d6 + form: App, feather, balloon + effect: | + The user no longer has to follow gravity's laws. For one minute per cypher level, they can walk (or crawl or + run) on steep inclines and horizontal surfaces (such as walls and cliffs) as if they were on flat ground. When + using this ability, "down" for them is either the surface they are walking on or the normal orientation of + gravity (their choice). + - id: modern-magic-cypher-great-hair-day + name: Great Hair Day + types: + - manifest + - fantastic + source: It's Only Magic, page 122 + level: 1d6 + form: Hair clip, twigs, bones + effect: | + When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24 + hours, they have an asset in all confidence-based actions, social and otherwise. + - id: modern-magic-cypher-growwell + name: Growwell + types: + - manifest + - fantastic + source: It's Only Magic, page 122 + level: 1d6 + form: Herbs, seed packet, bouquet of flowers + effect: | + Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or + water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level. + - id: modern-magic-cypher-hand-wave + name: Hand Wave + types: + - manifest + - fantastic + source: It's Only Magic, page 122 + level: 1d6 + 4 + form: Fingerless glove, ring, temporary tattoo + effect: | + When the user places this cypher upon their hand as an action, they can take three actions on their next turn. + - id: modern-magic-cypher-hashtag + name: Hashtag + types: + - manifest + - fantastic + source: It's Only Magic, page 123 + level: 1d6 + form: App, flyer, electronic stylus + effect: | + The user chooses a word or short phrase when activating this cypher. For an hour per cypher level, that word + will glow when they encounter it in their environment in a way that only they can perceive, allowing them to + pick it out from its surroundings easily. This glow will appear around the word itself as well as symbols and + objects. For example, if they choose "apple," they will sense a glow around the word in print, around an + actual apple, and around the symbol of an apple logo on a computer. This doesn't extend their range of vision + farther than they can normally see. + + This cypher adjusts to be beneficial to the user. For example, if a non-sighted character uses hashtag, the + cypher might create a sound or sensation around the chosen word rather than a glow, or the glow might be + visible in their mind's eye instead. + - id: modern-magic-cypher-here-all-along + name: Here All Along + types: + - manifest + - fantastic + source: It's Only Magic, page 123 + level: 1d6 + 4 + form: App, needle and thread, ID card + effect: | + Allows the user to instantly create a long trail on the internet for someone that they just made up. This + includes social media accounts, a personal or business website, photos and videos, friends, and so on. The + information stays on the internet forever. + - id: modern-magic-cypher-instant-automobile + name: Instant Automobile + types: + - manifest + - fantastic + source: It's Only Magic, page 123 + level: 1d6 + 2 + form: Key, charm, temporary tattoo + effect: | + Creates or transforms into a large automobile that can carry up to eight people. The user or other characters + must steer the automobile as normal. At cypher level 5 and higher, the automobile grants an asset on all tasks + relating to its movement, and at cypher level 7 and higher, the automobile can move a short distance each + round under its own power. The automobile lasts for a day, after which it vanishes. + note: | + The vehicle created by an instant automobile cypher is utilitarian and unremarkable rather than flashy, more + like a station wagon, generic van, panel truck, or SUV. In some settings, local laws might require these + temporary magical vehicles to have a specific color or text to easily identify them as such, including a + unique license plate that can be tracked like any registered vehicle. Likewise, an instant motorcycle cypher + creates a functional but not particularly "sexy" motorbike. + - id: modern-magic-cypher-instant-delivery + name: Instant Delivery + types: + - manifest + - fantastic + source: It's Only Magic, page 123 + level: 1d6 + 3 + form: App, feather, stamp + effect: | + Allows the user to have a letter, small package, or any object up to about 10 pounds (4.5 kg) delivered almost + instantaneously to someone. If the object is dangerous, such as a bomb, the recipient's level must be equal to + or less than the cypher's. The user must know the person's name and at least one small fact about them, but + doesn't need to know their location. Within a round of having left the user, the package will arrive within a + short distance of the recipient. + - id: modern-magic-cypher-instant-motorcycle + name: Instant Motorcycle + types: + - manifest + - fantastic + source: It's Only Magic, page 123 + level: 1d6 + 2 + form: Playing card, key, metal flask + effect: | + Creates or transforms into a motorcycle that can comfortably carry one person (or two people sitting tandem). + The user or other characters must steer the motorcycle as normal. At cypher level 4 and higher, the motorcycle + grants an asset on all tasks relating to its movement, and at cypher level 7 and higher, the motorcycle can + move a short distance each round under its own power. The motorcycle lasts for a day, after which it vanishes. + - id: modern-magic-cypher-lie-to-me + name: Lie To Me + types: + - manifest + - fantastic + source: It's Only Magic, page 123 + level: 1d6 + 4 + form: Contact lenses, goggles, mask + effect: | + Once activated and worn, allows the user to see through all deceptions, mirages, and illusions (up to the + level of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other + deception tasks. + - id: modern-magic-cypher-light-em-up + name: Light 'Em Up + types: + - manifest + - fantastic + source: It's Only Magic, page 123 + level: 1d6 + 4 + form: Laser light pointer, pair of glasses, key fob + effect: | + Activating the cypher causes a powerful beam of magic light to erupt from the user's body part they + choose. The beam stretches a short range and inflicts damage equal to the cypher level. It affects even + creatures (such as ghosts and vampires) that normally can't be harmed by mundane weapons. Once activated, the + weapon is active for ten minutes. + - id: modern-magic-cypher-lucky-charm + name: Lucky Charm + types: + - manifest + - fantastic + source: It's Only Magic, page 124 + level: 1d6 + form: Worry stone, fuzzy dice, deck of cards + effect: | + Rubbing the lucky charm draws a tiny bit of luck away from someone else and gives it to the user, causing + something to happen that makes the user's next action a little easier. This might be a friend showing up, a + tool appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. + Effectively, using this cypher grants the player a player intrusion without having to spend 1 XP. + - id: modern-magic-cypher-magic-aura-tracker + name: Magic Aura Tracker + types: + - manifest + - fantastic + source: It's Only Magic, page 124 + level: 1d6 + form: App, bus ticket, 3D glasses + effect: | + User can view the cypher's symbols to see if the ambient power of magic in the area is normal, high (increased + capabilities or prone to disruptive surges), low (decreased effects or scarcity), or absent. It can also be + configured to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from + the standard readings. This lasts for five hours per cypher level. + - id: modern-magic-cypher-mental-load-alleviator + name: Mental Load Alleviator + types: + - manifest + - fantastic + source: It's Only Magic, page 124 + level: 1d6 + 4 + form: Worry stone, pen, figurine + effect: | + Helps take on some of the user's mental loads for the next day, including creating shopping lists, organizing + the calendar, project management, working on spells, and decision making. During this time, the user gains +1 + to their Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or + higher). + - id: modern-magic-cypher-merciful-memory + name: Merciful Memory + types: + - manifest + - fantastic + source: It's Only Magic, page 124 + level: 1d6 + form: Candle, charm, 3D glasses + effect: | + For one willing target (including the user), the user can alter a negative memory into one that's more + positive. Altering the memory takes a few rounds, depending on the intricacy and difficulty of the + memory. Once the memory is altered, it remains that way for a day. During that time, the target gains +5 to + their Intellect Pool and all tasks involving the memory (such as talking to the person the memory's about) are + eased. + - id: modern-magic-cypher-next-you + name: Next You + types: + - manifest + - fantastic + source: It's Only Magic, page 124 + level: 1d6 + 2 + form: Comb, mirror, hair pin + effect: | + Activating the cypher brings up a magical avatar of the user. The user can alter all parts of their avatar, + include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the + changes they've made to the avatar are made to their own body. The effect lasts for one hour per cypher level. + - id: modern-magic-cypher-no-take-backs + name: No Take Backs + types: + - manifest + - fantastic + source: It's Only Magic, page 124 + level: 1d6 + form: Temporary tattoo, playing card, skein of yarn + effect: | + Activating the cypher creates an invisible bubble around the user. The next time a foe inflicts damage on the + user, the bubble registers the type of attack (such as melee, magic, or ranged) and alters itself to protect + the user from the next attack of that type. When the user would next take damage from the same type of attack, + the bubble absorbs all of it and then pops. + - id: modern-magic-cypher-pickpocket + name: Pickpocket + types: + - manifest + - fantastic + source: It's Only Magic, page 125 + level: 1d6 + 1 + form: App, stone, key fob + effect: | + The next time the user attempts to pickpocket someone, they automatically succeed against a target whose level + is equal to or less than the cypher's, and they gain an asset to their task against targets whose level is + higher than the cypher's. In addition to the items the target has in their pocket, the user gains a random + cypher (of a level equal to or less than the level of the pickpocket cypher). + - id: modern-magic-cypher-pocket-protector + name: Pocket Protector + types: + - manifest + - fantastic + source: It's Only Magic, page 125 + level: 1d6 + 2 + form: Metal flask, flip lighter, book + effect: | + If the user is shot with a bullet, arrow, or other projectile, the cypher just happens to be in the right + place to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the + user's action to activate it. Once used to protect against one attack chosen by the user, the cypher turns to + dust. + - id: modern-magic-cypher-portal-stone + name: Portal Stone + types: + - manifest + - fantastic + source: It's Only Magic, page 125 + level: 1d6 + form: Stone, marble, baseball + effect: | + Placing an object beneath the portal stone and letting it rest there for one round shifts it to an + undiscoverable location, such as another dimension or world (depending on the setting). The item can only be + retrieved by holding the portal stone and whispering the name of the object. + - id: modern-magic-cypher-power-device + name: Power Device + types: + - manifest + - fantastic + source: It's Only Magic, page 125 + level: 1d6 + 2 + form: App, flip lighter, seed packet + effect: | + Magically powers one device that can fit within an area a short distance across. The device is now fully + powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If + used on a flashlight, the battery is fully charged. + - id: modern-magic-cypher-power-house + name: Power House + types: + - manifest + - fantastic + source: It's Only Magic, page 125 + level: 1d6 + form: Stone, wood, building box + effect: | + Expands into an instant tiny home complete with a washroom, sleeping area, and kitchen space. The entirety of + the structure is about 20 feet by 20 feet by 10 feet (6 m by 6 m by 3.5 m). It lasts for 24 hours, at which + point it and all nonliving things inside it disintegrate. + - id: modern-magic-cypher-presto-change-o + name: Presto Change-o + types: + - manifest + - fantastic + source: It's Only Magic, page 125 + level: 1d6 + 2 + form: Skein of yarn, key fob, key + effect: | + Allows the user to alter the appearance of a single vehicle whose level is equal to or less than the cypher + level for the next day. This could be a minor alteration, such as changing the paint color and the license + plate number, or it could be a major one, such as changing a horse-drawn carriage into a go-kart. The new + vehicle must be able to traverse the same type of terrain as the original (the user can change a canoe into a + speedboat, for example, but not into a plane or a race car). + - id: modern-magic-cypher-puzzle-box + name: Puzzle Box + types: + - manifest + - fantastic + source: It's Only Magic, page 125 + level: 1d6 + 2 + form: Building block, flip lighter, locket + effect: | + Allows the user to put a creature (up to the level of the cypher) inside an item the user touches with the + cypher. The creature shrinks to fit inside the item. While inside the item, the creature is in stasis and + cannot take any actions. They cannot be harmed in any way and they do not experience time moving forward. The + creature stays inside permanently, unless they are released by magic or until the user chooses to let them + out. + - id: modern-magic-cypher-quick-pic + name: Quick Pic + types: + - manifest + - fantastic + source: It's Only Magic, page 125 + level: 1d6 + 2 + form: App, pen, stone with a hole in it + effect: | + Allows the user to snap a quick image of whatever they point it at. The image stays perfectly in their mind + for the next 24 hours. By touching an appropriate device, they can download the image, print it out, or + digitally alter it. At the end of 24 hours, all versions of the image, including the one in their head, + disappear. + - id: modern-magic-cypher-quick-pickup + name: Quick Pickup + types: + - manifest + - fantastic + source: It's Only Magic, page 126 + level: 1d6 + form: App, key, fidget toy + effect: | + For a number of hours equal to the cypher level, anytime the user needs a ride somewhere, one instantly + appears. This could be a rideshare, a city bike, a horse, a canoe, a friend with a car, a helicopter, or + something else, as the GM determines. + - id: modern-magic-cypher-real-fake + name: Real Fake + types: + - manifest + - fantastic + source: It's Only Magic, page 126 + level: 1d6 + form: App, playing card, ticket + effect: | + When placed against any form of ID, such as a driver's license, birth certificate, or passport, the cypher + instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying + or verifying features. The duplicate lasts for a number of days equal to the cypher level. + - id: modern-magic-cypher-repair-module + name: Repair Module + types: + - manifest + - fantastic + source: It's Only Magic, page 126 + level: 1d6 + 2 + form: Remote control, bullet, needle and thread + effect: | + Repairs a single device or machine of any kind (up to the level of the cypher) once. This could work on an + artifact, a computer, a piece of lab equipment, a mechanical cider press, a furnace, and so on. The user + doesn't need any knowledge of the machine or what's wrong with it, but they must be able to touch the machine + and continue to do so for the length of the repair. The repair takes one minute per level of the machine. + - id: modern-magic-cypher-safe-space + name: Safe Space + types: + - manifest + - fantastic + source: It's Only Magic, page 126 + level: 1d6 + 3 + form: App, knitted scarf, letter + effect: | + Allows the user to create a temporary safe space around them that takes the form of their choosing, such as a + bed, bathroom, mossy grove, and so on. The place looks, sounds, and feels just as the user imagines it. During + that time, no one and nothing outside the space can see, hear, or interact with the user in any way, nor can + they see, hear, or interact with anything outside their safe space. While in their safe space, they restore a + number of points equal to the cypher level, distributing them as they see fit among their Pools. When they + return, it's as though they never went away and no time has passed. They can remain in the space for up to one + hour per cypher level. + - id: modern-magic-cypher-screen-control + name: Screen Control + types: + - manifest + - fantastic + source: It's Only Magic, page 126 + level: 1d6 + 2 + form: App, mirror, granny square + effect: | + A technological screen (a television, computer monitor, smartphone, or the like) within short range shows + whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or + meaningless shapes and colors. + - id: modern-magic-cypher-social-battery + name: Social Battery + types: + - manifest + - fantastic + source: It's Only Magic, page 126 + level: 1d6 + form: Battery, doll, feather + effect: | + Allows you to recharge your social battery, providing you with an asset on all positive social interactions, + including persuasion, charm, flirtation, and succor. The effect lasts for ten minutes per cypher level. + - id: modern-magic-cypher-soul-saver + name: Soul Saver + types: + - manifest + - fantastic + source: It's Only Magic, page 126 + level: 1d6 + 1 + form: Egg, battery, cross-stitch square + effect: | + Brings a dead creature whose level is equal to or less than the cypher's back to life for ten minutes per + cypher level. PCs are automatically brought back for the duration. The creature is exactly as they were in + life, with the same stats, personality, knowledge, and so on, but only has 2 points of health or Might. If the + creature's health or Might Pool is healed to full in some way during this time, they return to life + permanently, but with a 3-point reduction in their maximum health or Might Pool. + - id: modern-magic-cypher-stay-down + name: Stay Down + types: + - manifest + - fantastic + source: It's Only Magic, page 127 + level: 1d6 + form: Nail polish, glove, stick + effect: | + Upon activating the cypher, the user's hand crackles with power and noise. They emit a concussive blast at a + single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a + number of rounds equal to the cypher level. + - id: modern-magic-cypher-take-me-there + name: Take Me There + types: + - manifest + - fantastic + source: It's Only Magic, page 127 + level: 1d6 + form: Crayon, chalk, lipstick + effect: | + The user spends a few rounds drawing a map of somewhere they're trying to get to. Even if the map is not the + least bit accurate, they will sense a thread of magic leading them to their desired destination. If the place + they seek is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher + provides an asset). The thread lasts for one day per cypher level or until they reach their destination, + whichever is sooner. + - id: modern-magic-cypher-talk-to-me + name: Talk to Me + types: + - manifest + - fantastic + source: It's Only Magic, page 127 + level: 1d6 + 2 + form: Spiderweb, flyer, building blocks + effect: | + The user can talk to any creature that is part of a structure, such as a mermaid in a fountain statue, a stone + gargoyle on a skyscraper, or a dragon-shaped doorbell on a private home. The user can ask them a number of + questions equal to the cypher level and get true answers. The questions must pertain to something the creature + would know, such as something they saw or heard in the area, something they felt, or who made them. + - id: modern-magic-cypher-teleportation-block + name: Teleportation Block + types: + - manifest + - fantastic + source: It's Only Magic, page 127 + level: 1d6 + 4 + form: Bird's nest, remote control, building block + effect: | + A short area within immediate range of the user becomes warded against any teleportation effect or other + ability that allows travel without direct physical movement (including abilities specifically meant to get + around obstacles, such as Bypass Barrier). Any creature whose level is less than the cypher level can't use + these methods to get in or out. Player characters using such abilities must succeed at an Intellect-based task + with a difficulty equal to the cypher level in order to enter or leave the area. The block lasts for one day + per cypher level. + - id: modern-magic-cypher-through-the-window + name: Through the Window + types: + - manifest + - fantastic + source: It's Only Magic, page 127 + level: 1d6 + form: App, mirror, flyer + effect: | + The user chooses any window they can see, and they are able to look through it as if they were standing right + in front of it. The window does not need to be transparent, the user does not need to stay in sight of the + window after they choose it, and no one else can perceive what they're doing. While they are looking through + the window, they can wink to change their vision back to their current location, then wink again to return to + the window. The effect lasts for ten minutes per cypher level or until they choose to end it. + - id: modern-magic-cypher-time-ticket + name: Time Ticket + types: + - manifest + - fantastic + source: It's Only Magic, page 127 + level: 1d6 + 3 + form: Bus ticket, moss, remote control + effect: | + For the next day, no matter what time the user leaves or what hurdles they encounter, they will arrive exactly + on time for the event, ride, or other activity. Busses and planes will not leave without them, the play or + movie will not start until they arrive, and they'll meet people exactly when they said they would. (Note that + this doesn't change how the user gets there—they may still sit in traffic forever or get stuck in the security + line.) Their traveling companions, if any, enjoy the same benefit as long as they stick with the user. + - id: modern-magic-cypher-tunnel-traverser + name: Tunnel Traverser + types: + - manifest + - fantastic + source: It's Only Magic, page 128 + level: 1d6 + 2 + form: Coveralls, poncho, knitted scarf + effect: | + When activated, it turns the wearer into a liquid or gaseous form of themselves, allowing them to travel + through small spaces, such as air ducts, sewer tunnels, tight caverns, and so on. Efforts to detect the user + are hindered by two steps (or three steps if the cypher is level 5 or higher), even by magic or security + systems. The spaces must be at least 1 foot (30 cm) in diameter and must not be blocked by rocks, doors, and + so on. The effect lasts for ten minutes per cypher level. + - id: modern-magic-cypher-what-the-doctor-ordered + name: What the Doctor Ordered + types: + - manifest + - fantastic + source: It's Only Magic, page 128 + level: 1d6 + 1 + form: Potion, herbs, candle + effect: | + Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user + adds +3 to their next recovery roll. + - id: modern-magic-cypher-whos-looking + name: Who's Looking + types: + - manifest + - fantastic + source: It's Only Magic, page 128 + level: 1d6 + 3 + form: Remote control, glass eye, stone with a hole + effect: | + For the next ten minutes per cypher level, the cypher vibrates any time the user is being monitored, watched, + or tracked by something of the cypher level or less. This includes people, devices, security systems, cameras, + spells, and so on. + - id: modern-magic-cypher-wire-wraith + name: Wire Wraith + types: + - manifest + - fantastic + source: It's Only Magic, page 128 + level: 1d6 + form: Wire, broken electronics, phone charger + effect: | + Activating the cypher creates a large wraithlike being that looks as if it's formed from wire. The wraith is a + level 4 incorporeal construct that inflicts 4 points of electrical damage (ignores Armor) with its touch when + directed. While the construct persists, the user can use it to slip through small areas, carry an electrical + current, or attack foes. It lasts for a number of rounds equal to the cypher level. + - id: modern-magic-cypher-wrecking-balls + name: Wrecking Balls + types: + - manifest + - fantastic + source: It's Only Magic, page 128 + level: 1d6 + 2 + form: Baseball, bouncy ball, marble + effect: | + When thrown, the ball multiplies into a number of itself equal to the cypher level. Each ball bounces once and + then slams into targets within long range chosen by the user. The impact of each ball does 2 points of ambient + damage (ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one + round. + - id: modern-magic-cypher-youre-safe-now + name: You're Safe Now + types: + - manifest + - fantastic + source: It's Only Magic, page 128 + level: 1d6 + 3 + form: Suspenders, lapel pin, spiderweb + effect: | + Once the user activates the cypher, it protects them from ambient damage. The next time they would take + ambient damage, such as from falling off a roof or being electrocuted by a power line, the cypher absorbs all + of the damage (up to the cypher level). + - id: horror-cypher-ascendant-brain-vivisector + name: Ascendant Brain Vivisector + types: + - manifest + - fantastic + source: Stay Alive!, page 121 + level: 1d6 + 4 + form: Device, injection, or pill + effect: | + If used on a beast whose level is less than the cypher level, this enhances connections in the beast's brain + so it attains near-human intelligence and sapience, and gains a basic understanding of one specific language + keyed to the cypher. The beast remembers its prior, simpler existence and understands that it has been made + smarter. This transformation lasts for one day per cypher level, and then the beast reverts to its normal + self slowly over the same number of days, often with violent and erratic outbreaks. For example, if the beast + becomes smarter for five days, it loses intelligence gradually over days 6 through 9 and is back to normal on + day 10. Additional uses of the cypher tend to have diminishing returns. + note: | + When used with an ascendant flesh vivisector, the resulting creature looks, thinks, and acts like a human. + + Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also + instigating aggressive behavior. + - id: horror-cypher-ascendant-flesh-vivisector + name: Ascendant Flesh Vivisector + types: + - manifest + - fantastic + source: Stay Alive!, page 121 + level: 1d6 + 4 + form: Device, injection, or pill + effect: | + If used on a beast of no larger than human size whose level is less than the cypher level, this radically + alters the beast's shape so it resembles a human being. The beast-human still thinks and acts like a beast, + but it looks like a human and can perform actions using its human dexterity (such as turning a doorknob or + walking upright). This transformation lasts for one day per cypher level, but after an equal amount of time + the beast reverts to its normal shape (in the manner described for the ascendant brain vivisector + cypher). Additional uses of the cypher tend to have diminishing returns. + + Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human + with bestial features. + - id: horror-cypher-corrupted-canopic-jar + name: Corrupted Canopic Jar + types: + - manifest + - fantastic + source: Stay Alive!, page 122 + level: 1d6 + 1 + form: Jar made of clay or carved stone + effect: | + Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two + assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range. + - id: horror-cypher-decapitative-longevity + name: Decapitative Longevity + types: + - manifest + - fantastic + source: Stay Alive!, page 122 + level: 1d6 + 4 + form: Injection or potion + effect: | + Brings a dead creature's head (but not the body) back to life for a limited time as an undead creature. The + cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone's + death) and requires up to ten minutes to take effect, at which time the creature recovers 1d6 + 6 points to + their Pools. Because they are only a head, a PC reanimated this way has a maximum Might and Speed Pool of 3 + each. The head has all the mental abilities they had when they were alive (including psychic or telepathic + abilities) and can speak, but all their actions are hindered. They have the same appearance as before, except + the wounds that killed them are still visible, and in general they have an unnatural look. They do not need to + eat, drink, or sleep, but they can still rest if they want to (such as to make a recovery roll). The head + remains in this active state for one day per cypher level, after which time it dies again and cannot be + reanimated with this cypher. + + When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert + body, or someone can carefully sever the head from the body, which doesn't harm the head. + - id: horror-cypher-ghost-detector + name: Ghost Detector + types: + - manifest + - fantastic + source: Stay Alive!, page 122 + level: 1d6 + 1 + form: Amulet, crystal, or device + effect: | + Automatically indicates if a ghost, spirit, or similar entity is within a short distance (a long distance if + the cypher is level 6 or higher). If the user takes an action to study or focus their attention on the cypher, + they can narrow down what quarter-arc of a circle the ghost is in. If the ghost is normally invisible, it + becomes somewhat visible (hindering its stealth attempts by one step). The cypher remains active for ten + minutes per cypher level. + - id: horror-cypher-ghost-trap + name: Ghost Trap + types: + - manifest + - fantastic + source: Stay Alive!, page 123 + level: 1d6 + 2 + form: Crystal or device + effect: | + Can be thrown up to a short distance, where it releases a burst of transdimensional energy in an immediate + area that absorbs ghosts (including spirits, phased beings, and similar creatures) but does not affect + corporeal entities. PCs who meet these criteria must use an Intellect-based action (difficulty equal to the + cypher level) to avoid being trapped. NPC ghosts are not affected if their level is higher than the cypher + level. The trap holds the ghosts for up to one hour per cypher level, after which they automatically break + free (and are probably very angry). + + Ghosts in a trap can be permanently stored in a ghost vault. + - id: horror-cypher-homunculus-flask + name: Homunculus Flask + types: + - manifest + - fantastic + source: Stay Alive!, page 123 + level: 1d6 + 1 + form: Ornate, opaque alchemical bottle filled with strange fluid + effect: | + To activate this cypher, you must open the bottle, add a few fresh drops of your blood (inflicting 1 point of + Might damage to you), stopper it again, and leave it alone for one day. When the bottle is next unstoppered, a + hand-sized creature called a homunculus crawls out; it vaguely resembles you and serves you for one day per + cypher level before dissolving into useless goo. Each time you give it an order, you must make an Intellect + defense roll against it; if you fail, it becomes free to ignore your commands (but might pretend to be + obedient so it can plot against you). + note: Homunculus: level 2; alchemy, all defenses, and stealth as level 3 + - id: horror-cypher-horrific-arm + name: Horrific Arm + types: + - manifest + - fantastic + source: Stay Alive!, page 123 + level: 1d6 + 1 + form: Injection or pill + effect: | + The user's body rapidly grows a monstrous arm that is approximately the same size as one of their existing + limbs. The arm is ugly and malformed, but fully functional. + + The user can use this arm as if it were one of their own. The new arm does not grant the user additional + actions or attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the + user (the arm can take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for + one day per cypher level. + - id: horror-cypher-horrific-eye + name: Horrific Eye + types: + - manifest + - fantastic + source: Stay Alive!, page 123 + level: 1d6 + 1 + form: Injection or spell + effect: | + The user's body rapidly grows a monstrous eye (including a retractable eyestalk if the cypher level is 6 or + higher) at the spot where the cypher is applied to their body. The user can see out of this eye as if it were + one of their own (including any extraordinary vision-based senses the user normally has). The eye gives the + user an asset on vision-based perception rolls, and depending on where it is located, it may allow the user to + look around corners surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of + damage directed at it before it becomes nonfunctional). The eye lasts for one day per cypher level. + - id: horror-cypher-horrific-face + name: Horrific Face + types: + - manifest + - fantastic + source: Stay Alive!, page 124 + level: 1d6 + 1 + form: Injection or pill + effect: | + The user rapidly grows a monstrous face (or an entire head if the cypher level is 6 or higher) somewhere on + their body. The user can use the senses of this face and talk, breathe, and eat with it (for example, if their + normal face is underwater or wrapped in plastic). The face gives the user an asset on perception rolls when + its senses can be used—for example, it could hear someone sneaking up on the user, but it couldn't see them if + its eyes were covered, and it can't help with identifying tastes unless its mouth is also used. Damage to the + face does not affect the user (the face can take 3 points of damage directed at it before it becomes + nonfunctional). Most people react with disgust to a creature with a visible extra face, hindering all + interaction tasks. The face lasts for one day per cypher level (two days if the cypher is level 6 or higher). + - id: horror-cypher-horrific-integrated-weapon + name: Horrific Integrated Weapon + types: + - manifest + - fantastic + source: Stay Alive!, page 124 + level: 1d6 + 3 + form: Weapon you can hold in one hand + effect: | + The weapon extends tendrils, skin, wires, nerves, or other material into and through the user's hand, + physically connecting itself to the user for one hour per cypher level. While connected, the user gains an + asset on attacks with the weapon and cannot be disarmed, but cannot use that hand for anything except wielding + the weapon. The user can detach or reattach the weapon by spending a full minute concentrating on its physical + connection to their body. When the duration ends, the weapon detaches and becomes a normal weapon of its + type. Roll a d20 to determine the kind of weapon. + effect-roll-type: d20 + effect-roll-values: + - min-roll: 1 + max-roll: 4 + value: Hunting knife + - min-roll: 5 + max-roll: 8 + value: Machete + - min-roll: 9 + max-roll: 12 + value: Nightstick + - min-roll: 13 + max-roll: 16 + value: Light handgun + - min-roll: 17 + max-roll: 20 + value: Medium handgun + - id: horror-cypher-horrific-orifice + name: Horrific Orifice + types: + - manifest + - fantastic + source: Stay Alive!, page 124 + level: 1d6 + 3 + form: Device, injection, or pill + effect: | + The user's body rapidly grows a strange orifice in their torso, large enough to fit a human fist but flexible + enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesn't count toward + the user's cypher limit. As an action, the user can cause the orifice to appear or disappear (when the orifice + isn't present, anything contained within it is inaccessible except through surgery). The orifice remains for + one hour per cypher level, after which it expels its contents and disappears. + note: | + Someone who fully understands how a horrific orifice cypher works might be able to program the user with new + memories or control their mind by inserting data devices into the orifice. + - id: horror-cypher-humanity-tester + name: Humanity Tester + types: + - manifest + - fantastic + source: Stay Alive!, page 124 + level: 1d6 + 4 + form: Device, injection, or pill + effect: | + Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon, + doppelganger, simulacrum, or vampire) if the cypher's level is greater than the creature's disguise level. If + the cypher's level exceeds the impostor's level by 4 or more, it also marks the impostor for the next several + hours so people can recognize it by this mark. + note: | + The specific nature of a humanity tester depends on the setting and what sort of creatures are common. In a + world with multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or + detect only one specific kind of fake. + - id: horror-cypher-insanity-suppressor + name: Insanity Suppressor + types: + - manifest + - fantastic + source: Stay Alive!, page 125 + level: 1d6 + form: Device, injection, or pill + effect: | + Temporarily negates insanity or a mental disorder in a creature (two such effects if the cypher level is 6 or + higher). Example disorders include delusions, manias, compulsions, phobias, psychopathy, and + schizophrenia. The creature loses all negative symptoms of their insanity or mental disorder for one day. Each + day after that, the creature must make a level 1 Intellect defense roll to prolong the effect; failure means + relapse. The roll is hindered by one step for each day that has passed since the cypher was used. + - id: horror-cypher-invisibility-revealer + name: Invisibility Revealer + types: + - manifest + - fantastic + source: Stay Alive!, page 125 + level: 1d6 + 4 + form: Device containing a liquid or silvery powder + effect: | + Sprays its contents up to a long distance, revealing all invisible creatures within short range of the + targeted point for one round per cypher level. Affected invisible creatures remain visible if they move + outside the area, and those outside the area become visible if they enter the area. + - id: horror-cypher-invisibility-serum + name: Invisibility Serum + types: + - manifest + - fantastic + source: Stay Alive!, page 125 + level: 1d6 + 2 + form: Device, flask, or injection + effect: | + The user's body becomes as transparent as air, making them effectively invisible for one minute per cypher + level. However, their clothes and equipment are not affected, so the user must go naked if they want to be + unseen. While invisible, the user is specialized in stealth and Speed defense tasks. They remain invisible + even if they do something to reveal their presence or position (attacking, using an ability, moving a large + object, and so on), but anyone trying to attack or physically interact with them on that turn gains an asset + to do so. + + Because the user is as transparent as air, when they are in water, mist, smoke, or anything other than + reasonably clean air, they look like a person-shaped hole in whatever material they're in. + + The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of + Intellect damage. Many users have become "stuck" in the invisible state and eventually go mad as a result. + - id: horror-cypher-mind-swapper + name: Mind Swapper + types: + - manifest + - fantastic + source: Stay Alive!, page 125 + level: 1d6 + 2 + form: Amulet or device + effect: | + The user attempts to swap minds with a creature within short range that is no larger than a human. The target + can make an Intellect defense roll to resist. If the swap is successful, the user gains control of the + creature's body (and vice versa). Physical abilities remain with the body, but mental abilities go with the + mind; for example, an Adept with Onslaught (a mental ability) could take over the body of a Warrior with Swipe + (a physical ability), and could use either of these while controlling the Warrior's body. All actions of both + creatures are hindered while the swap is in effect, although long-term practice in a mind-swapped body + eventually overcomes this penalty. The swap lasts for one hour per cypher level, after which the two minds + return to their previous bodies. + note: | + Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target + doesn't cause trouble in the user's body. + - id: horror-cypher-primitive-doppelganger + name: Primitive Doppelganger + types: + - manifest + - fantastic + source: Stay Alive!, page 126 + level: 1d6 + 1 + form: Device, injection, or pill + effect: | + The user's body begins growing a physical duplicate of the user, which harmlessly tears free after a few + rounds and exists as an independent level 1 creature that looks exactly like the user. The doppelganger can + communicate in a language known to the user and obeys the user's simple instructions, but otherwise appears to + know very little of the world. After one hour per cypher level, the duplicate dies, melts, burns out, falls + apart, or otherwise becomes nonfunctional. + note: | + Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something + else entirely. It may or may not have scars, tattoos, or other non-genetic features of the original. + - id: horror-cypher-reanimator + name: Reanimator + types: + - manifest + - fantastic + source: Stay Alive!, page 126 + level: 1d6 + 2 + form: Amulet or injection + effect: | + When used on a corpse of a creature no larger than a human, it reanimates as a violent zombie that is not + under the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 + or higher, or one round if level 6 or higher). + - id: horror-cypher-revenant-serum + name: Revenant Serum + types: + - manifest + - fantastic + source: Stay Alive!, page 126 + level: 1d6 + 4 + form: Injection or potion + effect: | + Brings a dead person back to life for a limited time as an obsessed creature called a revenant. The cypher can + be used up to an hour before or after death (in anticipation of dying or in response to someone's death) and + requires up to an hour to take effect, at which time the creature recovers 1d6 + 6 points to its Pools. The + new revenant is usually obsessed with revenge on its killer or accomplishing one last task before truly dying + again. + + A revenant has all the abilities it had when it was alive, but all its actions are hindered. It has the same + appearance as before, except the wounds that killed it are still visible, and in general it has an unnatural + look. It does not need to eat, drink, or sleep, but it can still rest if it wants to (such as to make a + recovery roll). The revenant remains in this active state for one hour per cypher level, after which it dies + again and cannot be reanimated with this cypher. + - id: horror-cypher-silgarho-infusion + name: Silgarho Infusion + types: + - manifest + - fantastic + source: Stay Alive!, page 126 + level: 1d6 + form: Flask or injection + effect: | + Suffuses the user's body with a mixture of colloidal silver (sil), concentrated garlic (gar), and holy water + (ho), making the user repellent to most vampires, which usually have an aversion to one or more of these + materials. Vampire attacks with melee weapons against the user are hindered. Any PC vampire who attempts to + feed on the user gains no sustenance and must make a Might defense roll or feel nauseous and have all their + actions hindered for one minute. Any NPC vampire who attempts to feed on the user gains no sustenance and all + their actions are hindered for one minute. The cypher's effect persists in the user's body for one day (two + days if the cypher is level 4 or higher). + + If used directly against a vampire instead of being applied to a living creature, it affects the vampire as + silver, garlic, and holy water normally would. + note: | + Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called + argyria that turns skin purple or purple-grey. + - id: horror-cypher-unphantomed-limb + name: Unphantomed Limb + types: + - manifest + - fantastic + source: Stay Alive!, page 127 + level: 1d6 + form: Device, injection, or pill + effect: | + Gives a user who is missing a limb the ability to create a psychic construct in the form of a limb (two limbs + if the cypher level is 5 or higher) that takes the place of and functions like their missing limb (or + limbs). The unphantomed limb looks and acts like a typical healthy specimen of its kind, including having + fingerprints. However, its motion is controlled by the user's will rather than by muscles and nerves, so any + physical action the limb takes is an Intellect task instead of a Might or Speed task; for example, a melee + attack with the unphantomed limb is an Intellect task, and to apply Effort, the user must spend points from + their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb + lasts for one day per cypher level. + - id: horror-cypher-visage-scrutinizer + name: Visage Scrutinizer + types: + - manifest + - fantastic + source: Stay Alive!, page 127 + level: 1d6 + 2 + form: Device, crystal, injection, or pill + effect: | + Grants the user a heightened ability to see disguised people and creatures for what they really are. Tasks to + see through conventional disguises (makeup, prosthetics, wigs, and so on) are eased by three steps. If the + disguise is instead a comprehensive change like a full-body illusion, mental projection, or hologram, the user + automatically sees through it if the disguise's level is lower than the cypher's level. The cypher lasts for + one hour. + - id: horror-cypher-wolfsbane-potion + name: Wolfsbane Potion + types: + - manifest + - fantastic + source: Stay Alive!, page 127 + level: 1d6 + form: Flask or injection + effect: | + Suffuses the user's body with a mixture of colloidal silver and wolfsbane, making the user repellent to + werewolves (and similar werecreatures). Wolfsbane is poisonous, and using this cypher inflicts Speed damage + and Intellect damage equal to the cypher's level. Werewolf attacks with melee weapons against the user are + hindered. Any werewolf who attempts to feed on the user feels nauseous and all its actions are hindered for + ten minutes. The cypher's effect persists in the user's body for one day (two days if the cypher is level 4 + or higher). If used directly against a werewolf instead of being applied to a living creature, it hinders all + the werewolf's actions and stops it from regenerating for several minutes. + - id: ai-fashioned-manifest-cypher-ai-instance + name: AI Instance + types: + - manifest + - fantastic + source: Rust and Redemption, page 136 + level: 1d6 + 1 + effect: | + Installs an AI instance in an inert object. The instance persists for about a day. The AI's level is equal to + this cypher's level. The AI has the ability to understand and audibly synthesize nearly any language and can + provide answers to questions. The GM assigns a level to the question, so the more obscure the answer, the + higher its level. The instance can only answer questions equal to its level or less. Generally, knowledge that + could be found by looking somewhere other than the current location is level 1 or higher, and obscure + knowledge of the past is level 7. Gaining knowledge of the future is impossible. If the AI answers a question + of level 5 or higher, the instance's existence terminates. Alternatively, the AI can be used to engage another + AI in the area, distracting it from taking direct actions for a number of minutes equal to this cypher's + level. After this interval, the instance's existence terminates. + - id: scavenger-subtle-cypher-ammunition + name: Ammunition + types: + - subtle + source: Rust and Redemption, page 133 + level: 1d6 + 1 + effect: | + The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no one has + a firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are + found. + - id: ai-fashioned-manifest-cypher-armor-breach + name: Armor Breach + types: + - manifest + - fantastic + source: Rust and Redemption, page 136 + level: 1d6 + effect: | + A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech + for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). + While coated, an object temporarily moves one step down the object damage track (or two steps down if the + cypher is level 5 or 6). + - id: scavenger-subtle-cypher-construction-supply + name: Construction Supply + types: + - subtle + source: Rust and Redemption, page 133 + level: 1d6 + 1 + effect: | + One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can + choose which item they obtain. The right component or substance for the job provides an asset to related + tasks. + effect-roll-type: d6 + effect-roll-values: + - min-roll: 1 + value: Glue, wood, ceramic, or super + - min-roll: 2 + value: Epoxy, metal welding + - min-roll: 3 + value: Nails, screws, fasteners + - min-roll: 4 + value: Electrician's tape + - min-roll: 5 + max-roll: 6 + value: Duct tape + - id: ai-fashioned-manifest-cypher-data-wipe + name: Data Wipe + types: + - manifest + - fantastic + source: Rust and Redemption, page 136 + level: 1d6 + 2 + effect: | + A successfully targeted AI instance within short range whose level is equal to or less than this cypher's + level is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success + means the instance is permanently wiped from the hardware (or wetware, if installed on a living creature). + - id: ai-fashioned-manifest-cypher-denature-nanotech + name: Denature Nanotech + types: + - manifest + - fantastic + source: Rust and Redemption, page 137 + level: 1d6 + 3 + effect: | + Coats a short area surrounding the user, or adjacent to the user, with a nearly invisible film of nanotech + that lasts for years. The first time anyone attempts to use a nanotech-based cypher, ability, or other effect + in the affected area whose level is less than this cypher's level, that use is suppressed and fails. Once one + effect is suppressed, the denaturing effect is expended. The cypher instead can be used to end one ongoing + nanotech effect of the cypher's level or less in a short area, but the user must succeed on an Intellect + attack roll against the level of the effect or the target creating the effect. For instance, if this cypher is + successfully used against a creature genetically engineered by nanotech, the creature would become so much + inert biological matter. + - id: ai-fashioned-manifest-cypher-detonation-prion + name: Detonation (Prion) + types: + - manifest + - fantastic + source: Rust and Redemption, page 137 + level: 1d6 + 2 + effect: | + Projects a small physical explosive up to a long distance away that bursts in an immediate radius, inflicting + damage equal to the cypher's level. On a hit, the living tissue of targets whose level is less than the + cypher's level begins to unravel due to a prion-unfolding chain reaction. These targets take damage equal to + the cypher's level on the first round, then 1 point of damage each subsequent round until only so much cloudy + pink fluid remains. PCs can make a Might defense roll each round to end the effect; two successful defense + rolls end the chain reaction. NPCs whose level is equal to or higher than the cypher's level take damage from + the cypher for only one round. + - id: ai-fashioned-manifest-cypher-disassembler + name: Disassembler + types: + - manifest + - fantastic + source: Rust and Redemption, page 137 + level: 1d6 + 1 + effect: | + Recycles waste or other unwanted material by breaking it down to constituent atoms and molecules. If used + destructively, this cypher can disassemble an object within immediate range whose level is equal to or less + than the cypher's level that fits into a 10-foot (3.5 m) cube, or it can create a cavity of the same volume in + a larger object whose level is less than the cypher's level. If used as a weapon against creatures, the cypher + can be hurled a short distance like a detonation, inflicting damage equal to the cypher's level in an + immediate area and reducing the effectiveness of any Armor worn by targets by 1. + - id: ai-fashioned-manifest-cypher-disassembler-ephemeral + name: Disassembler, Ephemeral + types: + - manifest + - fantastic + source: Rust and Redemption, page 137 + level: 1d6 + 2 + effect: | + An object or creature whose level is equal to or less than this cypher's level within immediate range is + temporarily disassembled into its component atoms and molecules. The disassembly lasts for up to ten hours or + until a time specified by the user, whichever occurs first. When the effect ends, the object or creature is + reassembled over the course of one round at the location where it was disassembled (or at the location the + fine "dust" of its disassembly was moved to). A Speed attack roll is necessary to affect an unwilling + target. PCs can make a Might defense roll to resist being disassembled. + - id: scavenger-subtle-cypher-edible-food + name: Edible Food + types: + - subtle + source: Rust and Redemption, page 133 + level: 1d6 + 1 + effect: | + One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can + choose which item they obtain. Food obtained is enough to feed one adult for one day, or if coffee is + discovered, about a gallon (4 L). + effect-roll-type: d100 + effect-roll-values: + - min-roll: 1 + max-roll: 3 + value: Baby food, jarred + - min-roll: 4 + max-roll: 6 + value: Beans, canned + - min-roll: 7 + max-roll: 8 + value: Beans, dehydrated + - min-roll: 9 + max-roll: 12 + value: Bouillon cubes + - min-roll: 13 + max-roll: 14 + value: Canned pasta + - min-roll: 15 + max-roll: 16 + value: Cereal, breakfast + - min-roll: 17 + max-roll: 18 + value: Cheese in wax + - min-roll: 19 + max-roll: 20 + value: Chocolate, dark + - min-roll: 21 + max-roll: 22 + value: Coffee, instant + - min-roll: 23 + value: Eggs, fresh + - min-roll: 24 + value: Eggs, powdered + - min-roll: 25 + max-roll: 26 + value: Energy bar + - min-roll: 27 + max-roll: 28 + value: Fruit, canned + - min-roll: 29 + max-roll: 30 + value: Fruit, dried + - min-roll: 31 + max-roll: 34 + value: Fruit, fresh + - min-roll: 35 + max-roll: 40 + value: Honey + - min-roll: 41 + max-roll: 42 + value: Mayonnaise + - min-roll: 43 + max-roll: 44 + value: Meat, canned + - min-roll: 45 + max-roll: 47 + value: Milk, powdered + - min-roll: 48 + max-roll: 50 + value: Nuts + - min-roll: 51 + max-roll: 53 + value: Oatmeal + - min-roll: 54 + max-roll: 56 + value: Pasta, dried + - min-roll: 57 + max-roll: 58 + value: Pet food, canned + - min-roll: 59 + max-roll: 62 + value: Rice, dried + - min-roll: 63 + max-roll: 72 + value: Snack bag, dried chips, candy, etc. + - min-roll: 73 + max-roll: 83 + value: Sugar, bulk + - min-roll: 84 + max-roll: 97 + value: Vegetables, canned + - min-roll: 98 + max-roll: 100 + value: Vegetables, fresh + - id: ai-fashioned-manifest-cypher-fabricator-civil + name: Fabricator, Civil + types: + - manifest + - fantastic + source: Rust and Redemption, page 137 + level: 1d6 + 1 + effect: | + Assembles a specified object whose level is equal to the cypher's level. Once created, the object is permanent + until destroyed. A civil fabricator can build one object on the Additional Post-Apocalyptic Equipment table + (or another equipment table in the Cypher System Rulebook) that falls into the "other items" category—no + weapons or armor. The user chooses which item to fabricate by speaking aloud the name of the item they want as + they activate the cypher. The higher the cypher level, the more expensive an item the fabricator can create, + as follows: Level 2 cyphers can fabricate inexpensive items, cyphers of level 3 or higher can fab inexpensive + and moderately priced items, cyphers of level 6 or higher can fab up to expensive items, and level 7 cyphers + can fab up to very expensive items. + + A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures. + note: | + This edition of the CSRD corrects a suspected misprint where the civil fabricator's cypher level effects were + desribed as "or less" instead of "or higher". + - id: ai-fashioned-manifest-cypher-fabricator-military + name: Fabricator, Military + types: + - manifest + - fantastic + source: Rust and Redemption, page 138 + level: 1d6 + 1 + effect: | + A military fabricator cypher functions like a civil fabricator; however, it can be used to create armor or + weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of + fabbed ammunition. + - id: scavenger-subtle-cypher-firearm + name: Firearm + types: + - subtle + source: Rust and Redemption, page 134 + level: 1d6 + 1 + effect: | + One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can + choose which item they obtain. A firearm is usually found with about ten bullets or shells (or crossbow + bolts). The discovered firearm works, but it is damaged and has a GM intrusion range of 1–3 on a d20. In + addition to any other effect of a GM intrusion, the firearm breaks (but could be repaired). + effect-roll-type: d10 + effect-roll-values: + - min-roll: 1 + value: Handgun (light, short range) + - min-roll: 2 + value: Light crossbow (medium, long range) + - min-roll: 3 + value: Handgun (medium, long range) + - min-roll: 4 + value: Heavy crossbow (heavy, long range) + - min-roll: 5 + value: Rifle (medium, long range) + - min-roll: 6 + value: Shotgun (heavy, immediate range) + - min-roll: 7 + value: Handgun, big (heavy, long range) + - min-roll: 8 + value: Assault rifle (heavy, rapid-fire, long range) + - min-roll: 9 + value: Heavy rifle (heavy, very long range) + - min-roll: 10 + value: Submachine gun (medium, rapid-fire, short range) + - id: scavenger-subtle-cypher-first-aid + name: First Aid + types: + - subtle + source: Rust and Redemption, page 134 + level: 1d6 + 1 + effect: | + The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If the + cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted. + - id: scavenger-subtle-cypher-how-to-manual + name: How-to Manual + types: + - subtle + source: Rust and Redemption, page 134 + level: 1d6 + 1 + effect: | + One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can + choose which item they obtain. If the manual is studied for about an hour, the character gains an asset to a + related knowledge task. + effect-roll-type: d10 + effect-roll-values: + - min-roll: 1 + value: Plumbing + - min-roll: 2 + value: Electronics + - min-roll: 3 + value: Gardening + - min-roll: 4 + value: Farming + - min-roll: 5 + value: Civil engineering + - min-roll: 6 + value: Robotics + - min-roll: 7 + value: Health + - min-roll: 8 + value: Renewables (solar, wind) + - min-roll: 9 + value: Smithcraft + - min-roll: 10 + value: Chemistry + - id: scavenger-subtle-cypher-medicine + name: Medicine + types: + - subtle + source: Rust and Redemption, page 134 + level: 1d6 + 1 + effect: | + One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can + choose which item they obtain. The right medicine vanquishes (or treats the symptoms of) an eligible disease + or illness. Other medicines are preventative. + effect-roll-type: d20 + effect-roll-values: + - min-roll: 1 + value: Radiation sickness (iodine tablets) + - min-roll: 2 + value: Hypothyroidism + - min-roll: 3 + value: Diabetes + - min-roll: 4 + value: High blood pressure + - min-roll: 5 + value: Depression and anxiety + - min-roll: 6 + value: Heart and artery condition + - min-roll: 7 + value: High cholesterol + - min-roll: 8 + value: Bacterial infection + - min-roll: 9 + value: Lung issues + - min-roll: 10 + value: Seizures + - min-roll: 11 + value: Asthma + - min-roll: 12 + value: Arthritis + - min-roll: 13 + value: Degenerative nerve condition + - min-roll: 14 + value: Cancer + - min-roll: 15 + value: Pregnancy prevention/termination + - min-roll: 16 + value: Gender dysmorphia + - min-roll: 17 + value: Enlarged prostate + - min-roll: 18 + value: Ulcers + - min-roll: 19 + value: Acid reflux + - min-roll: 20 + value: Blood clots + special: | + A character who suffers from one of these medical conditions, without treatment, descends one step on the + damage track every month or so. + - id: scavenger-subtle-cypher-melee-weapon + name: Melee Weapon + types: + - subtle + source: Rust and Redemption, page 135 + level: 1d6 + 1 + effect: | + One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can + choose which item they obtain. + effect-roll-type: d10 + effect-roll-values: + - min-roll: 1 + value: Sap/blackjack (light) + - min-roll: 2 + value: Hand axe (light) + - min-roll: 3 + value: Hunting/combat knife (light) + - min-roll: 4 + value: Brass knuckles (light weapon, deals 3 points of damage) + - min-roll: 5 + value: Axe (medium) + - min-roll: 6 + value: Baseball bat (medium) + - min-roll: 7 + value: Baton (medium) + - min-roll: 8 + value: Saber/machete (medium) + - min-roll: 9 + value: Bow (medium) + - min-roll: 10 + value: Pickaxe (heavy) + - id: scavenger-subtle-cypher-potable-liquid + name: Potable Liquid + types: + - subtle + source: Rust and Redemption, page 135 + level: 1d6 + 1 + effect: | + One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can + choose which item they obtain. Water obtained is enough to hydrate one adult for one day. + effect-roll-type: d10 + effect-roll-values: + - min-roll: 1 + value: Milk, fresh + - min-roll: 2 + max-roll: 3 + value: Milk, bottled/canned + - min-roll: 4 + max-roll: 5 + value: Soda, can + - min-roll: 6 + max-roll: 7 + value: Liquor + - min-roll: 8 + max-roll: 9 + value: Water, bottled or canned + - min-roll: 10 + value: Wine + - id: ai-fashioned-manifest-cypher-smartdust + name: Smartdust + types: + - manifest + - fantastic + source: Rust and Redemption, page 137 + level: 1d6 + 2 + effect: | + Coats an area up to a short distance in diameter with a nearly invisible film of nanotech that lasts for a + number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the + vibrations of any activity that occurs in that location no matter how far they are from it. + - id: scavenger-subtle-cypher-transport + name: Transport + types: + - subtle + source: Rust and Redemption, page 135 + level: 1d6 + 1 + effect: | + One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can + choose which item they obtain. + effect-roll-type: d10 + effect-roll-values: + - min-roll: 1 + value: Roller skates + - min-roll: 2 + value: Inline skates + - min-roll: 3 + value: Skateboard + - min-roll: 4 + max-roll: 6 + value: Bicycle + - min-roll: 7 + value: Moped/scooter, gas or electric + - min-roll: 8 + value: Hang glider + - min-roll: 9 + value: Motorcycle, gas or electric + - min-roll: 10 + value: Two-wheeled, self-balancing personal transporter + - id: scavenger-subtle-cypher-useful-clothing + name: Useful Clothing + types: + - subtle + source: Rust and Redemption, page 135 + level: 1d6 + 1 + effect: | + One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can + choose which item they obtain. + effect-roll-type: d10 + effect-roll-values: + - min-roll: 1 + value: Cold-weather coat + - min-roll: 2 + value: Raincoat + - min-roll: 3 + value: Leather jacket (light armor) + - min-roll: 4 + value: Boots + - min-roll: 5 + value: Motorcycle leathers (light armor) + - min-roll: 6 + value: Kevlar vest (medium armor) + - min-roll: 7 + value: Lightweight body armor (medium armor, encumbers as light) + - min-roll: 8 + value: Riot gear (medium armor) + - min-roll: 9 + value: Military body armor (heavy armor) + - min-roll: 10 + value: Hazmat suit (light armor, +2 Armor against chemical and radiation damage) + - id: scavenger-subtle-cypher-useful-thing + name: Useful Thing + types: + - subtle + source: Rust and Redemption, page 135 + level: 1d6 + 1 + effect: | + One item from the Useful Stuff table is gained; roll randomly. If the cypher's level is 6 or higher, the + character can choose which item they obtain from the table. + - id: scavenger-subtle-cypher-useful-tool + name: Useful Tool + types: + - subtle + source: Rust and Redemption, page 135 + level: 1d6 + 1 + effect: | + One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can + choose which item they obtain. The right tool or tools for the job provide an asset to related tasks. + effect-roll-type: d20 + effect-roll-values: + - min-roll: 1 + value: Manual drill + - min-roll: 2 + value: Hammer + - min-roll: 3 + value: Chainsaw, gas or electric + - min-roll: 4 + value: Lever hoist + - min-roll: 5 + value: Screwdriver + - min-roll: 6 + value: Saw + - min-roll: 7 + value: Pliers + - min-roll: 8 + value: Wrench + - min-roll: 9 + value: Level + - min-roll: 10 + value: Tape measure + - min-roll: 11 + value: Crowbar + - min-roll: 12 + value: Drill, electric + - min-roll: 13 + value: Nail gun + - min-roll: 14 + value: Air compressor + - min-roll: 15 + value: Heat gun, electric + - min-roll: 16 + value: Scissors + - min-roll: 17 + value: Binoculars + - min-roll: 18 + value: Lighter + - min-roll: 19 + value: Can opener + - min-roll: 20 + value: Box of black markers + - id: fairy-tale-cypher-adderstone + name: Adderstone + types: + - manifest + - fantastic + source: We Are All Mad Here, page 77 + level: 1d6 + 3 + form: Stone with a hole in the middle + effect: | + For the next day, provides the character with one of the following benefits. Roll a d20 or choose from the + table. + + Adderstones are sometimes also called hagstones, seer stones, and holey stones. + + Beware false adderstones, which are made by enterprising swindlers who drill or carve a hole out of a regular + stone and attempt to pass it off as something more. + + If a character has no hair in which to tie an adderstone, perhaps they can "borrow" some from a friend, a + domesticated animal, or a foe. + effect-roll-type: d20 + effect-roll-values: + - min-roll: 1 + max-roll: 3 + value: | + When looking through the hole, the user gains an asset to seeing things that are normally invisible to the + eye, including doorways, beings, spirits, magical effects, and so on. + - min-roll: 4 + max-roll: 6 + value: | + When worn on the finger as a ring, wards off spirits of the dead (grants +1 Armor against attacks from + ghosts, haunts, and other spirits of the dead). + - min-roll: 7 + max-roll: 9 + value: | + When attached to physical armor, adds 1 to the Armor it provides (adds 2 to the Armor if the cypher is + level 6 or higher). + - min-roll: 10 + max-roll: 12 + value: When held in the mouth, protects against poisons (up to the level of the cypher). + - min-roll: 13 + max-roll: 15 + value: | + When placed on the finger of another with good intent, it adds 1 to the recovery rolls of both the user + and the wearer. + - min-roll: 16 + max-roll: 18 + value: | + When worn on a string around the neck, provides training in two noncombat skills of the user's choice that + they are not already trained in. + - min-roll: 19 + max-roll: 20 + value: When tied in the hair, eases all defense tasks against curses by two steps. + - id: fairy-tale-cypher-agate-eye + name: Agate Eye + types: + - manifest + - fantastic + source: We Are All Mad Here, page 77 + level: 1d6 + 2 + form: Striped stone that looks like a dragon's eye + effect: | + When ground up and added to food or drink, or applied to the skin, renders the user immune to poisons of the + cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the + user's system). + - id: fairy-tale-cypher-animated-wood + name: Animated Wood + types: + - manifest + - fantastic + source: We Are All Mad Here, page 77 + level: 1d6 + form: Chunk of pine, alder, or other wood imbued with magical properties + effect: | + Writing a word, such as "child," "horse," or "sword," on the wood causes it to become a living version of that + word. The living version is no bigger than 10 feet by 10 feet by 20 feet (3 m by 3 m by 6 m) and its level is + equal to the cypher level. It can make attacks or perform actions as commanded to the best of its abilities + and lasts for one hour per cypher level. Commanding it is not an action. + note: | + Once activated, animated wood is not an unthinking, docile being. It may, in fact, resist the user's commands + and attempt to take its own actions. Any actions it takes cannot be harmful to the user or the user's allies. + The user may attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks + against the animated wood are eased by two steps). + - id: fairy-tale-cypher-anywhere-door + name: Anywhere Door + types: + - manifest + - fantastic + source: We Are All Mad Here, page 78 + level: 1d6 + 3 + form: Chalk, pen, pencil, lipstick, or marker + effect: | + Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone + or anything that can discern the door can use it. Erasing the drawn line erases the door. + - id: fairy-tale-cypher-apple-of-discord + name: Apple of Discord + types: + - manifest + - fantastic + source: We Are All Mad Here, page 78 + level: 1d6 + 1 + form: Beautiful golden apple that catches the eye of all who see it + effect: | + When tossed up to a long distance away, it affects all foes in short range of the apple, causing them to + attempt to take it for themselves. Foes spend their next two actions doing nothing but fighting among + themselves for possession of the apple. + - id: fairy-tale-cypher-azure-dust + name: Azure Dust + types: + - manifest + - fantastic + source: We Are All Mad Here, page 78 + level: 1d6 + 1 + form: Handful of dust from the Fairy with the Turquoise Hair + effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue. + - id: fairy-tale-cypher-baba-yagas-spiced-cookie + name: Baba Yaga's Spiced Cookie + types: + - manifest + - fantastic + source: We Are All Mad Here, page 78 + level: 1d6 + form: Rye cookie flavored with spices and honey + effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour. + - id: fairy-tale-cypher-bellmans-map-of-the-ocean + name: Bellman's Map of the Ocean + types: + - manifest + - fantastic + source: We Are All Mad Here, page 78 + level: 1d6 + 2 + form: Blank sheet of paper rolled and tied with a hair tie + effect: | + When unrolled, convinces everyone within short range that the character holding the map knows far more than + they do. For the next ten minutes, affected beings look upon the map-holder as their leader or guide, will not + attack them, and generally will do as they ask (all social interactions with those affected are eased by two + steps). + - id: fairy-tale-cypher-beloveds-kiss + name: Beloved's Kiss + types: + - manifest + - fantastic + source: We Are All Mad Here, page 78 + level: 1d6 + 3 + form: Ruby red ring + effect: | + When pressed to the lips of a character, beloved's kiss prevents the occurrence of one specific condition of + the cypher level or lower. Additionally, it ends any such ongoing effect, if any, in the user's system. Roll a + d6 to determine the result. + effect-roll-type: d6 + effect-roll-values: + - min-roll: 1 + max-roll: 2 + value: Renders the character immune to poisons for one hour per cypher level (and ends any ongoing effects) + - min-roll: 3 + max-roll: 4 + value: Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) + - min-roll: 5 + max-roll: 6 + value: | + Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing + effects) + - id: fairy-tale-cypher-birds-nest-coronet + name: Bird's Nest Coronet + types: + - manifest + - fantastic + source: We Are All Mad Here, page 78 + level: 1d6 + 3 + form: Beautifully woven bird's nest + effect: | + When worn like a crown, the bird's nest creates an illusion over the wearer, making them appear like royalty. + Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social + interactions are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the + cypher's level. + - id: fairy-tale-cypher-blackbird-pie + name: Blackbird Pie + types: + - manifest + - fantastic + source: We Are All Mad Here, page 78 + level: 1d6 + form: Four-and-twenty blackbirds baked in a pie + effect: | + When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within + long range who hear the song are hindered on all tasks for ten minutes. + - id: fairy-tale-cypher-blood-pearl-blossom + name: Blood Pearl Blossom + types: + - manifest + - fantastic + source: We Are All Mad Here, page 79 + level: 1d6 + 4 + form: Rare blood-red flower with a beautiful pearl in its center + effect: | + When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can + take from one round to one day, depending on the level, severity, and type of curse. + - id: fairy-tale-cypher-bone-key + name: Bone Key + types: + - manifest + - fantastic + source: We Are All Mad Here, 79 + level: 1d6 + 2 + form: Human finger bone carved into a skeleton key + effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level. + - id: fairy-tale-cypher-bones-of-the-beloved + name: Bones of the Beloved + types: + - manifest + - fantastic + source: We Are All Mad Here, page 79 + level: 1d6 + 3 + form: Handful of ground bones + effect: | + When eaten, the bones begin a process of lowering the eater's apparent age. Over the next three days, the user + begins to look younger and younger, until they reach the appearance of someone no younger than their + mid-twenties. Their hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect + lasts for three days (five days if the cypher is level 6 or higher). This does not change the actual health or + age of the character. + - id: fairy-tale-cypher-bowl-of-porridge + name: Bowl of Porridge + types: + - manifest + - fantastic + source: We Are All Mad Here, page 79 + level: 1d6 + 3 + form: Just-right bowl of porridge + effect: | + Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from + the effects of cold for ten minutes. + - id: fairy-tale-cypher-cat-sidhe-medallion + name: Cat Sidhe Medallion + types: + - manifest + - fantastic + source: We Are All Mad Here, page 79 + level: 1d6 + 2 + form: Medallion in the shape of the white symbol on a cat sidhe's chest + effect: | + When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is + cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces. + - id: fairy-tale-cypher-cheshire-smile + name: Cheshire Smile + types: + - manifest + - fantastic + source: We Are All Mad Here, page 79 + level: 1d6 + form: Mischievous grin + effect: | + When hung in the air, the grin slowly transforms into a grey Cheshire Cat that seems to be made mostly of + smoke and shadow. It has huge blue eyes and an enormous grin. The cat acts as a creature (level equal to the + cypher's level) with a mind of its own, although it likely helps the person who activated the cypher. It + sticks around for ten minutes, and then fades away slowly, until even the original smile has disappeared. + - id: fairy-tale-cypher-coalhearts-beard-balm + name: Coalheart's Beard Balm + types: + - manifest + - fantastic + source: We Are All Mad Here, page 79 + level: 1d6 + form: Jar of balm + effect: | + When rubbed on the face, the balm grows into a long, golden beard in about ten minutes. When the user tugs + on their beard, it points them in the direction of valuable treasure, the location of which was previously + unknown to the user. If someone else cuts the beard before the treasure is found, it loses its power. After + the treasure is found, the beard remains. But once it is shaved or cut, it does not grow back. + note: | + Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the + world. + - id: fairy-tale-cypher-crocs-clock + name: Croc's Clock + types: + - manifest + - fantastic + source: We Are All Mad Here, page 80 + level: 1d6 + form: Tiny ticking clock, no bigger than a thumbnail + effect: | + When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone + within long range to its presence for one day. + - id: fairy-tale-cypher-crown-jewel + name: Crown Jewel + types: + - manifest + - fantastic + source: We Are All Mad Here, page 80 + level: 1d6 + 2 + form: Shining jewel from a royal crown + effect: | + When attached to an item such as a weapon, shield, armor, cypher, or artifact, creates an exact duplicate of + the item. The duplicate works just like the original and lasts for ten minutes or until it naturally + depletes (whichever comes first). + - id: fairy-tale-cypher-dame-trots-cat + name: Dame Trot's Cat + types: + - manifest + - fantastic + source: We Are All Mad Here, page 80 + level: 1d6 + 3 + form: Statue of a cat + effect: | + When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the + next time it senses danger. The cat's level is equal to the cypher level. + - id: fairy-tale-cypher-darning-needle + name: Darning Needle + types: + - manifest + - fantastic + source: We Are All Mad Here, page 80 + level: 1d6 + form: Needle with a large eye + effect: | + When activated, grows into a larger version of itself that acts as a medium weapon. It inflicts 4 points of + damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of + hours equal to the cypher's level. + - id: fairy-tale-cypher-dead-water + name: Dead Water + types: + - manifest + - fantastic + source: We Are All Mad Here, page 80 + level: 1d6 + 3 + form: Vial, pot, or jar of black liquid + effect: | + Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum + Might Pool. + - id: fairy-tale-cypher-deathless + name: Deathless + types: + - manifest + - fantastic + source: We Are All Mad Here, page 80 + level: 1d6 + 3 + form: Needle inside an egg + effect: | + When a character places their soul inside the needle and places the needle inside the egg, they are + protected from their next death. When the character dies, they return to life on the next round, with all of + their Pools full. + + Using the deathless does not protect the character from taking damage or moving down the damage + track. Placing the soul and returning to life are actions. Once the cypher holds the user's soul, it no + longer counts against their cypher limit. + note: | + If someone gets a hold of another person's soul, they have a great deal of power over that person (such as + easing all actions against them by three steps). Those who use a deathless should ensure that it's well + hidden and well protected. + - id: fairy-tale-cypher-deaths-candle + name: Death's Candle + types: + - manifest + - fantastic + source: We Are All Mad Here, page 80 + level: 1d6 + 4 + form: Small, half-burnt black candle + effect: | + Once the candle is lit, it burns for a number of rounds equal to the cypher's level. During that time, the + user who lit it is protected from death or being moved down the damage track. While the candle burns, if the + character would normally die, they do not and instead reject all damage. For example, if a character has 5 + points left in their last Pool, and a foe inflicts 5 points of damage on them, putting all their Pools at 0, + the user takes no damage. However, if a foe inflicts 4 points of damage, which is not enough to kill the + user, the user takes the 4 points of damage. + - id: fairy-tale-cypher-deaths-messengers + name: Death's Messengers + types: + - manifest + - fantastic + source: We Are All Mad Here, page 80 + level: 1d6 + 2 + form: Bottle, vial, or box filled with three wisps of dark smoke + effect: | + The three smoke wisps wrap around a creature within close range, causing them to feel dizzy, experience + ringing in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal + to the cypher's level (each round). + note: The words "immediate" and "close" can be used interchangeably to talk about distance. + - id: fairy-tale-cypher-diadem-of-death + name: Diadem of Death + types: + - manifest + - fantastic + source: We Are All Mad Here, page 81 + level: 1d6 + 4 + form: Crown made of feathers, bits of bone, burnt hair, and old teeth + effect: | + When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts + damage equal to its level. + - id: fairy-tale-cypher-dragons-blood + name: Dragon's Blood + types: + - manifest + - fantastic + source: We Are All Mad Here, page 81 + level: 1d6 + 4 + form: Powdered dragon's blood + effect: When mixed with liquid and painted on a living being, grants one of the following effects for a day. + effect-roll-type: d6 + effect-roll-values: + - min-roll: 1 + max-roll: 2 + value: +2 to Armor + - min-roll: 3 + max-roll: 4 + value: Asset to all tasks involving magic + - min-roll: 5 + max-roll: 6 + value: Asset to all tasks involving romance, sex, and fertility + - id: fairy-tale-cypher-dragons-teeth + name: Dragon's Teeth + types: + - manifest + - fantastic + source: We Are All Mad Here, page 81 + level: 1d6 + form: Handful of dragon's teeth + effect: | + When planted, the dragon's teeth grow into three fully armed warriors. The warriors can understand the + verbal commands of the person who planted them. Once they are grown, commanding them is not an action. They + can make attacks and perform actions to the best of their abilities. The warriors can never go farther than + long range from the character who planted them. + + Planting the teeth is an action. It takes two rounds for the teeth to grow into warriors. The warriors last + for one hour per cypher level. + note: Warriors: level 3; Armor 1; swords inflict 3 points of damage + - id: fairy-tale-cypher-dressmaking-nut + name: Dressmaking Nut + types: + - manifest + - fantastic + source: We Are All Mad Here, page 81 + level: 1d6 + 2 + form: Walnut or other shelled nut, with hinges and a clasp + effect: | + The nut opens to reveal a stunning and spectacular ballgown, evening dress, or tuxedo. The outfit is the + perfect size, shape, style, and color for the person who wishes to wear it. While worn, the outfit eases all + tasks involving charm, persuasion, and etiquette for one hour. After that, the outfit may still be worn, but + no longer offers any benefits. + note: Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits. + - id: fairy-tale-cypher-drink-me + name: Drink Me + types: + - manifest + - fantastic + source: We Are All Mad Here, page 81 + level: 1d6 + form: Liquid inside a glass bottle with a paper label that says "DRINK ME" + effect: | + Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can + find another way to change their size (such as with an eat me). + - id: fairy-tale-cypher-dust-of-the-dreamer + name: Dust of the Dreamer + types: + - manifest + - fantastic + source: We Are All Mad Here, page 81 + level: 1d6 + form: Pouch of very fine, rainbow-hued dust + effect: | + When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single + action. This does not use up any of their recovery rolls. + - id: fairy-tale-cypher-eat-me + name: Eat Me + types: + - manifest + - fantastic + source: We Are All Mad Here, page 81 + level: 1d6 + form: Very small cake with the words "EAT ME" written on it in currants + effect: | + Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find + another way to change their size (such as with a drink me). + - id: fairy-tale-cypher-emperors-new-clothes + name: Emperor's New Clothes + types: + - manifest + - fantastic + source: We Are All Mad Here, page 82 + level: 1d6 + form: Magical thread sewn onto armor + effect: | + For the next day, the armor the thread is attached to is invisible, making the wearer appear to be + unarmored. + - id: fairy-tale-cypher-fairy-cup + name: Fairy Cup + types: + - manifest + - fantastic + source: We Are All Mad Here, page 82 + level: 1d6 + 1 + form: Decorated vessel made of precious materials + effect: | + When the cup is buried in the ground, it grants the person who buried it protection. They gain +2 Armor + against all physical and mental attacks for one day. + note: | + It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who + offer protection by way of thanks. + - id: fairy-tale-cypher-false-grandmother + name: False Grandmother + types: + - manifest + - fantastic + source: We Are All Mad Here, page 82 + level: 1d6 + 2 + form: Pair of wire-rimmed glasses + effect: | + While wearing the glasses, the user designates one living creature that they can see. For the next ten + minutes per cypher level, the user is disguised as someone the designated creature knows well. The user has + no say in who that person is, but while the disguise is active, all interactions with the designated + creature are eased by two steps. The user can remove the glasses to look like themselves again before the + end of the duration. + - id: fairy-tale-cypher-fathers-betrayal + name: Father's Betrayal + types: + - manifest + - fantastic + source: We Are All Mad Here, page 82 + level: 1d6 + 2 + form: Small stone shaped like a heart + effect: | + For the next ten minutes, a creature that the user can see is banished from an area 30 feet by 30 feet (9 m + by 9 m) around the user. If the creature is within that area when the cypher is activated, they are knocked + outside the area and are dazed for one round, hindering their next action. + - id: fairy-tale-cypher-flaming-arrow + name: Flaming Arrow + types: + - manifest + - fantastic + source: We Are All Mad Here, page 82 + level: 1d6 + 2 + form: Arrow with a silver-white shaft, golden head, and fletching of peacock feathers + effect: | + The arrow explodes into flame when it strikes something, inflicting its level in damage to all within + immediate range. + - id: fairy-tale-cypher-flowers-for-grandmother + name: Flowers for Grandmother + types: + - manifest + - fantastic + source: We Are All Mad Here, page 82 + level: 1d6 + 2 + form: Fresh-picked bouquet of flowers tied with a red ribbon + effect: | + Giving the flowers to someone else provides both the recipient and the giver an asset in defense against + damage of a specified kind for one hour. Roll a d6 to determine the effect. + effect-roll-type: d6 + effect-roll-values: + - min-roll: 1 + value: Curses + - min-roll: 2 + value: Fire/heat + - min-roll: 3 + value: Ice/cold + - min-roll: 4 + value: Poison + - min-roll: 5 + value: Intellect + - min-roll: 6 + value: Slashing and piercing + - id: fairy-tale-cypher-forget-me-knot + name: Forget-Me-Knot + types: + - manifest + - fantastic + source: We Are All Mad Here, page 82 + level: 1d6 + 3 + form: Length of magical rope + effect: | + Knotting the rope together to form a loop allows the user to capture a memory from their past. They don't + lose the memory when capturing it with the forget-me-knot. When the user unties the loop, everyone in close + range spends one round doing nothing but experiencing the memory as if it were their own. If the memory is + particularly sad, loving, scary, and so on, all affected beings likely spend an additional round dealing + with the emotional impacts of that memory. Capturing the memory is an action, as is untying the loop. + note: The words "immediate" and "close" can be used interchangeably to talk about distance. + - id: fairy-tale-cypher-genies-handkerchief + name: Genie's Handkerchief + types: + - manifest + - fantastic + source: We Are All Mad Here, page 82 + level: 1d6 + 3 + form: Extremely large handkerchief with one corner coated in mercury + effect: | + Rubbing the cloth over a wound heals the wound (restores all points to the character's Pools), but also uses + up one recovery roll for the day. + note: | + Genie's handkerchiefs come in many colors and materials. Some people find that after their magic is used up, + they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its drawbacks. + - id: fairy-tale-cypher-gilded-shell + name: Gilded Shell + types: + - manifest + - fantastic + source: We Are All Mad Here, page 83 + level: 1d6 + form: Golden snail shell + effect: | + When blown into softly, the shell expands into a simple structure with a front door and walls that let in a + soft light. From inside the structure, it's about 10 feet by 10 feet by 20 feet (3 m by 3 m by 6 m). From + the outside, the shell continues to look exactly the way it did before, in both size and shape, making it + difficult for others to notice. Once expanded, the structure is permanent and immobile. + - id: fairy-tale-cypher-gingerbread-man + name: Gingerbread Man + types: + - manifest + - fantastic + source: We Are All Mad Here, page 83 + level: 1d6 + form: Gingerbread cookie in the shape of a human, lavishly decorated + effect: After eating the cookie, the user has training in Speed defense for the next day. + - id: fairy-tale-cypher-godfathers-picture-book + name: Godfather's Picture Book + types: + - manifest + - fantastic + source: We Are All Mad Here, page 83 + level: 1d6 + 2 + form: Large book full of tales + effect: | + When someone flips through the pages quickly, time is altered. If the user flips through the book forward, + time jumps forward. Flip backward and time jumps backward. Moving time forward gives the user an additional + action on their turn. Moving it backward allows them to retry their previous action. After the book is used + this way once, it becomes a regular book and does not count against the character's cypher limit. + - id: fairy-tale-cypher-golden-beetle + name: Golden Beetle + types: + - manifest + - fantastic + source: We Are All Mad Here, page 83 + level: 1d6 + form: Golden scarab beetle + effect: | + When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies + within long range. + - id: fairy-tale-cypher-golden-vanity + name: Golden Vanity + types: + - manifest + - fantastic + source: We Are All Mad Here, page 83 + level: 1d6 + form: Golden vanity set in a small, sturdy box that includes a brush, comb, and mirror + effect: | + Each item may be used once and has a different effect: + + - *Golden brush*: Creates bristly terrain in an immediate area, which counts as difficult terrain. Golden + - *comb*: Creates jagged, toothy rocks in an immediate area, making it extremely painful to cross. + - *Characters within the area take 1 point of damage each round from the rocks. Golden mirror*: Turns into + - *a tall glass mountain 30 feet tall by 300 feet wide (9 m by 90 m). All climbing tasks are hindered, and a + - *fall from any height does 3 points of ambient damage (ignores Armor). + + The landscape effects are permanent. The golden vanity counts as a single cypher against the character's + cypher limit. When all three items have been used, it remains a functional vanity set but no longer holds + any magic. + - id: fairy-tale-cypher-green-spectacles + name: Green Spectacles + types: + - manifest + - fantastic + source: We Are All Mad Here, page 83 + level: 1d6 + form: Pair of glasses with bright green lenses + effect: | + Once activated, protects the wearer from being blinded or having their vision affected in other ways for one + day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were + daylight. + - id: fairy-tale-cypher-harts-heart + name: Hart's Heart + types: + - manifest + - fantastic + source: We Are All Mad Here, page 83 + level: 1d6 + 3 + form: Still-beating heart from a forest stag, kept in an ornate lined box + effect: | + When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, + or convince the recipient are eased by two steps. + - id: fairy-tale-cypher-heart-of-a-star + name: Heart of a Star + types: + - manifest + - fantastic + source: We Are All Mad Here, page 84 + level: 1d6 + form: Still-warm piece of a fallen star + effect: | + For the next ten minutes, when the user helps another character while holding the star, that character's + task is eased by an additional step. (If the user has an inability in the relevant skill, the other + character's task is still eased.) + - id: fairy-tale-cypher-hearts-tart + name: Heart's Tart + types: + - manifest + - fantastic + source: We Are All Mad Here, page 84 + level: 1d6 + 2 + form: Red tart in the shape of a heart + effect: | + When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative + for ten minutes. + - id: fairy-tale-cypher-hot-cross-buns + name: Hot Cross Buns + types: + - manifest + - fantastic + source: We Are All Mad Here, page 84 + level: 1d6 + form: Small spiced cake + effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool. + - id: fairy-tale-cypher-iron-bands-of-three + name: Iron Bands of Three + types: + - manifest + - fantastic + source: We Are All Mad Here, page 84 + level: 1d6 + 3 + form: Three flexible iron bands + effect: | + Wrapping the iron bands around the user's heart keeps it from breaking with trouble and anxiety. While + wearing the bands, the user automatically succeeds on their next three Intellect defense rolls against + anything that would make them feel sad, fearful, intimidated, and so on. Each time the cypher activates to + protect the user, one of the bands breaks. When all three bands are broken, the cypher is used up. + - id: fairy-tale-cypher-itsy-bitsy-spider + name: Itsy Bitsy Spider + types: + - manifest + - fantastic + source: We Are All Mad Here, page 84 + level: 1d6 + form: Tiny spider inside a jar, box, or thimble + effect: | + When released, the spider sets up a web in a nearby corner. For the next ten minutes, the web catches + thoughts, secrets, and information about the general area (up to about a square mile), including any + creatures, people, weather, or goings on. At the end of that time, the user can read the web, gaining + answers to a number of questions equal to the cypher's level. The questions must pertain to the area and + must be simple enough that the spider can answer them in three words or less. + - id: fairy-tale-cypher-jacks-candlestick + name: Jack's Candlestick + types: + - manifest + - fantastic + source: We Are All Mad Here, page 84 + level: 1d6 + 3 + form: Burning candlestick + effect: | + Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed + Pool. + - id: fairy-tale-cypher-jiminy-cricket + name: Jiminy Cricket + types: + - manifest + - fantastic + source: We Are All Mad Here, page 84 + level: 1d6 + form: Small wooden or metal cricket + effect: | + Allows the user to retry a task that they failed within the past minute, using the same difficulty and + modifiers. + - id: fairy-tale-cypher-the-key-of-knowing + name: The Key of Knowing + types: + - manifest + - fantastic + source: We Are All Mad Here, page 85 + level: 1d6 + 3 + form: Golden key that is permanently stained with blood + effect: | + When used to open a lock (of the cypher level or lower), grants the user the opportunity to ask three + yes-or-no questions about a person, place, or thing. The key answers to the best of its ability and + knowledge, and it does not attempt to lie or trick the user with its answer. + + After the key is used in this way, the blood disappears from its surface and the key refuses to open + anything (or speak) ever again. + - id: fairy-tale-cypher-knave-of-hearts + name: Knave of Hearts + types: + - manifest + - fantastic + source: We Are All Mad Here, page 85 + level: 1d6 + 2 + form: Playing card depicting an elegant knight + effect: | + Turns the user into the knight depicted on the card. They take on the appearance, voice, and mannerisms of + the knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect + lasts for ten minutes per cypher level. + - id: fairy-tale-cypher-lions-courage + name: Lion's Courage + types: + - manifest + - fantastic + source: We Are All Mad Here, page 85 + level: 1d6 + 1 + form: Small medallion with the word "COURAGE" inscribed upon it. + effect: | + When activated, grants the user additional courage in the face of fear. For ten minutes per cypher level, + any time the user is attacked and they attempt to make an attack on their next action, that attack is eased + and they inflict +1 point of damage. + - id: fairy-tale-cypher-living-water + name: Living Water + types: + - manifest + - fantastic + source: We Are All Mad Here, page 85 + level: 1d6 + 3 + form: Vial, pot, or jar of liquid + effect: | + Removes any ongoing damage, lasting damage, or permanent damage the character has. However, the character + has a permanent 3-point reduction in their maximum Might Pool. + + When dead water and living water cyphers are used together, a dead character can be brought back to life + without any permanent reductions of their Might Pool. + - id: fairy-tale-cypher-magic-beans + name: Magic Beans + types: + - manifest + - fantastic + source: We Are All Mad Here, page 85 + level: 1d6 + 4 + form: Handful of magic beans + effect: | + When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the + beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task. + - id: fairy-tale-cypher-memorys-match + name: Memory's Match + types: + - manifest + - fantastic + source: We Are All Mad Here, page 85 + level: 1d6 + form: Matchbox with one match inside + effect: | + Lighting the match causes everyone nearby to see a vision that comforts them. Those who watch the vision in + the flame for one round feel rejuvenated and comforted. Anyone who makes a recovery roll in the next ten + minutes gains +3 to the roll. After that, anyone who watched the vision but didn't make a recovery roll + takes 3 points of Intellect damage (ignores Armor). + - id: fairy-tale-cypher-mermaid-tear + name: Mermaid Tear + types: + - manifest + - fantastic + source: We Are All Mad Here, page 85 + level: 1d6 + 2 + form: Tear-shaped drop of sea glass + effect: | + When swallowed, fills the user with an overwhelming sense of sadness. The user takes 1 point of Intellect + damage, but gains an asset on any tasks involving water for the next ten minutes. The task must involve + water in a significant way (for example, swinging a sword while it's raining likely doesn't count, but + crying as part of an attempt to persuade someone, casting a magic spell involving water, or using a pool to + scry would all be appropriate). + - id: fairy-tale-cypher-neverlost + name: Neverlost + types: + - manifest + - fantastic + source: We Are All Mad Here, page 85 + level: 1d6 + form: Bag of bread crumbs, pebbles, or candy + effect: | + When dropped along a path or trail, the items become invisible to everyone except the user and any allies + the user designates. The items last for one day per cypher level and can be seen by the user and their + allies, even in complete darkness. + - id: fairy-tale-cypher-nonsensical-poem + name: Nonsensical Poem + types: + - manifest + - fantastic + source: We Are All Mad Here, page 86 + level: 1d6 + 4 + form: Nonsense poem written in mirror writing + effect: | + Reading the poem aloud lets the user reverse one thing about their present situation for up to ten + minutes. Up becomes down. Gravity works the other way. A river flows backward. The sun shines at night. (The + player should work with the GM to come up with an appropriate and acceptable change.) + - id: fairy-tale-cypher-omniscient-bean + name: Omniscient Bean + types: + - manifest + - fantastic + source: We Are All Mad Here, page 86 + level: 1d6 + 2 + form: Magical bean made into a cake + effect: | + When eaten, the bean allows the user to tap into magic. They can ask the GM one question related to their + current task, location, or action and get a general answer. The GM assigns a level to the question, so the + more obscure the answer, the more difficult the task. Generally, knowledge that a PC could find by looking + somewhere other than their current location is level 1, and obscure knowledge of the past is level 7. The + cypher cannot provide an answer to a question above its level (which means it can't provide knowledge about + the future, since that is level 10). + - id: fairy-tale-cypher-pictureless-book + name: Pictureless Book + types: + - manifest + - fantastic + source: We Are All Mad Here, page 86 + level: 1d6 + form: Book without pictures + effect: | + Reading the book aloud for one round causes all who hear it within short range (except the user) to fall + into a deep sleep for one round. While they sleep, they have intense dreams and cannot take any other + actions. The dreams affect them in one of the following ways. + + Pictureless book affects NPCs' health instead of their Pools, either restoring them to full health or doing + 5 points of damage. + effect-roll-type: d6 + effect-roll-values: + - min-roll: 1 + max-roll: 2 + value: *Sweet dreams.* All dreaming characters have all of their Pools restored to full. + - min-roll: 3 + max-roll: 4 + value: *Nightmares.* All dreaming characters take 5 points of Intellect damage. + - min-roll: 5 + max-roll: 6 + value: | + *Dream world.* All dreaming characters enter a dream world, where they have an experience that causes + them to temporarily learn a noncombat skill of their choice for the rest of the day. + - id: fairy-tale-cypher-poison-for-your-daughter + name: Poison for Your Daughter + types: + - manifest + - fantastic + source: We Are All Mad Here, page 86 + level: 1d6 + 2 + form: Clear liquid that can be spread on any object, such as an apple, hair comb, or weapon + effect: | + The poison creates a specific reaction for one hour in a creature who uses the object. Roll d100 to + determine the reaction. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 1 + max-roll: 20 + value: | + *Sleep.* The creature falls into a deep, dreamless sleep. While sleeping, the creature cannot take any + actions, but is protected by a glass coffin that grants +2 Armor. The creature wakes if they are touched + by someone they love or if they take damage. + - min-roll: 21 + max-roll: 40 + value: | + *Disappear.* The creature becomes invisible to everyone and everything for a number of rounds equal to + the cypher level. During that time, they cannot be heard, felt, or sensed. + - min-roll: 41 + max-roll: 60 + value: | + *Alter.* The creature becomes physically altered until they are unrecognizable, even by their loved + ones. The alteration also affects their clothing, possessions, and any distinguishing characteristics or + mannerisms. + - min-roll: 61 + max-roll: 75 + value: | + *Lost.* The creature becomes deeply and frighteningly lost, even if they are in familiar surroundings + (such as their own bedroom). They do not recognize any landmarks, cannot find their way, and feel a deep + sense of panic. + - min-roll: 76 + max-roll: 85 + value: | + *Breathless.* The creature feels like they are unable to breathe, gulping air and short of + breath. Although they are not dying, they feel as though they are. All tasks are hindered. + - min-roll: 86 + max-roll: 95 + value: | + *Compulsion.* The creature becomes obsessed with a single task, unable to do anything else until they + achieve it. The task might be simple (picking the most beautiful rose from a garden) or complex + (knitting seven sweaters from nettles). All actions that don't contribute to completing the task are + hindered. + - min-roll: 96 + max-roll: 100 + value: | + *Dutiful.* The creature becomes much easier to interact with. All tasks to influence the poisoned + creature are eased by two steps. + - id: fairy-tale-cypher-poisoned-apple + name: Poisoned Apple + types: + - manifest + - fantastic + source: We Are All Mad Here, page 87 + level: 1d6 + 2 + form: Apple that is half white and half red + effect: | + Eating from the white half heals the user, restoring a number of points equal to the cypher's level to their + Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cypher's level. Each + half of the apple has the power to affect only one creature. + + Both halves of the apple can be used by the same or different people as long as it's done within a few + rounds of each other. However, in order for the cypher to take effect, the user must willingly take a + bite. It's impossible, for instance, to force-feed someone part of the apple and have the cypher activate. + - id: fairy-tale-cypher-poppet-damage + name: Poppet (Damage) + types: + - manifest + - fantastic + source: We Are All Mad Here, page 87 + level: 1d6 + 4 + form: Small figure made of cloth, stuffed with hair and bone + effect: | + Writing the name of an object or living being on the figure connects the figure with that object or being. + Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no + matter how far away it is. Writing the name and destroying the poppet are separate actions. + - id: fairy-tale-cypher-poppet-love + name: Poppet (Love) + types: + - manifest + - fantastic + source: We Are All Mad Here, page 87 + level: 1d6 + 2 + form: Small figure made of wax, adorned with flowers and herbs + effect: | + Giving the poppet to another living being in a short ceremony (usually simply saying the being's name and + making an offer of deep positive emotion) protects them from all harmful effects the next time they are + attacked. If the positive emotion is returned (such as between friends or lovers), the giver is also + protected. For example, the next time someone swings a sword, speaks a curse, or tries to poison the + creature, the attempt automatically fails, and if the creature were to slip near a deep pit, they would not + fall into it. Giving the poppet to another is an action. + - id: fairy-tale-cypher-poppet-prosperity + name: Poppet (Prosperity) + types: + - manifest + - fantastic + source: We Are All Mad Here, page 87 + level: 1d6 + 2 + form: Small figure made of cloth, stuffed with herbs and bits of wood + effect: | + Writing the name of an object or living being on the figure connects the figure with that object or being. + Dirtying, tearing, and damaging the poppet causes the connected being or object to appear destitute and poor + to all who see them. This effect lasts for a day. Writing the name and damaging the poppet are separate + actions. + - id: fairy-tale-cypher-poppet-silence + name: Poppet (Silence) + types: + - manifest + - fantastic + source: We Are All Mad Here, page 88 + level: 1d6 + 2 + form: Small figure carved from wood or stone, with an open mouth + effect: | + Stuffing the open mouth with something that belongs to a living being (such as hair, teeth, or fabric) + connects the figure to that being. For the following day, the being is unable to talk about, point to, see, + or otherwise engage with the person who activated the poppet. + - id: fairy-tale-cypher-powder-of-life + name: Powder of Life + types: + - manifest + - fantastic + source: We Are All Mad Here, page 88 + level: 1d6 + 3 + form: Bit of powder carried in a pepper box + effect: | + When sprinkled on an inanimate object, the powder brings it to life. The object doesn't change in any way—a + small cat made of glass remains a small cat made of glass—except that now it is alive. The living object + acts as a level 2 creature with a mind of its own. While it has an affinity or obligation for the one who + brought it to life, it doesn't obey commands. + note: | + Objects animated by the powder of life should have stats that represent their form and nature. For example, + a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a stuffed rabbit might be + level 3 for the purpose of Speed defense, hiding, and sneaking. + + Instructions for *Dr. Pipt's Incredible Powder of Life*: + + - Sprinkle lightly one dusting dose on static object to be brought to life. + - Raise left hand, little finger pointing upward, and say *"Weaugh!"* + - Raise right hand, thumb pointing upward, and say *"Teaugh!"* + - Raise both hands, fingers and thumbs spread wide, and say *"Peaugh!"* + - Try and keep a positive attitude! + - id: fairy-tale-cypher-princesss-pea + name: Princess's Pea + types: + - manifest + - fantastic + source: We Are All Mad Here, page 88 + level: 1d6 + 3 + form: Dried pea that was previously slept on + effect: | + For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, + false claims, and other such tricks (for all senses) for what they are. + - id: fairy-tale-cypher-rabbit-hole + name: Rabbit Hole + types: + - manifest + - fantastic + source: We Are All Mad Here, page 88 + level: 1d6 + form: Pocket watch with an empty face + effect: | + Laying the pocket watch facedown on the ground creates a rabbit hole that goes directly to a place that the + user states. The user must have previously been to the stated place, and must enter the rabbit hole before + anyone else, ideally by jumping in feet first. The hole grows to the appropriate size to accommodate the + user and anyone traveling with them. Travel inside the hole is not instantaneous, but it is very fast, + taking no more than a minute and feeling very much like riding a long, winding slide. + + The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere + else) by again jumping in feet-first. + - id: fairy-tale-cypher-rapunzel-leaf + name: Rapunzel Leaf + types: + - manifest + - fantastic + source: We Are All Mad Here, page 88 + level: 1d6 + 3 + form: Small green leaf from a rapunzel plant + effect: | + After being buried beneath a rock, the rapunzel leaf begins to grow into a stone tower that stands 100 feet + (30 m) tall. The tower, which takes ten minutes to fully form, has a large number of windows but only one + exterior door, which can be unlocked only by the user. + + The tower's level is equal to the cypher level, and the structure is permanent and immobile. + - id: fairy-tale-cypher-rose-of-red + name: Rose of Red + types: + - manifest + - fantastic + source: We Are All Mad Here, page 88 + level: 1d6 + 1 + form: Big, beautiful crimson rose in full bloom + effect: | + Pricking a finger on the rose's thorns causes the user to bleed a single drop of blood. When flung into the + air, the blood becomes a large red bird that flies toward a chosen target up to a long distance away. When + it arrives, it bursts in an immediate radius, inflicting Intellect damage equal to the cypher level. The + burst spawns 1d6 additional birds; in the next round, each one flies to a random spot within short range and + explodes in an immediate radius, inflicting damage equal to the cypher level. + - id: fairy-tale-cypher-shadow-soap + name: Shadow Soap + types: + - manifest + - fantastic + source: We Are All Mad Here, page 88 + level: 4 + form: Small piece of soap + effect: | + When rubbed on your visible shadow, causes it to separate from yourself. + + The shadow acts as a level 4 creature under the user's control for one hour (or until there is no + light). The shadow is two-dimensional and insubstantial, and when sneaking, hiding, and avoiding detection, + it acts as a level 7 creature. When the effect ends, the shadow (usually) returns to the user. + note: | + Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to + return. + - id: fairy-tale-cypher-shard-of-the-moon + name: Shard of the Moon + types: + - manifest + - fantastic + source: We Are All Mad Here, page 89 + level: 1d6 + 2 + form: Tiny sliver of the moon + effect: | + Glows softly for ten minutes, drawing all moon-loving creatures (such as moths, moon hares, and werewolves) + within long range. For as long as the effect lasts, any attracted creatures will not attack the user or + their allies. The user can converse with the creatures and ask them questions, which the creatures will + answer to the best of their ability, but always within their nature (so a trickster will still answer as a + trickster would, for example). + - id: fairy-tale-cypher-shining-knife + name: Shining Knife + types: + - manifest + - fantastic + source: We Are All Mad Here, page 89 + level: 1d6 + 3 + form: Shining knife + effect: | + When stuck into an object, such as a tree or the side of a house, the knife connects the wielder and someone + they choose. If one of them wants to know how the other is faring, all they have to do is return to the spot + where the knife is stuck. If both are faring well, the knife shines bright gold. If harm has come to one, + the knife is dull and rusted. + - id: fairy-tale-cypher-silver-slippers + name: Silver Slippers + types: + - manifest + - fantastic + source: We Are All Mad Here, page 89 + level: 1d6 + 2 + form: Silver shoes, ruby slippers, or red boots + effect: | + When the wearer speaks aloud the name of the place they wish to go, the silver slippers take them there in + three steps. Note that in most cases the slippers only transport the wearer (although companion animals and + the like may sometimes travel with them). + note: | + Once the silver slippers are used to transport their wearer, they disappear. However, it is rumored that + they magically return to the world in some form for someone else who needs them. + - id: fairy-tale-cypher-singing-bone + name: Singing Bone + types: + - manifest + - fantastic + source: We Are All Mad Here, page 89 + level: 1d6 + 3 + form: Human bone carved into the mouthpiece for a musical instrument + effect: | + When blown into, the bone sings a song that details the weaknesses and faults of one target (up to the level + of the cypher) that the user chooses. For ten minutes, all tasks involving the target are eased for everyone + in long range who heard the bone's song. + + For most magical objects involving sound, it's not necessary to physically hear the item in order to gain + the benefits. "Hearing" may involve sensing vibrations, magical mental telepathy, a sign language + interpreter, and so on. + - id: fairy-tale-cypher-snake-leaves + name: Snake Leaves + types: + - manifest + - fantastic + source: We Are All Mad Here, page 89 + level: 1d6 + 2 + form: Three green leaves + effect: | + When placed upon a person, the leaves restore all Pools to full, move a character one step up the damage + track, or bring a dead character back to life. However, the character also gains a permanent 3-point + reduction in their maximum Intellect Pool. + - id: fairy-tale-cypher-snickersnee + name: Snickersnee + types: + - manifest + - fantastic + source: We Are All Mad Here, page 89 + level: 1d6 + 4 + form: Small jewel, talisman, or bead + effect: | + When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an + additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size. + - id: fairy-tale-cypher-song-of-the-dead + name: Song of the Dead + types: + - manifest + - fantastic + source: We Are All Mad Here, page 89 + level: 1d6 + form: Small stuffed bird with yellow and blue plumage + effect: | + When the user spends ten minutes breathing into the mouth of the bird, it comes to life. It flies off, but + now carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and + is able to communicate to those around it, but only for one day. After that, the bird returns to its + lifeless form. + - id: fairy-tale-cypher-sorcerers-skeleton-key + name: Sorcerer's Skeleton Key + types: + - manifest + - fantastic + source: We Are All Mad Here, page 89 + level: 1d6 + 2 + form: Wooden stick, iron wand, or piece of straw + effect: | + When tapped three times against any locked door or other object (of the cypher level or lower), the key + automatically unlocks it. + - id: fairy-tale-cypher-spirit-ring + name: Spirit Ring + types: + - manifest + - fantastic + source: We Are All Mad Here, page 90 + level: 1d6 + form: Ring, necklace, hairpin, or bracelet + effect: | + Summons a group of helpful fey who provide assistance for ten minutes. During this time, they do as the + wearer commands as long as they're within long range. They can hinder any or all opponents' tasks, provide + information, assist in small tasks, and so on. The fey will not do anything that goes against their basic + nature and safety (such as self-harm, attacking their friends, or obvious suicide missions). + note: | + Fey are fickle beings. While spirit rings and the like allow someone to hold power over them, it's very much + dependent on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle + of something important), and they may take the time to curse or prank the characters before they disappear. + - id: fairy-tale-cypher-teleport-hat + name: Teleport Hat + types: + - manifest + - fantastic + source: We Are All Mad Here, page 90 + level: 1d6 + 3 + form: Silly hat that is always too large on the wearer no matter what size their head is + effect: | + Allows the wearer to wish for a creature that they know to appear at their side. The creature must agree to + be teleported (or convinced via some type of interaction, such as persuasion or intimidation). The + teleported creature stays for as long as both parties agree, but not more than a day. At that time, the + creature is returned to their place of origination. + - id: fairy-tale-cypher-three-needles + name: Three Needles + types: + - manifest + - fantastic + source: We Are All Mad Here, page 90 + level: 1d6 + form: Three enchanted needles + effect: | + For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if + doing so was a routine task. + - id: fairy-tale-cypher-tin-mans-tears + name: Tin Man's Tears + types: + - manifest + - fantastic + source: We Are All Mad Here, page 90 + level: 1d6 + 2 + form: Tiny vial filled with tears + effect: | + When poured out, spreads out to cover an area about 2 feet by 2 feet (60 cm square), transforming any metal + it touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such + as a tin soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for + ten minutes. + - id: fairy-tale-cypher-to-peter-with-love + name: To Peter With Love + types: + - manifest + - fantastic + source: We Are All Mad Here, page 90 + level: 1d6 + 3 + form: Wrapped box with a bomb inside and a gift tag on the outside + effect: | + Write a person's name on the tag, and the box will deliver itself to that person at a time and place you + specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the + recipient takes at least a round and sometimes longer, depending on the distance and difficulty. + - id: fairy-tale-cypher-valorous-whetstone + name: Valorous Whetstone + types: + - manifest + - fantastic + source: We Are All Mad Here, page 90 + level: 1d6 + form: Sharpening stone + effect: | + After sharpening at least one of their weapons with the whetstone, the user instantly feels more brave. For + the next ten minutes, all of their intimidation actions are eased, and their sharpened weapon inflicts +2 + points of damage. + - id: fairy-tale-cypher-vase-of-tears + name: Vase of Tears + types: + - manifest + - fantastic + source: We Are All Mad Here, page 90 + level: 1d6 + form: Vase, vial, or jar filled with tears + effect: | + Breaking the vase creates a protective spell around the character, preventing them from taking any Might + damage the next time they are physically attacked. + - id: fairy-tale-cypher-white-snake + name: White Snake + types: + - manifest + - fantastic + source: We Are All Mad Here, page 90 + level: 1d6 + 2 + form: Piece of a magical snake + effect: | + Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living + things for ten minutes. + - id: fairy-tale-cypher-wish-granting-pearl + name: Wish-Granting Pearl + types: + - manifest + - fantastic + source: We Are All Mad Here, page 90 + level: 1d6 + 1 + form: Flaming pearl + effect: | + The user can make a single wish and have all or part of it come true. The GM assigns a level to the wish, so + the larger and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish + such as gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to + vanish is level 7. The cypher cannot grant a wish above its level. + - id: fairy-tale-cypher-witch-bottle + name: Witch Bottle + types: + - manifest + - fantastic + source: We Are All Mad Here, page 91 + level: 1d6 + 1 + form: Ornate stoppered bottle filled with wine, seawater, or pins and needles + effect: | + Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage + equal to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and + releases them. + - id: fairy-tale-cypher-witchs-ladder + name: Witch's Ladder + types: + - manifest + - fantastic + source: We Are All Mad Here, page 91 + level: 1d6 + 2 + form: Garland of knotted string, feathers, teeth, and bells + effect: | + Safely stores one curse for use at a later time. The stored curse may be released and cast only by the + person who stored it, or by someone who has received their permission to do so. + - id: fairy-tale-cypher-wooden-spoon + name: Wooden Spoon + types: + - manifest + - fantastic + source: We Are All Mad Here, page 91 + level: 1d6 + 4 + form: Plain wooden spoon + effect: | + When stirred through the air, restores the user's energy and vitality. The user gains two additional actions + on their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate + a cypher as their turn, or attack a foe three times. + - id: fairy-tale-cypher-yonder-yarn + name: Yonder Yarn + types: + - manifest + - fantastic + source: We Are All Mad Here, page 91 + level: 1d6 + 4 + form: Skein or spool of yarn + effect: | + Unravels to lead the user to their desired destination. The yarn unspools at the speed that the user would + normally walk or ride. The yonder yarn will not enter territory it deems too dangerous, and it cannot go + through solid obstacles. If the yarn is cut, it no longer works. + note: | + It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in + particular, know ways to hide themselves (and others) from the yarn's power. + - id: cypher-adhesion + name: Adhesion + types: + - manifest + source: Cypher System Rulebook, page 384 + level: 1d6 + effect: | + Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level. + - id: cypher-age-taker + name: Age Taker + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 384 + level: 1d6 + 4 + effect: | + Begins a process of rejuvenation that removes years from the wearer's physiological age. Over the course of + the next seven days, the wearer sheds a number of years equal to three times the cypher's level. The cypher + doesn't regress physiological age past the age of twenty-three. + - id: cypher-analeptic + name: Analeptic + types: + - subtle + source: Cypher System Rulebook, page 384 + level: 1d6 + 2 + effect: Restores a number of points equal to the cypher's level to the user's Speed Pool. + - id: cypher-antivenom + name: Antivenom + types: + - manifest + source: Cypher System Rulebook, page 384 + level: 1d6 + 2 + effect: | + Renders user immune to poisons of the cypher's level or lower for one hour per cypher level (and ends any + such ongoing effects, if any, already in the user's system). + - id: cypher-armor-reinforcer + name: Armor Reinforcer + types: + - manifest + source: Cypher System Rulebook, page 384 + level: 1d6 + 1 + effect: The user's Armor gains an enhancement for twenty-four hours. Roll a d6 to determine the result. + effect-roll-type: d6 + effect-roll-values: + - min-value: 1 + value: +1 to Armor + - min-value: 2 + value: +2 to Armor + - min-value: 3 + value: +3 to Armor + - min-value: 4 + value: +2 to Armor, +5 against damage from fire + - min-value: 5 + value: +2 to Armor, +5 against damage from cold + - min-value: 6 + value: +2 to Armor, +5 against damage from acid + - id: cypher-attractor + name: Attractor + types: + - manifest + source: Cypher System Rulebook, page 384 + level: 1d6 + 4 + effect: | + One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 + or higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives. + - id: cypher-banishing + name: Banishing + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 384 + level: 1d6 + effect: | + For the next day, each time the user strikes a solid creature or object, it generates a burst of energy that + teleports the creature or object an immediate distance in a random direction (not up or down). The + teleported creature's actions (including defense) are hindered on its next turn (hindered by two steps if + the cypher level is 5 or higher). + - id: cypher-best-tool + name: Best Tool + types: + - subtle + source: Cypher System Rulebook, page 384 + level: 1d6 + effect: | + Provides an additional asset for any one task using a tool, even if that means exceeding the normal limit of + two assets. + - id: cypher-blackout + name: Blackout + types: + - manifest + source: Cypher System Rulebook, page 384 + level: 1d6 + 2 + effect: | + An area within immediate range of the user becomes secure against any effect outside the area that sees, + hears, or otherwise senses what occurs inside. To outside observers, the area is a "blur" to any sense + applied. Taps, scrying sensors, and other direct surveillance methods are also rendered inoperative within + the area for a day. + - id: cypher-blinking + name: Blinking + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 385 + level: 1d6 + effect: | + For the next day, each time the user is struck hard enough to take damage (but not more than once per + round), they teleport an immediate distance in a random direction (not up or down). Since the user is + prepared for this effect and their foe is not, the user's defenses are eased for one round after they + teleport. + - id: cypher-burst-of-speed + name: Burst of Speed + types: + - subtle + source: Cypher System Rulebook, page 385 + level: 1d6 + effect: | + For one minute, a user who normally can move a short distance as an action can move a long distance instead. + - id: cypher-catholicon + name: Catholicon + types: + - manifest + source: Cypher System Rulebook, page 385 + level: 1d6 + 2 + effect: Cures any disease of the cypher level or lower. + - id: cypher-chemical-factory + name: Chemical Factory + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 385 + level: 1d6 + effect: | + After one hour, the sweat of the user produces 1d6 doses of a valuable liquid (these doses are not + considered cyphers). They must be used within one week. Roll a d100 to determine the effect. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 1 + max-roll: 4 + value: Euphoric for 1d6 hours + - min-roll: 5 + max-roll: 8 + value: Hallucinogenic for 1d6 hours + - min-roll: 9 + max-roll: 12 + value: Stimulant for 1d6 hours + - min-roll: 13 + max-roll: 16 + value: Depressant for 1d6 hours + - min-roll: 17 + max-roll: 20 + value: Nutrient supplement + - min-roll: 21 + max-roll: 25 + value: Antivenom + - min-roll: 26 + max-roll: 30 + value: Cures disease + - min-roll: 31 + max-roll: 35 + value: See in the dark for one hour + - min-roll: 36 + max-roll: 45 + value: Restores a number of Might Pool points equal to cypher level + - min-roll: 46 + max-roll: 55 + value: Restores a number of Speed Pool points equal to cypher level + - min-roll: 56 + max-roll: 65 + value: Restores a number of Intellect Pool points equal to cypher level + - min-roll: 66 + max-roll: 75 + value: Increases Might Edge by 1 for one hour + - min-roll: 76 + max-roll: 85 + value: Increases Speed Edge by 1 for one hour + - min-roll: 86 + max-roll: 95 + value: Increases Intellect Edge by 1 for one hour + - min-roll: 96 + max-roll: 100 + value: Restores all Pools to full + - id: cypher-comprehension + name: Comprehension + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 385 + level: 1d6 + 1 + effect: | + Within five minutes, the user can understand the words of a specific language keyed to the cypher (two + languages if the cypher is level 5 or higher). This is true even of creatures that do not normally have a + language. If the user could already understand the language, the cypher has no effect. Once the cypher is + used, the effect is permanent, and the cypher no longer counts against the number of cyphers that a PC can + bear. + - id: cypher-condition-remover + name: Condition Remover + types: + - fantastic + source: Cypher System Rulebook, page 385 + level: 1d6 + 3 + effect: | + Cures one occurrence of one specific health condition of the cypher level or lower. It does not prevent the + possibility of future occurrences of the same condition. Roll a d20 to determine what it cures. + effect-roll-type: d20 + effect-roll-values: + - min-roll: 1 + value: Addiction to one substance + - min-roll: 2 + value: Autoimmune disease + - min-roll: 3 + value: Bacterial infection + - min-roll: 4 + value: Bad breath + - min-roll: 5 + value: Blisters + - min-roll: 6 + value: Bloating + - min-roll: 7 + value: Cancer + - min-roll: 8 + value: Chapped lips + - min-roll: 9 + value: Flatus + - min-roll: 10 + value: Hangover + - min-roll: 11 + value: Heartburn + - min-roll: 12 + value: Hiccups + - min-roll: 13 + value: Ingrown hairs + - min-roll: 14 + value: Insomnia + - min-roll: 15 + value: Joint problem + - min-roll: 16 + value: Muscle cramp + - min-roll: 17 + value: Pimples + - min-roll: 18 + value: Psychosis + - min-roll: 19 + value: Stiff neck + - min-roll: 20 + value: Viral infection + - id: cypher-contingent-activator + name: Contingent Activator + types: + - subtle + source: Cypher System Rulebook, page 386 + level: 1d6 + 2 + effect: | + If the device is activated in conjunction with another cypher, the user can specify a condition under which + the linked cypher will activate. The linked cypher retains the contingent command until it is used (either + normally or contingently). For example, when this cypher is linked to a cypher that provides a form of + healing or protection, the user could specify that the linked cypher will activate if they become damaged to + a certain degree or are subject to a particular dangerous circumstance. Until the linked cypher is used, + this cypher continues to count toward the maximum number of cyphers a PC can carry. + - id: cypher-controlled-blinking + name: Controlled Blinking + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 386 + level: 1d6 + 2 + effect: | + For the next day, each time the user is struck hard enough to inflict damage (but no more than once per + round), they teleport to a spot they desire within immediate range. Since they are prepared for this effect + and their foe is not, the user's defenses are eased for one round after they teleport. + - id: cypher-curative + name: Curative + types: + - manifest + source: Cypher System Rulebook, page 386 + level: 1d6 + 2 + effect: Restores a number of points equal to the cypher's level to the user's Might Pool. + - id: cypher-curse-bringer + name: Curse Bringer + types: + - manifest + source: Cypher System Rulebook, page 386 + level: 1d6 + 1 + effect: | + The cypher can be activated when given to an individual who doesn't realize its significance. The next time + the victim attempts an important task when the cypher is in their possession, the task is hindered by three + steps. + - id: cypher-darksight + name: Darksight + types: + - subtle + source: Cypher System Rulebook, page 386 + level: 1d6 + effect: | + Grants the ability to see in the dark for five hours per cypher level. (For a more realistic game, this + cypher could instead make the user specialized in low-light spotting.) + - id: cypher-death-bringer + name: Death Bringer + types: + - manifest + source: Cypher System Rulebook, page 386 + level: 1d6 + effect: | + For the next minute, when the user strikes an NPC or creature of the cypher level or lower, they can choose + to make a second attack roll. If the second attack roll is a success, the target is killed. If the target is + a PC, the character instead moves down one step on the damage track. + - id: cypher-density + name: Density + types: + - manifest + source: Cypher System Rulebook, page 386 + level: 1d6 + effect: | + For the next day, each time the user strikes a solid creature or object with a weapon, the weapon suddenly + increases dramatically in weight, causing the blow to inflict 2 additional points of damage. + - id: cypher-detonation + name: Detonation + types: + - manifest + source: Cypher System Rulebook, page 386 + level: 1d6 + 2 + effect: | + Projects a small physical explosive up to a long distance away that explodes in an immediate radius, + inflicting damage equal to the cypher's level. Roll a d100 to determine the type of damage. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 01 + max-roll: 10 + value: Cell-disrupting (harms only flesh) + - min-roll: 11 + max-roll: 30 + value: Corrosive + - min-roll: 31 + max-roll: 40 + value: Electrical discharge + - min-roll: 41 + max-roll: 50 + value: Heat drain (cold) + - min-roll: 51 + max-roll: 75 + value: Fire + - min-roll: 76 + max-roll: 00 + value: Shrapnel + note: | + All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of + attack or defense rolls. + - id: cypher-detonation-creature + name: Detonation (Creature) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 386 + level: 1d6 + 1 + effect: | + Projects a small physical explosive up to a long distance away that explodes and creates a momentary + teleportation gate. A random creature whose level is equal to or less than the cypher's level appears + through the gate and attacks the closest target. After about one minute, the creature vanishes. + note: | + All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of + attack or defense rolls. + - id: cypher-detonation-desiccating + name: Detonation (Desiccating) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 386 + level: 1d6 + 2 + effect: | + Projects a small physical explosive up to a long distance away that bursts in an immediate radius, draining + moisture from everything within it. Living creatures take damage equal to the cypher's level. Water in the + area is vaporized. + note: | + All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of + attack or defense rolls. + - id: cypher-detonation-flash + name: Detonation (Flash) + types: + - manifest + source: Cypher System Rulebook, page 386 + level: 1d6 + 2 + effect: | + Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding + all within it for one minute (ten minutes if the cypher is level 4 or higher). + - id: cypher-detonation-gravity + name: Detonation (Gravity) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 387 + level: 1d6 + 2 + effect: | + Projects a small physical explosive up to a long distance away that bursts in an immediate radius, + inflicting damage equal to the cypher's level by increasing gravity tremendously for one second. All + creatures in the area are crushed to the ground for one round and cannot take physical actions. + note: | + All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of + attack or defense rolls. + - id: cypher-detonation-gravity-inversion + name: Detonation (Gravity Inversion) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 387 + level: 1d6 + 1 + effect: | + Projects a small physical explosive up to a long distance away that explodes, and for one hour gravity + reverses within long range of the explosion. + - id: cypher-detonation-massive + name: Detonation (Massive) + types: + - manifest + source: Cypher System Rulebook, page 387 + level: 1d6 + 2 + effect: | + Projects a small physical explosive up to a long distance away that explodes in a short-range radius, + inflicting damage equal to the cypher's level. Roll a d100 to determine the type of damage. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 01 + max-roll: 10 + value: Cell-disrupting (harms only flesh) + - min-roll: 11 + max-roll: 30 + value: Corrosive + - min-roll: 31 + max-roll: 40 + value: Electrical discharge + - min-roll: 41 + max-roll: 50 + value: Heat drain (cold) + - min-roll: 51 + max-roll: 75 + value: Fire + - min-roll: 76 + max-roll: 00 + value: Shrapnel + note: | + All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of attack + or defense rolls. + - id: cypher-detonation-matter-disruption + name: Detonation (Matter Disruption) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 387 + level: 1d6 + 4 + effect: | + Projects a small physical explosive up to a long distance away that explodes in an immediate radius, + releasing nanites that rearrange matter in random ways. Inflicts damage equal to the cypher's level. + note: | + All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of + attack or defense rolls. + - id: cypher-detonation-pressure + name: Detonation (Pressure) + types: + - manifest + source: Cypher System Rulebook, page 387 + level: 1d6 + 2 + effect: | + Projects a small physical explosive up to a long distance away that explodes in an immediate radius, + inflicting impact damage equal to the cypher's level. Also moves unattended objects out of the area if they + weigh less than 20 pounds (9 kg) per cypher level. + note: | + All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of + attack or defense rolls. + - id: cypher-detonation-singularity + name: Detonation (Singularity) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 387 + level: 10 + effect: | + Projects a small physical explosive up to a long distance away that explodes and creates a momentary + singularity that tears at the fabric of the universe. Inflicts 20 points of damage to all within short + range, drawing them (or their remains) together to immediate range (if possible). Player characters in the + radius who fail a Might defense roll move down one step on the damage track. + note: | + The singularity detonation is a greatly feared device, sought by those interested in truly horrific + destruction. + + All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of + attack or defense rolls. + - id: cypher-detonation-sonic + name: Detonation (Sonic) + types: + - manifest + source: Cypher System Rulebook, page 387 + level: 1d6 + 2 + effect: | + Projects a small physical explosive up to a long distance away that explodes with terrifying sound, + deafening all in an immediate radius for ten minutes per cypher level. + - id: cypher-detonation-spawn + name: Detonation (Spawn) + types: + - manifest + source: Cypher System Rulebook, page 387 + level: 1d6 + 2 + effect: | + Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding + all within it for one minute and inflicting damage equal to the cypher's level. The burst spawns 1d6 + additional detonations; in the next round, each additional detonation flies to a random spot within short + range and explodes in an immediate radius. Roll a d100 to determine the type of damage dealt by all + detonations. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 01 + max-roll: 10 + value: Cell-disrupting (harms only flesh) + - min-roll: 11 + max-roll: 30 + value: Corrosive + - min-roll: 31 + max-roll: 40 + value: Electrical discharge + - min-roll: 41 + max-roll: 50 + value: Heat drain (cold) + - min-roll: 51 + max-roll: 75 + value: Fire + - min-roll: 76 + max-roll: 00 + value: Shrapnel + note: | + All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of + attack or defense rolls. + - id: cypher-detonation-web + name: Detonation (Web) + types: + - manifest + source: Cypher System Rulebook, page 387 + level: 1d6 + 2 + effect: | + Projects a small physical explosive up to a long distance away that explodes in an immediate radius and + creates sticky strands of goo. PCs caught in the area must use a Might-based action to get out, with the + difficulty determined by the cypher level. NPCs break free if their level is higher than the cypher level. + note: | + Rather than strands of sticky goo, some web detonations fill the area with a mass of quick-hardening foam + that has the same result. + - id: cypher-disarm + name: Disarm + types: + - subtle + source: Cypher System Rulebook, page 387 + level: 1d6 + 1 + effect: | + One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding. + - id: cypher-disguise-module + name: Disguise Module + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 388 + level: 1d6 + 2 + effect: | + For the next ten minutes per cypher level, the user's features become almost identical to those of one + designated person they have previously interacted with, easing by two steps attempts to disguise the user as + that person. Once designated, the user cannot shift the effect to look like another person, though they can + remove the module to look like themselves again before the end of the duration. + - id: cypher-disrupting + name: Disrupting + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 388 + level: 1d6 + effect: | + For the next day, each time the user strikes a solid creature or object, the attack generates a burst of + nanites that directly attack its organic cells. The target takes 1 additional point of damage. If the + target's level is less than the cypher's level, it loses its next action; otherwise its next action is + hindered. + - id: cypher-eagleseye + name: Eagleseye + types: + - subtle + source: Cypher System Rulebook, page 388 + level: 1d6 + effect: | + Grants the ability to see ten times as far as normal for one hour per cypher level. (For a more realistic + game, the eagleseye cypher could instead give the user two assets on tasks involving seeing to long + distances.) + - id: cypher-effect-resistance + name: Effect Resistance + types: + - subtle + source: Cypher System Rulebook, page 388 + level: 1d6 + 1 + effect: | + Provides a chance for additional resistance to directly damaging effects of all kinds, such as fire, + lightning, and the like, for one day. (It does not provide resistance to blunt force, slashing, or piercing + attacks.) If the level of the effect is of the cypher level or lower, the user gains an additional defense + roll to avoid it. On a successful defense roll, treat the attack as if the user had succeeded on their + regular defense roll. (If the user is an NPC, a PC attacking them with this kind of effect must succeed on + two attack rolls to harm them.) + - id: cypher-effort-enhancer-combat + name: Effort Enhancer (Combat) + types: + - subtle + source: Cypher System Rulebook, page 388 + level: 1d6 + 1 + effect: | + For the next hour, the user can apply one free level of Effort to any task (including a combat task) without + spending points from a Pool. The free level of Effort provided by this cypher does not count toward the + maximum amount of Effort a character can normally apply to one task. Once this free level of Effort is used, + the effect of the cypher ends. + - id: cypher-effort-enhancer-noncombat + name: Effort Enhancer (Noncombat) + types: + - subtle + source: Cypher System Rulebook, page 388 + level: 1d6 + effect: | + For the next hour, the user can apply one free level of Effort to a noncombat task without spending points + from a Pool. The level of Effort provided by this cypher does not count toward the maximum amount of Effort + a character can normally apply to one task. Once this free level of Effort is used, the effect of the cypher + ends. + - id: cypher-enduring-shield + name: Enduring Shield + types: + - subtle + source: Cypher System Rulebook, page 388 + level: 1d6 + 4 + effect: For the next day, the user has an asset to Speed defense rolls. + - id: cypher-equipment-cache + name: Equipment Cache + types: + - manifest + source: Cypher System Rulebook, page 388 + level: 1d6 + 1 + effect: | + The user can rummage around and produce from the cypher a desired piece of equipment (not an artifact) whose + level does not exceed the cypher's level. The piece of equipment persists for up to one day, unless its + fundamental nature allows only a single use (such as with a grenade). + - id: cypher-farsight + name: Farsight + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 388 + level: 1d6 + 1 + effect: | + The user can observe a location they have visited previously, regardless of how far away it is (even across + galaxies). This vision persists for up to ten minutes per cypher level. The character can switch between + viewing this location and viewing their current location once per round. + - id: cypher-fireproofing + name: Fireproofing + types: + - manifest + source: Cypher System Rulebook, page 388 + level: 1d6 + 4 + effect: | + A nonliving object treated by this cypher has Armor against fire damage equal to the cypher's level for one + day. + - id: cypher-flame-retardant-wall + name: Flame-Retardant Wall + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 388 + level: 1d6 + effect: | + Creates an immobile plane of permeable energy up to 20 feet by 20 feet (6 m by 6 m) for one hour per cypher + level. The plane conforms to the space available. Flames passing through the plane are extinguished. + - id: cypher-force-cube + name: Force Cube + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 389 + level: 1d6 + 3 + effect: | + Creates an immobile cube composed of six planes of solid force, each 30 feet (9 m) to a side, for one hour. + The planes conform to the space available. (Although a force cube's walls are not gaseous permeable, there + is likely enough air within for trapped creatures to breathe for the hour it lasts.) + - id: cypher-force-field + name: Force Field + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 389 + level: 1d6 + effect: | + For the next day, the user is surrounded by a powerful force field, granting them +1 to Armor (+2 to Armor + if the cypher level is 5 or higher). + note: Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque. + - id: cypher-force-screen-projector + name: Force Screen Projector + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 389 + level: 1d6 + 3 + effect: | + Creates an immobile plane of solid force up to 20 feet by 20 feet (6 m by 6 m) for one hour. The plane + conforms to the space available. + - id: cypher-force-shield-projector + name: Force Shield Projector + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 389 + level: 1d6 + 3 + effect: | + Creates a shimmering energy shield around the user for one hour, during which time they gain +3 to Armor (or + +4 to Armor if the cypher is level 5 or higher). + - id: cypher-friction-reducer + name: Friction Reducer + types: + - manifest + source: Cypher System Rulebook, page 389 + level: 1d6 + effect: | + Spread across an area up to 10 feet (3 m) square, this makes things extremely slippery. For one hour per + cypher level, movement tasks in the area are hindered by three steps. + - id: cypher-frigid-wall + name: Frigid Wall + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 389 + level: 1d6 + 2 + effect: | + Creates a wall of supercooled air up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts + damage equal to the cypher's level on anything that passes through it. The wall conforms to the space + available. It lasts for ten minutes. + - id: cypher-gas-bomb + name: Gas Bomb + types: + - manifest + source: Cypher System Rulebook, page 389 + level: 1d6 + 2 + effect: | + Thrown a short distance, this bursts in a poisonous cloud within an immediate area. The cloud lingers for + 1d6 rounds unless conditions dictate otherwise. Roll a d100 to determine the effect. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 01 + max-roll: 10 + value: **Thick smoke**: occludes sight while the cloud lasts. + - min-roll: 11 + max-roll: 20 + value: | + **Choking gas**: living creatures that breathe lose their actions to choking and coughing for a number + of rounds equal to the cypher's level. + - min-roll: 21 + max-roll: 50 + value: **Poison gas**: living creatures that breathe suffer damage equal to the cypher's level. + - min-roll: 51 + max-roll: 60 + value: **Corrosive gas**: everything suffers damage equal to the cypher's level. + - min-roll: 61 + max-roll: 65 + value: | + **Hallucinogenic gas**: living creatures that breathe lose their actions to hallucinations and visions + for a number of rounds equal to the cypher's level. + - min-roll: 66 + max-roll: 70 + value: **Nerve gas**: living creatures that breathe suffer Speed damage equal to the cypher's level. + - min-roll: 71 + max-roll: 80 + value: | + **Mind-numbing gas**: living creatures that breathe suffer Intellect damage equal to the cypher's level. + - min-roll: 81 + max-roll: 83 + value: | + **Fear gas**: living creatures that breathe and think flee in a random direction in fear (or are + paralyzed with fear) for a number of rounds equal to the cypher's level. + - min-roll: 84 + max-roll: 86 + value: | + **Amnesia gas**: living creatures that breathe and think permanently lose all memory of the last minute. + - min-roll: 87 + max-roll: 96 + value: | + **Sleep gas**: living creatures that breathe fall asleep for a number of rounds equal to the cypher's + level or until awoken by a violent action or an extremely loud noise. + - min-roll: 97 + max-roll: 00 + value: | + **Rage gas**: living creatures that breathe and think make a melee attack on the nearest creature and + continue to do so for a number of rounds equal to the cypher's level. + - id: cypher-gravity-nullifier + name: Gravity Nullifier + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 390 + level: 1d6 + 3 + effect: | + For one hour, the user can float into the air, moving vertically up to a short distance per round (but not + horizontally without taking some other action, such as pushing along the ceiling). The user must weigh less + than 50 pounds (23 kg) per level of the cypher. + - id: cypher-gravity-nullifying-application + name: Gravity Nullifying Application + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 390 + level: 1d6 + 2 + effect: | + If a nonliving object no larger than a human (two humans if the cypher level is 6 or higher) is coated by + this cypher, it floats 1d20 feet in the air permanently and no longer has weight if carried (though it needs + to be strapped down). + - id: cypher-heat-attack + name: Heat Attack + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 390 + level: 1d6 + effect: | + For the next day, each time the user strikes a solid creature or object, the attack generates a burst of + heat that inflicts 2 additional points of damage. + - id: cypher-hunter-seeker + name: Hunter/Seeker + types: + - manifest + source: Cypher System Rulebook, page 390 + level: 1d6 + effect: | + With long-range movement, this intelligent missile tracks and attacks a specified target (target must be + within sight when selected). If it misses, it continues to attack one additional time per cypher level until + it hits. For example, a level 4 hunter/seeker will attack a maximum of five times. Roll a d100 to determine + the type of attack. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 01 + max-roll: 50 + value: Inflicts 8 points of damage. + - min-roll: 51 + max-roll: 80 + value: Bears a poisoned needle that inflicts 3 points of damage plus poison. + - min-roll: 81 + max-roll: 90 + value: Explodes, inflicting 6 points of damage to all within immediate range. + - min-roll: 91 + max-roll: 95 + value: Shocks for 4 points of electricity damage, and stuns for one round per cypher level. + - min-roll: 96 + max-roll: 00 + value: | + Covers target in sticky goo that immediately hardens, holding them fast until they break free with a + Might action (difficulty equal to the cypher's level + 2). + - id: cypher-image-projector + name: Image Projector + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 390 + level: 1d6 + effect: | + Projects one of the following immobile images in the area described for one hour. The image appears up to a + close distance from the user (long distance if the cypher level is 4 or higher, very long distance if the + cypher level is 6 or higher). Scenes include movement, sound, and smell. Roll a d100 to determine the image. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 01 + max-roll: 20 + value: | + Terrifying creature of an unknown species, perhaps no longer alive in the world (10-foot [3 m] cube) + - min-roll: 21 + max-roll: 40 + value: Huge machine that obscures sight (30-foot [9 m] cube) + - min-roll: 41 + max-roll: 50 + value: Beautiful pastoral scene (50-foot [15 m] cube) + - min-roll: 51 + max-roll: 60 + value: Food that looks delicious but may not be familiar (10-foot [3 m] cube) + - min-roll: 61 + max-roll: 80 + value: Solid color that obscures sight (50-foot [15 m] cube) + - min-roll: 81 + max-roll: 00 + value: Incomprehensible scene that is disorienting and strange (20-foot [6 m] cube) + note: | + The words "immediate" and "close" can be used interchangeably to talk about distance. + - id: cypher-inferno-wall + name: Inferno Wall + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 390 + level: 1d6 + 2 + effect: | + Creates a wall of extreme heat up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts damage + equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It + lasts for ten minutes. + - id: cypher-infiltrator + name: Infiltrator + types: + - manifest + source: Cypher System Rulebook, page 390 + level: 1d6 + effect: | + Tiny capsule launches and moves at great speed, mapping and scanning an unknown area. It moves 500 feet (150 + m) per level, scanning an area up to 50 feet (15 m) per level away from it. It identifies basic layout, + creatures, and major energy sources and either transmits this information back to the user (perhaps by + telepathy or an electronic signal) or returns to the user to show what it saw. Its movement is blocked by + any physical or energy barrier. + - id: cypher-information-sensor + name: Information Sensor + types: + - manifest + source: Cypher System Rulebook, page 391 + level: 1d6 + 2 + effect: | + Over the course of one day, the user can activate the cypher a total number of times equal to its + level. Each time, they can select a living creature within long range and learn the following about it: + level, origin, species, name, and possibly other facts (such as an individual's credit score, home address, + phone number, and related information). + - id: cypher-instant-servant + name: Instant Servant + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 391 + level: 1d6 + effect: | + Small device expands into a humanoid automaton that is roughly 2 feet (60 cm) tall. Its level is equal to + the cypher's level, and it can understand the verbal commands of the character who activated it. Once the + servant is activated, commanding it is not an action. It can make attacks or perform actions as ordered to + the best of its abilities, but it cannot speak. + + The automaton has short-range movement but never goes farther than long range from the character who + activated it. At the GM's discretion, the servant might have specialized knowledge, such as how to operate a + particular device. Otherwise, it has no special knowledge. In any case, the servant is not artificially + intelligent or capable of initiating action. It does only as commanded. + + The servant operates for one hour per cypher level. + - id: cypher-instant-shelter + name: Instant Shelter + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 391 + level: 1d6 + 3 + effect: | + With the addition of water and air, this cypher expands into a simple one-room structure with a door and a + transparent window (two rooms with an internal door if the cypher level is 7 or higher). The structure is 10 + feet by 10 feet by 20 feet (3 m by 3 m by 6 m). It is made from a durable, nonflammable material similar to + sandstone, and is permanent and immobile once created. + - id: cypher-intellect-booster + name: Intellect Booster + types: + - subtle + source: Cypher System Rulebook, page 391 + level: 1d6 + 2 + effect: Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher). + - id: cypher-intelligence-enhancement + name: Intelligence Enhancement + types: + - subtle + source: Cypher System Rulebook, page 391 + level: 1d6 + effect: | + All of the user's tasks involving intelligent deduction—such as playing chess, inferring a connection + between clues, solving a mathematical problem, finding a bug in computer code, and so on—are eased by + two steps for one hour. In the subsequent hour, the strain hinders the same tasks by two steps. + - id: cypher-knowledge-enhancement + name: Knowledge Enhancement + types: + - subtle + source: Cypher System Rulebook, page 391 + level: 1d6 + effect: | + For the next day, the character has training in a predetermined skill (or two skills if the cypher is level + 5 or higher). The skill could be anything (including something specific to the operation of a particular + device), or roll a d100 to choose a common skill. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 1 + max-roll: 10 + value: Melee attacks + - min-roll: 11 + max-roll: 20 + value: Ranged attacks + - min-roll: 21 + max-roll: 40 + value: One type of academic or esoteric lore (biology, history, magic, and so on) + - min-roll: 41 + max-roll: 50 + value: Repairing (sometimes specific to one device) + - min-roll: 51 + max-roll: 60 + value: Crafting (usually specific to one thing) + - min-roll: 61 + max-roll: 70 + value: Persuasion + - min-roll: 71 + max-roll: 75 + value: Healing + - min-roll: 76 + max-roll: 80 + value: Speed defense + - min-roll: 81 + max-roll: 85 + value: Intellect defense + - min-roll: 86 + max-roll: 90 + value: Swimming + - min-roll: 91 + max-roll: 95 + value: Riding + - min-roll: 96 + max-roll: 100 + value: Sneaking + note: | + It is easy to get addicted to the quick hit of training that comes from knowledge enhancement cyphers. + Characters who rely on them too often may find themselves at a disadvantage when they run out, presenting a + great opportunity for GM intrusion. + - id: cypher-lightning-wall + name: Lightning Wall + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 391 + level: 1d6 + 2 + effect: | + Creates a wall of electric bolts up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts + damage equal to the cypher's level on anything that passes through it. The wall conforms to the space + available. It lasts for ten minutes. + - id: cypher-machine-control + name: Machine Control + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 392 + level: 1d6 + 2 + effect: | + Splits into two pieces; one is affixed to a device and the other to a character. The character can then use + their mind to control the device at long range, bidding it to do anything it could do normally. Thus, a + device could be activated or deactivated, and a vehicle could be piloted. The control lasts for ten minutes + per cypher level, and once the device is chosen, it cannot be changed. + - id: cypher-magnetic-attack-drill + name: Magnetic Attack Drill + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 392 + level: 1d6 + 2 + effect: | + The user throws this cypher at a target within short range, and it drills into the target for one round, + inflicting damage equal to the cypher's level. If the target is made of metal or wearing metal (such as + armor), the attack is eased. + - id: cypher-magnetic-master + name: Magnetic Master + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 392 + level: 1d6 + 2 + effect: | + Establishes a connection with one metal object within short range that a human could hold in one hand. The + user can then move or manipulate the object anywhere within short range (each movement or manipulation is an + action). For example, they could wield a weapon or drag a helm affixed to a foe's head to and fro. The + connection lasts for ten rounds per cypher level. + - id: cypher-magnetic-shield + name: Magnetic Shield + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 392 + level: 1d6 + 2 + effect: | + For ten minutes per cypher level, metal objects cannot come within immediate range of the user. Metal items + already in the area when the device is activated are slowly pushed out. + - id: cypher-manipulation-beam + name: Manipulation Beam + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 392 + level: 1d6 + 2 + effect: | + Over the course of one day, the user can activate the cypher a total number of times equal to its + level. Each time, they can affect an object they can see within long range that is not too heavy for them to + affect physically. The effect must occur over the course of a round and could include closing or opening a + door, keying in a number on a keypad, transferring an object a short distance, wresting an object from + another creature's grasp (on a successful Might-based roll), or pushing a creature an immediate distance. (A + manipulation beam could be used to operate a computer at a distance, which would make some infiltration and + hacking jobs easier.) + - id: cypher-matter-transference-ray + name: Matter Transference Ray + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 392 + level: 1d6 + 3 + effect: | + The user can target one nonliving object within long range that is their size or smaller of the cypher level + or lower. The object is transferred directly to a random location at least 100 miles (160 km) away. If the + GM feels it appropriate to the circumstances, only a portion of an object is transferred (a portion whose + volume is no more than the user's). + - id: cypher-meditation-aid + name: Meditation Aid + types: + - subtle + source: Cypher System Rulebook, page 392 + level: 1d6 + 2 + effect: Restores a number of points equal to the cypher's level to the user's Intellect Pool. + - id: cypher-memory-switch + name: Memory Switch + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 392 + level: 1d6 + 2 + effect: | + The user selects a point within long range, and the minds of all thinking creatures within immediate range + of that point are attacked. Victims are dazed and take no action for a round, and they have no memory of the + preceding hour. + - id: cypher-mental-scrambler + name: Mental Scrambler + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 392 + level: 1d6 + 2 + effect: | + Two rounds after being activated, the device creates an invisible field that fills an area within short + range and lasts for one minute. The field scrambles the mental processes of all thinking creatures. The + effect lasts as long as they remain in the field and for 1d6 rounds after, although an Intellect defense + roll is allowed each round to act normally (both in the field and after leaving it). Each mental scrambler + is keyed to a specific effect. Roll a d100 to determine the effect. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 1 + max-roll: 30 + value: Victims cannot act. + - min-roll: 31 + max-roll: 40 + value: Victims cannot speak. + - min-roll: 41 + max-roll: 50 + value: Victims move slowly (immediate range) and clumsily. + - min-roll: 51 + max-roll: 60 + value: Victims cannot see or hear. + - min-roll: 61 + max-roll: 70 + value: Victims lose all sense of direction, depth, and proportion. + - min-roll: 71 + max-roll: 80 + value: Victims do not recognize anyone they know. + - min-roll: 81 + max-roll: 88 + value: Victims suffer partial amnesia. + - min-roll: 89 + max-roll: 94 + value: Victims suffer total amnesia. + - min-roll: 95 + max-roll: 98 + value: Victims lose all inhibitions, revealing secrets and performing surprising actions. + - min-roll: 99 + max-roll: 100 + value: Victims' ethics are inverted. + - id: cypher-metal-death + name: Metal Death + types: + - manifest + source: Cypher System Rulebook, page 393 + level: 1d6 + 2 + effect: | + Produces a stream of foam that covers an area about 3 feet by 3 feet (1 m by 1 m), transforming any metal + that it touches into a substance as brittle as thin glass. The foam affects metal to a depth of about 6 + inches (15 cm). + - id: cypher-mind-meld + name: Mind Meld + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 393 + level: 1d6 + 1 + effect: | + Lets the user speak telepathically with creatures they can see within short range for up to one hour. The + user can't read a target's thoughts, except those that are specifically "transmitted." + note: | + In some games, telepathy transcends normal language barriers (if the target has a mind that allows for + telepathic communication). In others, it might only pick up emotions or general concepts of thoughts in + another language. It also might vary based on the ability used. + - id: cypher-mind-restricting-wall + name: Mind-Restricting Wall + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 393 + level: 1d6 + 2 + effect: | + Creates an immobile plane of permeable energy up to 20 feet by 20 feet (6 m by 6 m) for one hour. The plane + conforms to the space available. Intelligent creatures passing through the plane fall unconscious for up to + one hour, or until slapped awake or damaged. + - id: cypher-mind-stabilizer + name: Mind Stablizer + types: + - subtle + source: Cypher System Rulebook, page 393 + level: 1d6 + effect: The user gains +5 to Armor against Intellect damage. + note: | + The mind stabilizer cypher doesn't list a duration. As a simple solution, the GM could assign this cypher a + duration of one hour per cypher level. + - id: cypher-monoblade + name: Monoblade + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 393 + level: 1d6 + 2 + effect: | + Produces a 6-inch (15 cm) blade that's the same level as the cypher. The blade cuts through any material of + a level lower than its own. If used as a weapon, it is a light weapon that ignores Armor of a level lower + than its own. The blade lasts for ten minutes. + - id: cypher-monohorn + name: Monohorn + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 393 + level: 1d6 + 3 + effect: | + The user gains a horn in the center of their forehead. The horn is deadly sharp and strong, and it spirals + down to a solid base where it fuses with their flesh and bone. The user is specialized in making melee + attacks with the horn, which is considered a medium weapon. The horn lasts for a number of hours equal to + the cypher's level. + note: | + Sometimes a monohorn cypher covers the user in a thin sheen of black hide-like material, which disguises + their identity but doesn't interfere with their senses. + - id: cypher-motion-sensor + name: Motion Sensor + types: + - subtle + source: Cypher System Rulebook, page 393 + level: 1d6 + 2 + effect: | + For one hour per cypher level, the user knows when any movement occurs within short range, and when large + creatures or objects move within long range (the cypher distinguishes between the two). It also indicates + the number and size of the creatures or objects in motion. + - id: cypher-null-field + name: Null Field + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 393 + level: 1d6 + 3 + effect: | + The user and all creatures within immediate range gain +3 to Armor (+5 if the cypher is level 8 or higher) + against damage of a specified kind for one hour. Roll a d100 to determine the effect. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 01 + max-roll: 12 + value: Fire + - min-roll: 13 + max-roll: 27 + value: Cold + - min-roll: 28 + max-roll: 39 + value: Acid + - min-roll: 40 + max-roll: 52 + value: Psychic + - min-roll: 53 + max-roll: 65 + value: Sonic + - min-roll: 66 + max-roll: 72 + value: Electrical + - min-roll: 73 + max-roll: 84 + value: Poison + - min-roll: 85 + max-roll: 95 + value: Blunt force + - min-roll: 96 + max-roll: 00 + value: Slashing and piercing + - id: cypher-nullification-ray + name: Nullification Ray + types: + - manifest + source: Cypher System Rulebook, page 393 + level: 1d6 + 3 + effect: | + The user can immediately end one ongoing effect within long range that is produced by an artifact, cypher, + or special ability. + - id: cypher-nutrition-and-hydration + name: Nutrition and Hydration + types: + - subtle + source: Cypher System Rulebook, page 393 + level: 1d6 + 1 + effect: | + The user can go without food and water for a number of days equal to the cypher's level without ill effect. + - id: cypher-perfect-memory + name: Perfect Memory + types: + - subtle + source: Cypher System Rulebook, page 393 + level: 1d6 + effect: | + Allows the user to mentally record everything they see for thirty seconds per cypher level and store the + recording permanently in their long-term memory. This cypher is useful for watching someone pick a specific + lock, enter a complex code, or do something else that happens quickly. + - id: cypher-perfection + name: Perfection + types: + - subtle + source: Cypher System Rulebook, page 393 + level: 1d6 + 2 + effect: The user treats their next action as if they had rolled a natural 20. + - id: cypher-personal-environment-field + name: Personal Environment Field + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 394 + level: 1d6 + 2 + effect: | + Creates an aura of temperature and atmosphere that will sustain a human safely for a day. The aura extends + to 1 foot (30 cm) around the user (double that radius if the cypher is level 7 or higher). It does not + protect against sudden flashes of temperature change (such as from a heat ray). A small number of these + cyphers (1%) accommodate the preferred environment of a nonhuman, nonterrestrial creature. + - id: cypher-phase-changer + name: Phase Changer + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 394 + level: 1d6 + 1 + effect: | + Puts the user out of phase for one minute (two minutes if the cypher is level 6 or higher). During this + time, they can pass through solid objects as though they were entirely insubstantial, like a ghost. They + cannot make physical attacks or be physically attacked. + note: | + The phase changer cypher doesn't include a level formula. The 1d6 + 1 listed here is an addition by the + editor. + - id: cypher-phase-disruptor + name: Phase Disruptor + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 394 + level: 1d6 + 2 + effect: | + Puts a portion of a physical structure (like a wall or floor) out of phase for one hour. It affects an area + equal to one 5-foot (1.5 m) cube per cypher level. While the area is out of phase, creatures and objects can + pass through it as if it were not there, although one cannot see through it, and it blocks light. + - id: cypher-poison-emotion + name: Poison (Emotion) + types: + - manifest + source: Cypher System Rulebook, page 394 + level: 1d6 + 2 + effect: The victim feels a specific emotion for one hour. Roll a d100 to determine the emotion. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 1 + max-roll: 20 + value: | + **Anger**: Likely to attack anyone who disagrees with them. Very hard to interact with; all such actions + are hindered by two steps. + - min-roll: 21 + max-roll: 40 + value: **Fear**: Flees in terror for one minute when threatened. + - min-roll: 41 + max-roll: 60 + value: **Lust**: Cannot focus on any nonsexual activity. + - min-roll: 61 + max-roll: 75 + value: **Sadness**: All tasks are hindered. + - min-roll: 76 + max-roll: 85 + value: **Complacency**: Has no motivation. All tasks are hindered by two steps. + - min-roll: 86 + max-roll: 95 + value: **Joy**: Easy to interact with in a pleasant manner; all pleasant interaction tasks are eased. + - min-roll: 96 + max-roll: 100 + value: | + **Love**: Much easier to interact with; all interaction tasks are eased by two steps, but temporary + attachment is likely. + note: Most poisons are not considered cyphers, except for a very few that are unique. + - id: cypher-poison-explosive + name: Poison (Explosive) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 394 + level: 1d6 + 1 + effect: | + Once this substance enters the bloodstream, it travels to the brain and reorganizes into an explosive that + detonates when activated, inflicting 10 points of damage (ignores Armor). Roll a d100 to determine what + activates the poison. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 1 + max-roll: 25 + value: The detonator is activated (must be within long range). + - min-roll: 26 + max-roll: 40 + value: A specified amount of time passes. + - min-roll: 41 + max-roll: 50 + value: The victim takes a specific action. + - min-roll: 51 + max-roll: 55 + value: A specific note is sung or played on an instrument within short range. + - min-roll: 56 + max-roll: 60 + value: The victim smells a specific scent within immediate range. + - min-roll: 61 + max-roll: 80 + value: The victim comes within long range of the detonator. + - min-roll: 81 + max-roll: 100 + value: The victim is no longer within long range of the detonator. + - id: cypher-poison-mind-controlling + name: Poison (Mind Controlling) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 394 + level: 1d6 + 2 + effect: | + The victim must carry out a specific action in response to a specific trigger. Roll a d100 to determine the + action. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 1 + max-roll: 20 + value: Lies down for one minute with eyes closed when told to do so. + - min-roll: 21 + max-roll: 40 + value: Flees in terror for one minute when threatened. + - min-roll: 41 + max-roll: 60 + value: Answers questions truthfully for one minute. + - min-roll: 61 + max-roll: 75 + value: Attacks close friend for one round when within immediate range. + - min-roll: 76 + max-roll: 85 + value: Obeys next verbal command given (if it is understood). + - min-roll: 86 + max-roll: 95 + value: For one day, becomes sexually attracted to the next creature of its own species that it sees. + - min-roll: 96 + max-roll: 100 + value: | + For one minute, moves toward the next red object seen in lieu of all other actions, ignoring + self-preservation. + - id: cypher-poison-mind-disrupting + name: Poison (Mind Disrupting) + types: + - manifest + source: Cypher System Rulebook, page 394 + level: 1d6 + 2 + effect: | + The victim suffers Intellect damage equal to the cypher's level and cannot take actions for a number of + rounds equal to the cypher's level. + - id: cypher-psychic-communique + name: Psychic Communique + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 395 + level: 1d6 + 2 + effect: | + Allows the user to project a one-time, one-way telepathic message of up to ten words per cypher level, with + an unlimited range, to anyone they know. + - id: cypher-radiation-spike + name: Radiation Spike + types: + - manifest + source: Cypher System Rulebook, page 395 + level: 1d6 + 4 + effect: | + Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting damage + equal to the cypher's level. + - id: cypher-ray-emitter + name: Ray Emitter + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 395 + level: 1d6 + 2 + effect: | + Allows the user to project a ray of destructive energy up to very long range that inflicts damage equal to + the cypher's level. Roll a d100 to determine the type of energy. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 1 + max-roll: 50 + value: Heat/concentrated light + - min-roll: 51 + max-roll: 60 + value: Cell-disrupting radiation + - min-roll: 61 + max-roll: 80 + value: Force + - min-roll: 81 + max-roll: 87 + value: Magnetic wave + - min-roll: 88 + max-roll: 93 + value: Molecular bond disruption + - min-roll: 94 + max-roll: 100 + value: Concentrated cold + note: | + **Even weirder ray emitters:** + + - Turns target inside out + - Inflicts damage and turns flesh blue + - Renders target mute + - Damages only plants + - Damages only inorganic matter + - Turns flesh to dead, stonelike material + - id: cypher-ray-emitter-command + name: Ray Emitter (Command) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 395 + level: 1d6 + 2 + effect: | + Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that + forces a target to obey the next verbal command given (if it is understood) for one round per cypher level. + - id: cypher-ray-emitter-fear + name: Ray Emitter (Fear) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 395 + level: 1d6 + 2 + effect: | + Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that + causes the target to flee in terror for one minute. + - id: cypher-ray-emitter-friend-slaying + name: Ray Emitter (Friend Slaying) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 395 + level: 1d6 + 2 + effect: | + Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that + causes the target to attack its nearest ally for one round. + - id: cypher-ray-emitter-mind-disrupting + name: Ray Emitter (Mind Disrupting) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 395 + level: 1d6 + 2 + effect: | + Allows the user to project a ray of destructive energy up to very long range that inflicts Intellect damage + equal to the cypher's level. Also, the victim cannot take actions for a number of rounds equal to the + cypher's level. + - id: cypher-ray-emitter-numbing + name: Ray Emitter (Numbing) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 395 + level: 1d6 + 2 + effect: | + Allows the user to project a ray of energy up to long range (very long range if the cypher is level 6 or + higher) that numbs one limb of the target, making it useless for one minute. A small number of these devices + (5%) induce numbness that lasts for one hour. + - id: cypher-ray-emitter-paralysis + name: Ray Emitter (Paralysis) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 395 + level: 1d6 + 2 + effect: | + Allows the user to project a ray of energy up to very long range that paralyzes the target for one minute. A + small number of these devices (5%) induce paralysis that lasts for one hour. + - id: cypher-reality-spike + name: Reality Spike + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 395 + level: 1d6 + 4 + effect: | + Once activated, the cypher does not move—ever—even if activated in midair. A Might action will + dislodge it, but then it is ruined. + - id: cypher-reflex-enhancer + name: Reflex Enhancer + types: + - subtle + source: Cypher System Rulebook, page 395 + level: 1d6 + effect: | + All tasks involving manual dexterity—such as pickpocketing, lockpicking, juggling, operating on a + patient, defusing a bomb, and so on—are eased by two steps for one hour. + - id: cypher-rejuvenator + name: Rejuvenator + types: + - subtle + source: Cypher System Rulebook, page 395 + level: 1d6 + 2 + effect: Restores a number of points equal to the cypher's level to one random stat Pool. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 01 + max-roll: 50 + value: Might Pool + - min-roll: 51 + max-roll: 75 + value: Speed Pool + - min-roll: 76 + max-roll: 00 + value: Intellect Pool + - id: cypher-remembering + name: Remembering + types: + - subtle + source: Cypher System Rulebook, page 396 + level: 1d6 + effect: | + Allows the user to recall any one experience they've ever had. The experience can be no longer than one + minute per cypher level, but the recall is perfect, so (for example) if they saw someone dial a phone, they + will remember the number. + - id: cypher-remote-viewer + name: Remote Viewer + types: + - manifest + source: Cypher System Rulebook, page 396 + level: 1d6 + effect: | + For one hour per cypher level, the user can see everything going on in the vicinity of the cypher, + regardless of the distance between them. + - id: cypher-repair-unit + name: Repair Unit + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 396 + level: 1d10 + effect: | + The cypher becomes a multiarmed sphere that floats. It repairs one designated item (of its own level or + lower) that has been damaged but not destroyed. The repair unit can also create spare parts, unless the GM + rules that the parts are too specialized or rare (in which case, the unit repairs the device except for the + specialized part). Repair time is 1d100 + 20 minutes. + - id: cypher-repeater + name: Repeater + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 396 + level: 1d6 + 1 + effect: | + For the next minute, the user's ranged weapon fires one additional time with ammo fabricated by the cypher. + The weapon wielder can aim the free shot at the same target, or at a different target next to the first one. + - id: cypher-repel + name: Repel + types: + - subtle + source: Cypher System Rulebook, page 396 + level: 1d6 + 1 + effect: | + One NPC within immediate range who is of a level lower than the cypher decides to leave, using their next + five rounds to move away quickly. + - id: cypher-retaliation + name: Retaliation + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 396 + level: 1d6 + effect: | + For the next day, anyone striking the user receives a small burst of electricity that inflicts 1 point of + damage (2 points if the cypher is level 4 or higher, 3 points if the cypher is level 6 or higher). No action + or roll is required by the user. + - id: cypher-secret + name: Secret + types: + - subtle + source: Cypher System Rulebook, page 396 + level: 1d6 + 2 + effect: | + The user can ask the GM one question and get a general answer. The GM assigns a level to the question, so + the more obscure the answer, the more difficult the task. Generally, knowledge that a PC could find by + looking somewhere other than their current location is level 1, and obscure knowledge of the past is level + 7. Gaining knowledge of the future is level 10, and such knowledge is always open to interpretation. The + cypher cannot provide an answer to a question above its level. + - id: cypher-sheen + name: Sheen + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 396 + level: 1d6 + effect: | + For one week, the user's cells are coated with a protective veneer that resists damage (+1 to Armor, or +2 + to Armor if the cypher is level 5 or higher) and eases Might defense rolls by two steps. However, healing is + more difficult during this time; all recovery rolls suffer a −1 penalty. + - id: cypher-shock-attack + name: Shock Attack + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 396 + level: 1d6 + effect: | + For the next day, each time the user strikes a solid creature or object, the attack generates a burst of + electricity, inflicting 1 additional point of damage (2 points if the cypher is level 4 or higher, 3 points + if the cypher is level 6 or higher). + - id: cypher-shocker + name: Shocker + types: + - manifest + source: Cypher System Rulebook, page 396 + level: 1d6 + 4 + effect: | + Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the + cypher's level. + - id: cypher-skill-boost + name: Skill Boost + types: + - subtle + source: Cypher System Rulebook, page 397 + level: 1d6 + effect: | + Dramatically but temporarily alters the user's mind and body so they can ease one specific kind of physical + action by three steps. Once activated, this boost can be used a number of times equal to the cypher's level, + but only within a twenty-four-hour period. The boost takes effect each time the action is performed. For + example, a level 3 cypher boosts the first three times that action is attempted. Roll a d100 to determine + the action. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 1 + max-roll: 15 + value: Melee attack + - min-roll: 16 + max-roll: 30 + value: Ranged attack + - min-roll: 31 + max-roll: 40 + value: Speed defense + - min-roll: 41 + max-roll: 50 + value: Might defense + - min-roll: 51 + max-roll: 60 + value: Intellect defense + - min-roll: 61 + max-roll: 68 + value: Jumping + - min-roll: 69 + max-roll: 76 + value: Climbing + - min-roll: 77 + max-roll: 84 + value: Running + - min-roll: 85 + max-roll: 92 + value: Swimming + - min-roll: 93 + max-roll: 94 + value: Sneaking + - min-roll: 95 + max-roll: 96 + value: Balancing + - min-roll: 97 + max-roll: 98 + value: Perceiving + - min-roll: 99 + value: Carrying + - min-roll: 100 + value: Escaping + - id: cypher-slave-maker + name: Slave Maker + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 397 + level: 1d6 + 2 + effect: | + To activate the cypher, the user must succeed on a melee attack against a creature about the size of the + user and whose level does not exceed the cypher's level. The cypher bonds to the target, who immediately + becomes calm. The target awaits the user's commands and carries out all orders to the best of its + ability. The target remains so enslaved for a number of hours equal to the cypher's level minus the target's + level. (If the result is 0, the target is enslaved for only one minute.) + - id: cypher-sleep-inducer + name: Sleep Inducer + types: + - manifest + source: Cypher System Rulebook, page 397 + level: 1d6 + effect: | + Touch puts the victim to sleep for ten minutes per cypher level or until awoken by a violent action or an + extremely loud noise. + - id: cypher-sniper-module + name: Sniper Module + types: + - manifest + source: Cypher System Rulebook, page 397 + level: 1d6 + effect: | + For the next hour per cypher level, the effective range of the user's ranged weapon increases by one + category (immediate to short, short to long, long to very long, very long to 1,000 feet [300 m]). A weapon + with a range greater than very long has its range doubled. + - id: cypher-solvent + name: Solvent + types: + - manifest + source: Cypher System Rulebook, page 397 + level: 1d10 + effect: | + Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert. + - id: cypher-sonic-hole + name: Sonic Hole + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 397 + level: 1d6 + 2 + effect: | + Draws all sound within long range into the device for one round per cypher level. Within the affected area, + no sound can be heard. + note: | + Sonic holes are much-loved by thieves everywhere but can also be used for less nefarious purposes, such as + hunting prey and sneaking past enemies. + - id: cypher-sound-dampener + name: Sound Dampener + types: + - fantastic + source: Cypher System Rulebook, page 397 + level: 1d6 + 2 + effect: | + Dampens all sound within immediate range for one minute per cypher level, providing an asset on stealth + actions by all creatures in the area. + - id: cypher-spatial-warp + name: Spatial Warp + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 397 + level: 1d6 + 4 + effect: | + When affixed to a device that affects a single target at range, that range is increased to 1 mile (1.5 km) + with no penalties. Space is temporarily warped in terms of seeing and reaching the target. If direct line of + sight is important to the device's effect, it remains important. The spatial warp lasts 10 minutes per + cypher level. + - id: cypher-speed-boost + name: Speed Boost + types: + - subtle + source: Cypher System Rulebook, page 398 + level: 1d6 + 2 + effect: Adds 1 to the user's Speed Edge for one hour (adds 2 if the cypher is level 5 or higher). + - id: cypher-spy + name: Spy + types: + - manifest + source: Cypher System Rulebook, page 398 + level: 1d6 + 2 + effect: | + Produces a tiny spying object that resists detection as a level 8 creature. The object moves at great speed, + mapping and scanning an unknown area. It moves 500 feet (150 m) per level, scanning an area up to 50 feet + (15 m) away from it. It identifies basic layout, creatures, and major energy sources. Its movement is + blocked by any physical or energy barrier. At the end of its mapping run, it returns to the user and + reports. If it discovers a predefined target during its run (such as "a creature of level 5 or higher," "a + locked door," "a major energy source," and so on), it detonates instead, dealing damage equal to the + cypher's level (half electrical damage, half shrapnel damage) to all creatures and objects in short range. + - id: cypher-stasis-keeper + name: Stasis Keeper + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 398 + level: 1d6 + effect: | + Puts a subject into stasis for a number of days equal to the cypher's level, or until it is violently + disturbed. An object in stasis does not age and comes out of the stasis alive and in the same condition as + it went in, with no memory of the period of inactivity. + - id: cypher-stim + name: Stim + types: + - subtle + source: Cypher System Rulebook, page 398 + level: 1d6 + effect: Eases the user's next action taken by three steps. + - id: cypher-strength-boost + name: Strength Boost + types: + - subtle + source: Cypher System Rulebook, page 398 + level: 1d6 + 2 + effect: Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher). + - id: cypher-strength-enhancer + name: Strength Enhancer + types: + - subtle + source: Cypher System Rulebook, page 398 + level: 1d6 + effect: | + All noncombat tasks involving raw strength—such as breaking down a door, lifting a heavy boulder, + forcing open elevator doors, competing in a weightlifting competition, and so on—are eased by two steps + for one hour. + - id: cypher-subdual-field + name: Subdual Field + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 398 + level: 1d6 + 3 + effect: | + Two rounds after being activated, the device creates an invisible field that fills a specified area (such as + a cube a short distance across) within long range. The field lasts for one minute. It affects the minds of + thinking beings within the field, preventing them from taking hostile actions. The effect lasts as long as + they remain in the field and for 1d6 rounds after, although an Intellect defense roll is allowed each round + to act normally (both in the field and after leaving it). + - id: cypher-telepathy + name: Telepathy + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 398 + level: 1d6 + 2 + effect: For one hour, the device enables long-range mental communication with anyone the user can see. + - id: cypher-teleporter-bounder + name: Teleporter (Bounder) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 398 + level: 1d6 + 2 + effect: | + User teleports up to 100 × the cypher level in feet to a location they can see. They arrive safely with + their possessions but cannot take anything else with them. + - id: cypher-teleporter-interstellar + name: Teleporter (Interstellar) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 398 + level: 1d6 + 4 + effect: | + User teleports anywhere in the galaxy to a location they have previously visited or seen. They arrive safely + with their possessions but cannot take anything else with them. + - id: cypher-teleporter-planetary + name: Teleporter (Planetary) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 398 + level: 1d6 + 4 + effect: | + User teleports anywhere on the planet to a location they have previously visited or seen. They arrive safely + with their possessions but cannot take anything else with them. + - id: cypher-teleporter-traveler + name: Teleporter (Traveler) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 398 + level: 1d6 + 4 + effect: | + User teleports up to 100 × the cypher level in miles to a location they have previously visited or + seen. They arrive safely with their possessions but cannot take anything else with them. + - id: cypher-temporal-viewer + name: Temporal Viewer + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 399 + level: 1d6 + 4 + effect: | + Displays moving images and sound, up to ten minutes per cypher level in length, depicting events that + occurred at the current location up to one year prior. The user specifies the time period shown by the + viewer. + - id: cypher-time-dilation-defensive + name: Time Dilation (Defensive) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 399 + level: 1d6 + effect: | + For the next twenty-four hours, when the user is attacked, they move in rapid, seemingly random jumps, a few + inches to one side or the other. This is an asset that modifies the user's defense rolls by two steps (three + steps if the cypher is level 6 or higher). + - id: cypher-time-dilation-offensive + name: Time Dilation (Offensive) + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 399 + level: 1d6 + effect: | + For the next twenty-four hours, when the user makes a melee attack, they move at almost instantaneous speed, + easing their attacks by two steps (three steps if the cypher is level 6 or higher). + - id: cypher-tissue-regeneration + name: Tissue Regeneration + types: + - subtle + source: Cypher System Rulebook, page 399 + level: 1d6 + 4 + effect: | + For the next hour, the user regains 1 point lost to damage per round, up to a total number of points equal + to twice the cypher's level. As each point is regained, they choose which Pool to add it to. If all their + Pools are at maximum, the regeneration pauses until they take more damage, at which point it begins again + (if any time remains in the hour) until the duration expires. + note: | + A tissue regeneration cypher can be used to regenerate a lost appendage (an arm, a foot, a leg, and so on) + or to repair scar tissue from burns and other tissue-related disfigurements. If the cypher is used in this + fashion, it restores only 1d6 points over the hour duration. + - id: cypher-tracer + name: Tracer + types: + - manifest + source: Cypher System Rulebook, page 399 + level: 1d6 + effect: | + Fires a microscopic tracer that clings to any surface within short range. For the next twenty-four hours, + the launcher shows the distance and direction to the tracer, as long as it is within 1 mile (100 miles if + the cypher is level 3 or higher, in the same dimension if the cypher is level 6 or higher). + - id: cypher-trick-embedder + name: Trick Embedder + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 399 + level: 1d6 + effect: | + A nonintelligent animal immediately and perfectly learns one trick (two tricks if the cypher is level 4 or + higher) it is capable of physically performing (roll over, heel, spin, shake, go to an indicated place + within long range, and so on). The trick must be designated when the cypher is activated. + - id: cypher-uninterruptible-power-source + name: Uninterruptible Power Source + types: + - manifest + source: Cypher System Rulebook, page 399 + level: 1d6 + 4 + effect: | + Provides power to another device for up to a day. The device to be powered can be as simple as a light + source or as complex as a small starcraft, assuming the cypher's level is equal to the item's power + requirements. A desk lamp is a level 1 power requirement, a car engine is a level 5 power requirement, and a + starship is a level 10 power requirement. + - id: cypher-vanisher + name: Vanisher + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 399 + level: 1d6 + 2 + effect: | + The user becomes invisible for five minutes per cypher level, during which time they are specialized in + stealth and Speed defense tasks. This effect ends if they do something to reveal their presence or + position—attacking, using an ability, moving a large object, and so on. If this occurs, they can regain + the remaining invisibility effect by taking an action to focus on hiding their position. + - id: cypher-visage-changer + name: Visage Changer + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 399 + level: 1d6 + effect: | + Changes the appearance of one human-sized creature, providing an asset to disguise tasks (easing them by two + steps if the cypher is level 5 or higher). The change takes ten minutes to apply and lasts for twenty-four + hours. + - id: cypher-visual-displacement-device + name: Visual Displacement Device + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 399 + level: 1d6 + effect: | + Projects holographic images of the user to confuse attackers. The images appear around the user, giving them + an asset to Speed defense actions for ten minutes per cypher level. + - id: cypher-vocal-translator + name: Vocal Translator + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 399 + level: 1d6 + effect: | + For twenty-four hours per cypher level, translates everything said by the user into a language that anyone + can understand. + - id: cypher-warmth + name: Warmth + types: + - manifest + source: Cypher System Rulebook, page 400 + level: 1d6 + effect: | + Keeps the user warm and comfortable, even in the harshest cold temperatures, for twenty-four hours. During + this time, the user has Armor equal to the cypher's level that protects against cold damage. + - id: cypher-water-adapter + name: Water Adapter + types: + - manifest + source: Cypher System Rulebook, page 400 + level: 1d6 + effect: | + The user can breathe underwater and operate at any depth (without facing the debilitating consequences of + changing pressure) for four hours per cypher level. This cypher can also be used in the regular atmosphere, + allowing the user to ignore ill effects from very low or very high atmospheric pressure. The cypher does not + protect against vacuum. + - id: cypher-weapon-enhancement + name: Weapon Enhancement + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 400 + level: 1d6 + 2 + effect: | + Modifies a weapon's attack in a particular fashion for ten minutes per cypher level. Roll a d100 for the + modification. + effect-roll-type: d100 + effect-roll-values: + - min-roll: 01 + max-roll: 10 + value: Eases attack by one step + - min-roll: 11 + max-roll: 20 + value: Deals bonus electrical damage equal to cypher level + - min-roll: 21 + max-roll: 30 + value: Deals bonus cold damage equal to cypher level + - min-roll: 31 + max-roll: 40 + value: Deals bonus poison damage equal to cypher level + - min-roll: 41 + max-roll: 50 + value: Deals bonus acid damage equal to cypher level + - min-roll: 51 + max-roll: 60 + value: Deals bonus fire damage equal to cypher level + - min-roll: 61 + max-roll: 70 + value: Deals bonus sonic damage equal to cypher level + - min-roll: 71 + max-roll: 80 + value: Deals bonus psychic damage equal to cypher level + - min-roll: 81 + max-roll: 90 + value: Knockback (on 18–20 on successful attack roll, target knocked back 30 feet [9 m]) + - min-roll: 91 + max-roll: 95 + value: Holding (on 18–20 on successful attack roll, target can't act on its next turn) + - min-roll: 96 + max-roll: 97 + value: Eases attack by two steps + - min-roll: 98 + value: | + Banishing (on 18–20 on successful attack roll, target is sent to random location at least 100 miles [160 + km] away) + - min-roll: 99 + value: Explodes, inflicting damage equal to cypher level to all within immediate range + - min-roll: 00 + value: Heart-seeking (on 18–20 on successful attack roll, target is killed) + - id: cypher-wings + name: Wings + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 400 + level: 1d6 + 2 + effect: User can fly at their normal running speed for ten minutes per cypher level. + - id: cypher-x-ray-viewer + name: X-Ray Viewer + types: + - manifest + source: Cypher System Rulebook, page 400 + level: 1d6 + 4 + effect: | + Allows the user to see through up to 2 feet (60 cm) of material of a level lower than the cypher. The effect + lasts for one minute per cypher level. + - id: cypher-zero-point-field + name: Zero Point Field + types: + - manifest + - fantastic + source: Cypher System Rulebook, page 400 + level: 1d6 + 3 + effect: | + Renders an inanimate object outside the effects of most energy for one minute. This means the object cannot + be harmed, moved, or manipulated in any way. It remains in place (even in midair). + - id: cypher-area-boost + name: Area Boost + types: + - subtle + - manifest + - power-boost + source: Cypher System Rulebook, page 401 + level: 1d6 + 1 + effect: | + This cypher boosts an ability that affects a single target. The ability expands the effect so it includes + the immediate area around that target. If the ability normally affects an immediate area, the area becomes + short. Short areas are increased to long. Long areas are increased to very long. Abilities with very long + areas become 1,000-foot (300 m) areas. All other areas double in radius. + - id: cypher-burst-boost + name: Burst Boost + types: + - subtle + - manifest + - power-boost + source: Cypher System Rulebook, page 401 + level: 1d6 + 2 + effect: | + This cypher boosts an ability that affects a single target at short range or farther. The range decreases to + immediate, but the ability affects all targets within immediate range. + - id: cypher-damage-boost + name: Damage Boost + types: + - subtle + - manifest + - power-boost + source: Cypher System Rulebook, page 401 + level: 1d6 + 2 + effect: | + This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal + to this cypher's level. + - id: cypher-efficacy-boost + name: Efficacy Boost + types: + - subtle + - manifest + - power-boost + source: Claim the Sky, page 157 + level: 1d6 + 1 + effect: | + This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two + steps if the cypher is level 5 or higher). + - id: cypher-efficacy-boost-major + name: Efficacy Boost (Major) + types: + - subtle + - manifest + source: Cypher System Rulebook, page 401 + level: 1d6 + 1 + effect: | + This cypher boosts an ability that requires a skill roll. The use of the ability is eased by two steps. + - id: cypher-efficacy-boost-minor + name: Efficacy Boost (Minor) + types: + - subtle + - manifest + source: Cypher System Rulebook, page 401 + level: 1d6 + effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased. + - id: cypher-energy-boost + name: Energy Boost + types: + - subtle + - manifest + source: Cypher System Rulebook, page 401 + level: 1d6 + effect: This cypher boosts an ability that has a stat Pool cost. The cost is reduced to 0. + - id: cypher-range-boost + name: Range Boost + types: + - subtle + - manifest + source: Cypher System Rulebook, page 401 + level: 1d6 + 1 + effect: | + This cypher boosts the range of an ability. Something that affects only you can now affect someone you + touch. Any other ability increases its range by one category (touch to immediate, immediate to short, short + to long, long to very long, very long to 1,000 feet [300 m], or double for any range longer than very long). + - id: cypher-shift-boost + name: Shift Boost + types: + - subtle + - manifest + source: Claim the Sky, page 158 + level: 1d6 + 2 + effect: | + This cypher boosts one power shift that the user already has, granting them an additional power shift in + that category that lasts for one round. For example, if the user has a shift in resilience, they can use + this cypher to gain an additional shift in resilience for one round. If the user has more than one kind of + power shift (such as dexterity and strength), they choose which kind of power shift to boost. + - id: cypher-stunt-boost + name: Stunt Boost + types: + - subtle + - manifest + source: Claim the Sky, page 158 + level: 1d6 + 2 + effect: | + This cypher eases the user's next difficult, formidable, or impossible power stunt task by four steps (eased + by five steps if the cypher is level 7 or higher). It has no effect on power stunts that don't require a + successful power stunt task. + - id: cypher-target-boost + name: Target Boost + types: + - subtle + - manifest + source: Cypher System Rulebook, page 401 + level: 1d6 + 2 + effect: | + This cypher boosts an ability that affects a target at a range greater than touch. It can affect a second + target within range (if the ability is an attack, make a separate attack roll for the second creature). +forms: + fantasy: + list: + - Potions + - Scrolls + - Runeplates + - Tattoos + - Charms + - Powders + - Crystals + - Books with words of power + fairy-tale: + include: + - fantasy + modern: + list: + - Drugs (injections, pills, inhalants) + - Viruses + - Smartphone apps + romance: + include: + - modern + science-fiction: + list: + - Drugs (injections, pills, inhalants) + - Computer programs + - Crystals + - Gadgets + - Viruses + - Biological implants + - Mechanical implants + - Nanotechnological injections + post-apocalyptic: + include: + - science-fiction + horror: + list: + - Burrowing worms or insects + - Pages from forbidden books + - Horrific images + superhero: + include: + - fantasy + - modern + - science-fiction + - horror