5900 lines
278 KiB
YAML
5900 lines
278 KiB
YAML
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
|