gm-assistant/data/og-csrd-cyphers.yaml

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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 13 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 1820 on successful attack roll, target knocked back 30 feet [9 m])
- min-roll: 91
max-roll: 95
value: Holding (on 1820 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 1820 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 1820 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