Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying gravity or turning something invisible.
Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.
Cyphers that don’t have a physical form are called subtle cyphers.
Cyphers that have a physical form are called manifest cyphers.
Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring shield cypher on a friend.
All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.
Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature.
Concepts for subtle cyphers include the following:
Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.
Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again. Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time. Who can really define it? Life’s funny that way.
Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.
Blessings: In a fantasy world, there are generally a multitude of gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.
Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher concept for a horror campaign.
Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.
Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.
Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.
PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.
A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:
General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.
Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.
Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.
If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.
Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.
Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.
d100 Cypher Form
01–02 Bone runeplate
03–04 Book page
05–07 Bottle of powder
08–09 Brand
10–12 Brick
13–15 Carved bone
16–18 Carved stick
19–20 Carved tooth
21–23 Chalky potion
24–26 Charm
27–29 Chunky potion
30–33 Clay runeplate
34–37 Crystal
38–39 Elaborate scar
40–42 Envelope of powder
43–44 Fuming potion
45–47 Glass
48–50 Leaf
51–54 Leather scroll
55–57 Metal runeplate
58–60 Oily potion
61–62 Paper scroll
63–66 Papyrus scroll
67–71 Parchment scroll
72–74 Pouch of powder
75–76 Skin drawing
77–80 Stone
81–82 Tattoo
83–85 Thick potion
86–88 Tube of powder
89–92 Vellum scroll
93–96 Watery potion
97–00 Wood runeplate
Potion. Generally a liquid that the user must drink. This form includes other terms for the container bottle (flask, vial, phial, philter), as well as different consistencies of the liquid itself (oil, salve, ointment). In a broader sense, this category could just as easily be a magical food instead of a beverage, such as an enchanted apple, a seed from an underworld pomegranate, or cursed candy.
Scroll. Magical writing on a flexible surface, which must be read (usually out loud) to activate its power. This form includes paper, parchment (writing material made from untanned animal skins), vellum (fine-quality parchment), papyrus, leather, and large leaves. A particularly large scroll might have several cyphers’ worth of magic written upon it; in this case, using one cypher doesn’t affect the others on the scroll, but all unused cyphers on the scroll count individually toward a character’s cypher limit.
Runeplate. Magical writing carved into a flat surface rather than painted or drawn onto it. The objects are usually metal, clay, or wood and can include non-flat carvings such as bones, teeth, or sticks.
Tattoo. Similar to scrolls, except the magical writing is on the user’s flesh rather than a separate object. This category includes painted symbols, branding, and scarification in addition to actual tattoos. The writing might persist after the magic is used, or it might fade away. A tattoo cypher found as treasure might be a vial of magical ink and a needle or brush, or a tattoo on a slain creature that can be transferred to someone else by concentration and touch.
Charm. A small device, sometimes attached to a necklace or bracelet. Multiple charm cyphers might be attached to the same object (and still count as multiple cyphers) and could be removed and reattached as needed, or given to another character. The shape of the charm sometimes represents the magic within it—a flying charm might look like a feather, a protective charm might look like a shield, and so on.
Powder. Fine particles, typically scattered over an area, sprinkled on a creature, or carefully poured in a line or circle. The powder might be held in a bottle, small sealed tube, pouch, or folded envelope. This category includes dust, sand, and other similar materials.
Crystal. A physical object storing magical power within it rather than having magical writing scribed upon it (like a runeplate). The magic might incorporate some aspect of the crystal’s shape (such as a knife) or its transparency (such as a lens). This category includes other hard materials such as stones, bricks, and glass.
Book with words of power. Similar to a scroll, except the book has other pages, which might describe magical or mundane subjects. Some of the pages might be additional cyphers, usable individually like those on a large scroll.
The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.
Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.
Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to another character to reap the benefits.
A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.
All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object. The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll to determine the cypher’s level, or can allow the player to roll when they receive the cypher.
01–03 Adhesion
04–05 Antivenom
06–09 Armor reinforcer
10–11 Attractor
12–13 Blackout
14–15 Catholicon
16–17 Curse bringer
18–19 Death bringer
20–22 Density
23–26 Detonation
27–29 Detonation (flash)
30–31 Detonation (massive)
32–34 Detonation (pressure)
35–36 Detonation (sonic)
37–38 Detonation (spawn)
39–41 Detonation (web)
42–44 Equipment cache
45–46 Fireproofing
47–49 Friction reducer
50–52 Gas bomb
53–55 Hunter/seeker
56–57 Infiltrator
58–60 Information sensor
61–63 Metal death
64–65 Nullification ray
66–68 Poison (emotion)
69–70 Poison (mind disrupting)
71–73 Radiation spike
74–76 Remote viewer
77–79 Shocker
80–82 Sleep inducer
83–85 Sniper module
86–88 Solvent
89–90 Spy
91–92 Tracer
93–94 Uninterruptible power source
95–96 Warmth
97–98 Water adapter
99–00 X-ray viewer
01 Acid resistance
02 Age taker
03 Animal control
04 Banishing
05 Beast shape
06 Blinking
07 Chemical factory
08 Cold resistance
09 Comprehension
10 Condition remover
11 Controlled blinking
12 Demon ward
13 Detonation (Roll below for type)
Detonation (creature)
Detonation (desiccating)
Detonation (gravity)
Detonation (gravity inversion)
Detonation (matter disruption)
Detonation (singularity)
14 Disguise module
15 Disrupting
16 Dragon's Blood
17 Dragon ward
18 Electricity resistance
19 Elemental conjuration
20 Farsight
21 Fire resistance
22 Flame-retardant wall
23 Flaming Arrow
24 Force cube
25 Force field
26 Force screen projector
27 Force shield projector
28 Frigid wall
29 Genie's Handkerchief
30 Giant size
31 Gravity nullifier
32 Gravity-nullifying application
33 Heart of a Star
34 Heat attack
35 Image projector
36 Inferno wall
37 Instant boat
38 Instant servant
39 Instant shelter
40 Instant tower
41 Lightning wall
42 Lycanthrope ward
43 Machine control
44 Magnetic attack drill
45 Magnetic master
46 Magnetic shield
47 Manipulation beam
48 Matter transference ray
49 Memory switch
50 Mental scrambler
51 Mind meld
52 Mind-restricting wall
53 Monoblade
54 Monohorn
55 Null field
56 Penultimate key
57 Personal environment field
58 Phase changer
59 Phase disruptor
60 Poison (explosive)
61 Poison (mind controlling)
62 Poison resistance
63 Psychic communique
64 Ray emitter (roll below for type)
Ray emitter
Ray emitter (command)
Ray emitter (fear)
Ray emitter (friend slaying)
Ray emitter (mind disrupting)
Ray emitter (numbing)
Ray emitter (paralysis)
Reroll
65 Reality spike
66 Repair unit
67 Repeater
68 Restorative aura
69 Retaliation
70 Sheen
71 Shock attack
72 Slave maker
73 Sonic hole
74 Sound dampener
75 Spatial warp
76 Stasis keeper
77 Spirit Ring
78 Subdual field
79 Telepathy
80 Teleporter (bounder)
81 Teleporter (interstellar)
82 Teleporter (planetary)
83 Teleporter (traveler)
84 Temporal viewer
85 Thought listening
86 Time dilation (defensive)
87 Time dilation (offensive)
88 Tiny size
89 Trick embedder
90 Undead ward
91 Valorous Whetstone
92 Vanisher
93 Visage changer
94 Visual displacement device
95 Vocal translator
96 Walking corpse
97 Weapon enhancement
98 Wings
99 Wish-Granting Pearl
00 Zero point field
01–04 Analeptic
05–07 Best tool
08–10 Burst of speed
11–13 Contingent activator
14–17 Curative
18–20 Darksight
21–23 Disarm
24–26 Eagleseye
27–29 Effect resistance
30–32 Effort enhancer (combat)
33–35 Effort enhancer (noncombat)
36–39 Enduring shield
40–42 Intellect booster
43–45 Intelligence enhancement
46–48 Knowledge enhancement
49–51 Meditation aid
52–54 Mind stabilizer
55–57 Motion sensor
58–60 Nutrition and hydration
61–63 Perfect memory
64–66 Perfection
67–69 Reflex enhancer
70–73 Rejuvenator
74–76 Remembering
77–79 Repel
80–82 Secret
83–85 Skill boost
86–88 Speed boost
89–91 Stim
92–94 Strength boost
95–97 Strength enhancer
98–00 Tissue regeneration
Level: 1d6 + 3
Effect: The user gains Armor against acid damage equal to the cypher’s level for one hour.
Level: 1d6
Effect: Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level.
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.
Level: 1d6 + 2
Effect: Restores a number of points equal to the cypher’s level to the user’s Speed Pool.
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.
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).
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.
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).
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.
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.
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.
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.
Level: 1d6
Effect: For one minute, a user who normally can move a short distance as an action can move a long distance instead.
Level: 1d6 + 2
Effect: Cures any disease of the cypher level or lower.
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.
01–04 Euphoric for 1d6 hours
05–08 Hallucinogenic for 1d6 hours
09–12 Stimulant for 1d6 hours
13–16 Depressant for 1d6 hours
17–20 Nutrient supplement
21–25 Antivenom
26–30 Cures disease
31–35 See in the dark for one hour
36–45 Restores a number of Might Pool points equal to cypher level
46–55 Restores a number of Speed Pool points equal to cypher level
56–65 Restores a number of Intellect Pool points equal to cypher level
66–75 Increases Might Edge by 1 for one hour
76–85 Increases Speed Edge by 1 for one hour
86–95 Increases Intellect Edge by 1 for one hour
96–00 Restores all Pools to full
Level: 1d6 + 3
Effect: The user gains Armor against cold damage equal to the cypher’s level for one hour.
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.
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.
1 Addiction to one substance
2 Autoimmune disease
3 Bacterial infection
4 Bad breath
5 Blisters
6 Bloating
7 Cancer
8 Chapped lips
9 Flatus
10 Hangover
11 Heartburn
12 Hiccups
13 Ingrown hairs
14 Insomnia
15 Joint problem
16 Muscle cramp
17 Pimples
18 Psychosis
19 Stiff neck
20 Viral infection
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.
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.
Level: 1d6 + 2
Effect: Restores a number of points equal to the cypher’s level to the user’s Might Pool.
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.
Level: 1d6
Effect: Grants the ability to see in the dark for five hours per cypher level.
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.
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.
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.
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.
01–10 Cell-disrupting (harms only flesh)
11–30 Corrosive
31–40 Electrical discharge
41–50 Heat drain (cold)
51–75 Fire
76–00 Shrapnel
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.
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.
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).
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.
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.
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.
01–10 Cell-disrupting (harms only flesh)
11–30 Corrosive
31–40 Electrical discharge
41–50 Heat drain (cold)
51–75 Fire
76–00 Shrapnel
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.
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.
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.
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.
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:
01–10 Cell-disrupting (harms only flesh)
11–30 Corrosive
31–40 Electrical discharge
41–50 Heat drain (cold)
51–75 Fire
76–00 Shrapnel
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.
Level: 1d6
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.
d6 Effect
1–2 +2 to Armor
3–4 Asset to all tasks involving magic
5–6 Asset to all tasks involving might
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.
Level: 1d6 + 1
Effect: One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding.
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.
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.
Level: 1d6
Effect: Grants the ability to see ten times as far as normal for one hour per cypher level.
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.)
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.
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.
Level: 1d6 + 3
Effect: The user gains Armor against electricity damage equal to the cypher’s level for one hour.
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.
Level: 1d6 + 4
Effect: For the next day, the user has an asset to Speed defense rolls.
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).
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.
Level: 1d6 + 3
Effect: The user gains Armor against fire damage equal to the cypher’s level for one hour.
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.
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.
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.
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.
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).
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.
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).
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.
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.
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.
01–10 Thick smoke: occludes sight while the cloud lasts.
11–20 Choking gas: living creatures that breathe lose their actions to choking and coughing for a number of rounds equal to the cypher’s level.
21–50 Poison gas: living creatures that breathe suffer damage equal to the cypher’s level.
51–60 Corrosive gas: everything suffers damage equal to the cypher’s level.
61–65 Hallucinogenic gas: living creatures that breathe lose their actions to hallucinations and visions for a number of rounds equal to the cypher’s level.
66–70 Nerve gas: living creatures that breathe suffer Speed damage equal to the cypher’s level.
71–80 Mind-numbing gas: living creatures that breathe suffer Intellect damage equal to the cypher’s level.
81–83 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.
84–86 Amnesia gas: living creatures that breathe and think permanently lose all memory of the last minute.
87–96 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.
97–00 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.
Level: 1d6
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.
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.
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.
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).
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.)
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.
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.
01–50 Inflicts 8 points of damage.
51–80 Bears a poisoned needle that inflicts 3 points of damage plus poison.
81–90 Explodes, inflicting 6 points of damage to all within immediate range.
91–95 Shocks for 4 points of electricity damage, and stuns for one round per cypher level.
96–00 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).
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.
01–20 Terrifying creature of an unknown species, perhaps no longer alive in the world (10-foot [3 m] cube)
21–40 Huge machine that obscures sight (30-foot [9 m] cube)
41–50 Beautiful pastoral scene (50-foot [15 m] cube)
51–60 Food that looks delicious but may not be familiar (10-foot [3 m] cube)
61–80 Solid color that obscures sight (50-foot [15 m] cube)
81–00 Incomprehensible scene that is disorienting and strange (20-foot [6 m] cube)
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.
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.
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).
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.
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.
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.
INSTANT TOWER
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.
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).
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.
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.
01–10 Melee attacks
11–20 Ranged attacks
21–40 One type of academic or esoteric lore (biology, history, magic, and so on)
41–50 Repairing (sometimes specific to one device)
51–60 Crafting (usually specific to one thing)
61–70 Persuasion
71–75 Healing
76–80 Speed defense
81–85 Intellect defense
86–90 Swimming
91–95 Riding
96–00 Sneaking
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.
Level: 1d6
Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from werewolves and other lycanthropes.
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.
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.
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.
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.
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.
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).
Level: 1d6 + 2
Effect: Restores a number of points equal to the cypher’s level to the user’s Intellect Pool.
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.
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.
01–30 Victims cannot act.
31–40 Victims cannot speak.
41–50 Victims move slowly (immediate range) and clumsily.
51–60 Victims cannot see or hear.
61–70 Victims lose all sense of direction depth, and proportion.
71–80 Victims do not recognize anyone they know.
81–88 Victims suffer partial amnesia.
89–94 Victims suffer total amnesia.
95–98 Victims lose all inhibitions, revealing secrets and performing surprising actions.
99–00 Victims’ ethics are inverted.
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).
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.”
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.
Level: 1d6
Effect: The user gains +5 to Armor against Intellect damage.
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.
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.
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.
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.
01–12 Fire
13–27 Cold
28–39 Acid
40–52 Psychic
53–65 Sonic
66–72 Electrical
73–84 Poison
85–95 Blunt force
96–00 Slashing and piercing
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.
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.
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.
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.
Level: 1d6 + 2
Effect: The user treats their next action as if they had rolled a natural 20.
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.
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.
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.
Level: 1d6 + 2
Effect: The victim feels a specific emotion for one hour. Roll a d100 to determine the emotion.
01–20 Anger. Likely to attack anyone who disagrees with them. Very hard to interact with; all such actions are hindered by two steps.
21–40 Fear. Flees in terror for one minute when threatened.
41–60 Lust. Cannot focus on any nonsexual activity.
61–75 Sadness. All tasks are hindered.
76–85 Complacency. Has no motivation. All tasks are hindered by two steps.
86–95 Joy. Easy to interact with in a pleasant manner; all pleasant interaction tasks are eased.
96–00 Love. Much easier to interact with; all interaction tasks are eased by two steps, but temporary attachment is likely.
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.
01–25 The detonator is activated (must be within long range).
26–40 A specified amount of time passes.
41–50 The victim takes a specific action.
51–55 A specific note is sung or played on an instrument within short range.
56–60 The victim smells a specific scent within immediate range.
61–80 The victim comes within long range of the detonator.
81–00 The victim is no longer within long range of the detonator.
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.
01–20 Lies down for one minute with eyes closed when told to do so.
21–40 Flees in terror for one minute when threatened.
41–60 Answers questions truthfully for one minute.
61–75 Attacks close friend for one round when within immediate range.
76–85 Obeys next verbal command given (if it is understood).
86–95 For one day, becomes sexually attracted to the next creature of its own species that it sees.
96–00 For one minute, moves toward the next red object seen in lieu of all other actions, ignoring self-preservation.
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.
Level: 1d6 + 3
Effect: The user gains Armor against poison damage equal to the cypher’s level for one hour.
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.
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.
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.
01–50 Heat/concentrated light
51–60 Cell-disrupting radiation
61–80 Force
81–87 Magnetic wave
88–93 Molecular bond disruption
94–00 Concentrated cold
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.
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.
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.
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.
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.
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.
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.
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.
Level: 1d6 + 2
Effect: Restores a number of points equal to the cypher’s level to one random stat Pool.
01–50 Might Pool
51–75 Speed Pool
76–00 Intellect Pool
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
Level: 1d6 + 4
Effect: Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the cypher’s level.
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.
01–15 Melee attack
16–30 Ranged attack
31–40 Speed defense
41–50 Might defense
51–60 Intellect defense
61–68 Jumping
69–76 Climbing
77–84 Running
85–92 Swimming
93–94 Sneaking
95–96 Balancing
97–98 Perceiving
99 Carrying
00 Escaping
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.)
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.
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.
Level: 1d10
Effect: Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert.
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.
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.
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.
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).
Level: 1d6
Form: Ring, necklace, hairpin, or bracelet
Effect: Summons a group of helpful spirits 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 spirits will not do anything that goes against their basic nature and safety (such as self-harm, attacking their friends, or obvious suicide missions).
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.
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.
Level: 1d6
Effect: Eases the user’s next action taken by three steps.
Level: 1d6 + 2
Effect: Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher).
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.
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).
Level: 1d6 + 2
Effect: For one hour, the device enables long-range mental communication with anyone the user can see.
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.
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.
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.
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.
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.
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.
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).
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).
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.
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.
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).
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.
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.
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.
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.
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.
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.
Level: 1d6
Effect: For twenty-four hours per cypher level, translates everything said by the user into a language that anyone can understand.
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.
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.
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.
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.
01–10 Eases attack by one step
11–20 Deals bonus electrical damage equal to cypher level
21–30 Deals bonus cold damage equal to cypher level
31–40 Deals bonus poison damage equal to cypher level
41–50 Deals bonus acid damage equal to cypher level
51–60 Deals bonus fire damage equal to cypher level
61–70 Deals bonus sonic damage equal to cypher level
71–80 Deals bonus psychic damage equal to cypher level
81–90 Knockback (on 18–20 on successful attack roll, target knocked back 30 feet [9 m])
91–95 Holding (on 18–20 on successful attack roll, target can’t act on its next turn)
96–97 Eases attack by two steps
98 Banishing (on 18–20 on successful attack roll, target is sent to random location at least 100 miles [160 km] away)
99 Explodes, inflicting damage equal to cypher level to all within immediate range
00 Heart-seeking (on 18–20 on successful attack roll, target is killed)
Level: 1d6 + 2
Effect: User can fly at their normal running speed for ten minutes per cypher level.
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.
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.
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).