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