name: Combat related GM intrusion source: Cypher GM Intrusion deck type: random-choice choices: - A foe suddenly offers to surrender. The offer may be sincere or a ruse (GM’s decision); if a ruse and the character accepts, the foe gets a free attack that is eased by two steps. - The character’s opponent falls toward them, knocking both of them prone, with the opponent on top. - A stray attack breaks a tree branch, steam pipe, or fuel line, creating an obstacle or hazard in an immediate area. - The character suffers a mishap (falls prone, drops their weapon, and so on), but their foe waits respectfully for the character to be ready to fight again. - The character loses their grip on their weapon (due to a foe’s action, a slippery hilt, or some other cause), and it ends up a short distance away from them. - The character’s foe fights defensively. For the rest of the combat, Speed defense tasks against that foe are eased, but attacks against them are hindered by three steps. - A stray attack starts a chemical or electrical fire, which intermittently inflicts 2 points of ambient damage to creatures in the area and begins to spread. - The character’s foe makes a dazzling move that spins the character around, disorienting them. All their actions are hindered by two steps for the next two rounds. - Two character abilities or objects carried by different creatures have an odd, dangerous interaction. The GM decides whether the affected characters are hindered, the combination damages targets in the area, or some other unrelated effect (such as accelerating time, opening a portal, or creating a hazard) arises from their interaction. - One healed wound from this fight becomes an ugly, visible scar that remains for the rest of the character’s life. The scar may be an asset or a liability, depending on who the character interacts with. - The character realizes how to get an automatic major effect (Cypher System Rulebook, page 212) on their next attack, but it requires allowing their foe to get a major effect on them first. - The character’s foe makes a very skilled feint that repositions the character an immediate distance away, to a location that is to the foe’s advantage. The character’s actions against the foe are hindered by two steps until they use an action to move out of this vulnerable position. - The foe is impressed by the character’s combat skill and suggests pausing hostilities to negotiate a peace. - The foe seems to have been expecting the character (“I was wondering when we would finally meet,”) and fights with fatalistic determination, as if they expect to lose but won’t go quietly. - A foe that the character believed to be dead or unconscious is actually alive and aware—and suddenly attacks, having regained 10 points of health (or their health is back to its maximum normal amount, whichever is greater). - The foe makes a wild, powerful attack that inflicts an additional 4 points of damage. Whether or not it hits, the foe loses or breaks their weapon and has to draw or find another one. - The foe suffers a twinge, twisted ankle, or other surprise minor injury, and asks the character for a moment to compose themselves before continuing the fight. - The ground beneath the character and their foe suddenly shifts, knocking both of them prone. If there is an open space beneath them, both fall through to the next lower level unless the character succeeds at a difficulty 5 Speed task. A success means the foe grabs something stable and the character grabs the foe, hindering both of their actions until they are separated. - The foe strikes the character’s head, moving them one step down the damage track unless they succeed at a difficulty 5 Intellect defense task. If they succeed, they’re still hindered for one round. - The character accidentally hits themselves with their own weapon, inflicting 2 points of damage. - The foe’s weapon had poison, acid, radioactive powder, or some other harmful substance on it. The character must succeed at a Might defense roll or take 4 points of Speed damage (ignores Armor) in addition to the normal damage from the attack. - Two characters bump into each other and are knocked off balance. Both are hindered by two steps on their next turn. - A foe spots a weakness in the character’s defenses and makes an eased extra attack against the character. If the foe isn’t in a position to make an attack, they point it out to an ally, who makes the eased extra attack. - The foe is someone from the character’s past—not necessarily a friend or enemy, but recognizable and with some shared history. - In the middle of the fight, the foe reveals a dark secret of the character. If the character fails an Intellect defense roll, the shock inflicts 3 points of Intellect damage (ignores Armor), and all their actions are hindered until those points are restored. - The foe’s combat style meshes well with that of another adjacent foe, easing both of their attacks against any PC while they remain near each other. - The character’s blow was so well struck that the weapon is embedded deep in the foe or tangled in their clothing or armor. The weapon is pulled from the character’s hands, and to regain it, they must use their action and succeed at an attack. - A character’s artifact or manifest cypher has a different function than expected (determine randomly), perhaps due to an error in its creation or a hasty assessment by the character. If an artifact is affected, there may be a chance (difficulty equal to the artifact’s level + 2) that a skilled character can modify it to have both functions. - The character’s foe reacts with sudden savagery. They gain an additional action this round, which they use to attack. - The foe is impressed by the character’s skill and offers them the opportunity to join the foe’s side. Granting mercy to the other characters may be part of the offer. - Someone in the area suddenly becomes violently ill (food poisoning, being hit in the stomach, head injury) and loses their next action due to sickness. Anyone in immediate range must succeed at a difficulty 1 Might task or lose an action due to nausea. - The character’s throat is injured, preventing them from speaking for several minutes. - The character’s armor moves one step down the object damage track (Cypher System Rulebook, page 116) and its Armor rating is reduced by 1 until it is repaired. If the character doesn’t wear armor, their shield moves two steps down the object damage track. If they have neither, their clothing is greatly damaged, affecting only its appearance (perhaps comically so). - A foe realizes exactly how to counteract the character’s fighting style. The character’s attacks and Speed defense rolls against this foe are hindered by two steps. - The foe and character switch weapons (perhaps due to one disarming the other and then being disarmed in turn) and continue to fight. - A foe summons all their strength, precision, or mental acuity, inflicting an additional 6 points of damage with their attack. - Some part of the character—a limb, armor, or sturdy piece of clothing—is caught on something in the area. The character is hindered and can’t move away. They can use an action to carefully free themselves, or inflict 3 points of damage (ignores Armor) to themselves to quickly wrench free as part of another action. - A foe’s attack is so painful, strong, or effective that the character must succeed at a difficulty 4 Might defense task or pass out and fall prone for one round. - In a dazzling display, the foe makes a number of eased weak attacks equal to their normal damage. Each successful attack inflicts 1 point of damage. - Enemy reinforcements arrive to oppose the characters. If the foe normally comes in groups, several more arrive. If the foe is typically solitary, one more (such as a companion, mate, relative, or pet) arrives. (Group intrusion.) - The foe hits the character’s ear. Until it heals in a few days, the character can’t hear with that ear and hearing-based tasks are hindered by two steps. - A foe uses the movement of a character’s successful attack to disarm them or steal an obvious item they are holding or carrying. The foe gains an extra action to either use the item (such as making an attack with a weapon or activating a manifest cypher) or throw the item an immediate distance away. The character can snatch back the item by using an action to make a successful melee attack. - The leader of the foes calls upon the characters to agree to a nonlethal fight—no killing, either during the fight or afterward. (Group intrusion.) - Unexpected severe weather—a downpour, hail, gusting winds, or thunder—hits the area. If the combat is outside, all combatants are hindered for the next few minutes. If the combat is indoors, the noise of the weather is deafening, and no verbal communication is possible. (Group intrusion.) - A foe summons all their strength, precision, or mental acuity, inflicting an additional 3 points of damage with their attack, and the wound inflicts another 3 points (ignores Armor) on the next round. - The foe figures out how to escape, evade, or overcome a special advantage or obstacle the character is using (such as a net, barricade, or mind control) and can’t be affected by it for the rest of the combat. - The foe strikes the character’s head or neck, dealing 3 points of Speed damage (ignoring Armor) in addition to the attack’s regular damage. - The foe uses a cypher or new ability that is particularly useful in the current situation (a teleporter to get away, a restorative to heal their wounds, and so on) or foils something the characters are doing (a gas mask against a poison attack, infrared goggles against a smoke bomb, and so on). - The foe strikes the character’s head, dealing 3 points of Intellect damage (ignoring Armor) in addition to the attack’s regular damage. - The foe makes a cruel or bloody boast to rally their allies. All foes’ next attacks are eased. - The foe panics and professes many pathetic excuses (they don’t want to die, they’re not supposed to be in this group, they were conscripted or extorted to join) to gain the character’s sympathy. - The foe makes a free attack against a helpless, unconscious, or uninvolved target. - A strap or buckle on a bulky item such as armor, a heavy cloak, or a backpack breaks or comes loose, hindering the character’s actions. The character can take an action to remove and drop the item or take three rounds to quickly repair it so it’s no longer interfering. - The character damages the foe’s insignia, trophy, or other prize. The foe is unnerved and angry, which hinders their defenses but eases their attacks. - The foe uses a distraction (smoke bomb, fire alarm, feint) to move out of sight of the character. The next time the foe attacks, they have surprise. - The foe’s weapon is stuck in the character’s armor, clothing, or body. The foe loses their grip on the weapon, and it inflicts 2 points of damage on each of the character’s turns until they use an action to remove it. - The foe indicates that if the character breaks off combat now and leaves, they’ll be allowed to do so. Whether this applies to any other characters present is unclear. - The foe’s attack continues to harm the character after the initial hit, inflicting 3 points of damage on each of the character’s turns. This ends if the character regains any Pool points or uses an action to tend to the injury. - After attacking the character, the foe moves a short distance to engage a different opponent, make a ranged attack against the character, or start to flee. - The foe draws a hidden flask, toasts the character, takes a drink, throws it away, and continues fighting. Was there something special in it, or just a drink? - The character’s opponent tries to grapple. If the character fails a Speed defense roll, they are held in place, and their only physical option is to try to break free. - The character suddenly gets a cramp, has a burst of sneezes, goes on a coughing jag, or has some other distracting natural reaction. The character’s actions are hindered until they use an action to recuperate. - The foe hits the character’s leg or foot. For the next hour, moving more than an immediate distance requires succeeding at a difficulty 4 Speed task. - A foe who appeared to be dead or unconscious has disappeared. - The foe maneuvers the character’s attack so it hits another character or allied NPC, inflicting full damage. - The character sees a dangerous opportunity. If they choose to let the foe strike them for 4 points of damage, they gain one additional attack that is eased by two steps. - The foe calls out a specific character, challenging them to a duel. If the character agrees, attacks into or out of the dueling pair are hindered by two steps for the rest of the combat. - The foe criticizes the character’s fighting technique and demonstrates the proper stance or form. If the character adjusts what they’re doing, their defenses are eased for the rest of the fight. - One or more creatures arrive and attack the weakest-looking characters or NPCs on either side. (Group intrusion.) - The character realizes they underestimated how tough their opponent is (or the opponent was pretending to be much weaker than they are). The foe’s health increases to its normal maximum + 10. - The foe interprets a character’s action as underhanded or cowardly and singles them out for the rest of combat. The foe’s attacks against the character are eased by two steps. - The foe has or draws the same kind of weapon that the character has and performs a special maneuver that the character also knows how to do with that weapon. - A foe grabs the character and flips them in a wrestling maneuver, dropping them prone on the ground. The character must succeed at a Might defense task or be stunned for one round. - The foe’s attack also breaks one of the character’s bones, damages an internal organ, or inflicts some other kind of lasting damage (Cypher System Rulebook, page 436). The character also moves one step down the damage track. - The foe’s attack breaks a piece of the character’s equipment (other than a weapon or armor) that is currently useful or will be useful in the near future, such as a safety line while climbing or a fire protection cypher while on the way to a volcano. - The foe hits the character’s hand. Tasks using that hand are hindered by two steps for the next hour. - The foe reveals a hidden badge or insignia indicating that they are a member of an organization, religion, cult, or secret society the character belongs to. - The foe’s breath or other odor is so awful that the character can barely see straight. The character’s actions are hindered. - The foe strikes with incredible accuracy, but only lightly touches the character, obviously choosing not to inflict damage. The character is intimidated and/or shamed by this show of superiority, and their attacks are hindered by two steps for the rest of the combat. - An injury caused by a foe has painful complications that aren’t immediately apparent. The character’s physical actions are hindered for the next few days as they recuperate (magic or technology that can instantly heal injuries can end this early). - The foe says a phrase that is clearly a password (such as “The grey cloud flies at dawn” or “A red hat means ill tidings”), as if expecting the character to know the countersign. - The character realizes how to get an automatic minor effect (Cypher System Rulebook, page 211) on their next attack, but it requires allowing their foe to get a minor effect on them first. - The foe strikes the character’s abdomen, knocking the wind out of them. The character is hindered by two steps until they succeed at a difficulty 4 Might task to recuperate (the task eases by one step each round). - The foe’s attack grazes another character (inflicting 2 points of damage) in addition to hitting the main target. - The character’s attack misses their intended target and instead grazes another character or an innocent bystander, inflicting 2 points of damage. - The foe moves to a better tactical position, easing their attacks or defenses while they remain in that spot. - The character’s foe reacts with sudden terror. The foe gains an additional action, which they use to flee this round. - Something small and beautiful (such as a swarm of butterflies, the setting sun through the trees, or a glint of light off polished steel) distracts the character, hindering their next action by two steps. - The foe’s steed, lieutenant, or loyal companion sacrifices themselves to protect the foe from the character’s attack. - The character’s and foe’s weapons become entangled, and remain so until one of them uses an action to pull the weapons apart. Either one can instead let go and use a different weapon. - The foe is knocked prone, but immediately makes an attack with a boot blade or other contingency weapon. - The foe makes an effective demoralizing taunt. The character is hindered until they use an action to refocus or succeed at an Intellect defense task to regain their courage. - The character’s foe slips and falls to one knee, giving the character an extra attack against them. However, this is a ruse, and if the character makes the extra attack, the foe simultaneously retaliates with an eased attack that inflicts an additional 2 points of damage. - The foe uses an NPC or another character as a shield, hindering the first character’s attack by two steps. If the attack would have hit if it wasn’t hindered, it hits the shielding creature. - The character’s weapon (or other important item they’re using in combat) is damaged and moves two steps down the object damage track (Cypher System Rulebook, page 116). - A character’s injury (old or recent) painfully flares up. The character’s actions are hindered until they use an action to tend to this injury (apply a bandage, massage a sore joint, and so on). - The character is knocked prone by the foe’s attack. If the character doesn’t use their next action to get up, the foe’s next attack is an automatic hit. - The leader of the foes calls out a worthy character to represent their side in single combat against the foes’ champion. - Grit, sweat, and blood get in the character’s eyes. Their actions are hindered until they use an action to wipe their eyes clean. - The character stumbles into an adjacent ally, and the ally is hit by the foe’s attack.