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Cyphers

List of Cyphers by Name List of Cyphers by Category

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.

Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.

In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely. There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything. Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers at the same time, so cyphers really do seem more like abilities and less like gear.

(“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything that physically represents the cypher. A character thrown into prison without their equipment might still have subtle cyphers.)

Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to “lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use; of course, that doesn’t mean it will still be there when they return.

Why Cyphers?

Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they have some abilities that are ever-changing and inject a great deal of variability in play. They are the major reason why no Cypher System game session should ever be dull or feel just like the last session. This week your character can solve the problem by walking through walls, but last time it was because you could create an explosion that could level a city block.

The Cypher System, then, is one where PC abilities are fluid, with the GM and the players both having a role in their choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it unique, because cyphers recognize the importance and value of two things:

  1. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying, treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.
  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? That’s just fun.

Cypher Limits

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 Cyphers

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. They’re most useful, perhaps, in a modern or horror setting without obvious fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of believability in genres where flashy powers and abilities don’t make a lot of sense.

Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a fence, and some days you just can’t.

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 nine 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.

Discovering Subtle Cyphers

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.

Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow the players to choose which ones they want for their characters. Characters should immediately know what their subtle cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste of a useful character ability.

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.

Manifest Cyphers

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.

Manifest Cypher Forms

None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or they can use many types, perhaps mixing them from different genres. Some suggestions include the following.

Fantasy/Fairy Tale:
  • Potions
  • Scrolls
  • Runeplates
  • Tattoos
  • Charms
  • Powders
  • Crystals
  • Books with words of power
Modern/Romance:
  • Drugs (injections, pills, inhalants)
  • Viruses
  • Smartphone apps
Science Fiction/Post-Apocalyptic:
  • Drugs (injections, pills, inhalants)
  • Computer programs
  • Crystals
  • Gadgets
  • Viruses
  • Biological implants
  • Mechanical implants
  • Nanotechnological injections
Horror:
  • Burrowing worms or insects
  • Pages from forbidden books
  • Horrific images
Superhero:
  • Forms from all the other genres

Manifest Cyphers Duplicating Subtle Cyphers

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.

It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and bone dust that has strange powers.

Using Cyphers

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.

(Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a reason to put the cyphers into play.)

Cypher Levels and Effects

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.

Normal and Fantastic Effects

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible according to the world as we know it).

Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to avoid distractions or fatigue.

Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of “impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a fantastic effect that fits the setting and teleportation isn’t.

Fantastic cyphers can be subtle or manifest.

Optional Rule: Normal Cyphers Duplicating Fantastic Effects

If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).

For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way that the foe’s Armor doesn’t count.

These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action instead of using the fantastic cypher.

List of Cyphers by Category

If you want to pick a cypher of a particular category, you can refer to one of these tables:

The classifications of manifest, fantastic, and subtle cyphers are just suggestions for a typical campaign setting.

Manifest Cypher Table

# Cypher
1 Acid Resistance
2 Adamant Skin
3 Adhesion
4 Animal Control
5 Antivenom
6 Armor Piercing Ammunition
7 Armor Reinforcer
8 Attractor
9 Beast Shape
10 Blackout
11 Blinding Cloud
12 Catholicon
13 Clockwork Ant Lion
14 Cold Resistance
15 Contingency
16 Curse Bringer
17 Cypher Amplification
18 Cypher Extension
19 Death Bringer
20 Demon Ward
21 Density
22 Detonation
23 Detonation (Flash)
24 Detonation (Massive)
25 Detonation (Pressure)
26 Detonation (Sonic)
27 Detonation (Spawn)
28 Detonation (Web)
29 Dimensional Folding
30 Door Binding
31 Dragon Ward
32 Electricity Resistance
33 Elemental Conjuration
34 Equipment Cache
35 Extradimensional Inventory
36 Fireproofing
37 Fire Resistance
38 First Aid
39 Floatstep
40 Fortification
41 Friction Reducer
42 Gas Bomb
43 Giant Size
44 Haste
45 Healing Factor
46 Hunter/Seeker
47 Infiltrator
48 Information Sensor
49 Inscription Of Enmity
50 Instant Boat
51 Instant Tower
52 Keratin Enhancer
53 Kinetic Thunderball
54 Leverage
55 Locks Of Love
56 Lycanthrope Ward
57 Meat Glue
58 Metal Death
59 Nullification Ray
60 Penultimate Key
61 Pixie Dust
62 Poison (Emotion)
63 Poison (Mind Disrupting)
64 Poison Resistance
65 Polliwog
66 Quickdream
67 Radiation Spike
68 Ray Emitter (Perspective)
69 Remote Viewer
70 Restorative Aura
71 Secret Pocket
72 Shocker
73 Sleep Inducer
74 Sniper Module
75 Solvent
76 Spy
77 Thought Listening
78 Tiny Size
79 Tracer
80 Undead Ward
81 Uninterruptible Power Source
82 Vermin Swarm
83 Voice Thief
84 Walking Corpse
85 Warmth
86 Water Adapter
87 Wonder Clock
88 X Ray Viewer

Fantastic Cypher Table

# Cypher
1 Acid Resistance
2 Adamant Skin
3 Age Taker
4 Animal Control
5 Armor Piercing Ammunition
6 Banishing
7 Beast Shape
8 Blinding Cloud
9 Blinking
10 Chemical Factory
11 Cold Resistance
12 Comprehension
13 Condition Remover
14 Contingency
15 Controlled Blinking
16 Convenient Assistance
17 Convenient Backfire
18 Convenient Barricade
19 Convenient Cacophony
20 Convenient Companion
21 Convenient Cover
22 Convenient Disguise
23 Convenient Gear
24 Convenient Hazard
25 Convenient Interloper
26 Convenient Landing
27 Convenient Macguffin
28 Convenient Mistake
29 Convenient Passage
30 Convenient Research
31 Convenient Shelter
32 Convenient Surveillance
33 Convenient Survival
34 Convenient Tools
35 Convenient Weapon
36 Cypher Amplification
37 Cypher Extension
38 Demon Ward
39 Detonation (Creature)
40 Detonation (Desiccating)
41 Detonation (Gravity)
42 Detonation (Gravity Inversion)
43 Detonation (Matter Disruption)
44 Detonation (Singularity)
45 Dimensional Folding
46 Disguise Module
47 Disrupting
48 Door Binding
49 Dragon Ward
50 Electricity Resistance
51 Elemental Conjuration
52 Extradimensional Inventory
53 Farsight
54 Fire Resistance
55 First Aid
56 Flame Retardant Wall
57 Floatstep
58 Force Cube
59 Force Field
60 Force Screen Projector
61 Force Shield Projector
62 Fortification
63 Frigid Wall
64 Giant Size
65 Gravity Nullifier
66 Gravity Nullifying Application
67 Haste
68 Healing Factor
69 Heat Attack
70 Image Projector
71 Inferno Wall
72 Inscription Of Enmity
73 Instant Boat
74 Instant Servant
75 Instant Shelter
76 Instant Tower
77 Iron Gut
78 Keratin Enhancer
79 Kinetic Thunderball
80 Leverage
81 Lightning Wall
82 Locks Of Love
83 Lycanthrope Ward
84 Machine Control
85 Magnetic Attack Drill
86 Magnetic Master
87 Magnetic Shield
88 Manipulation Beam
89 Matter Transference Ray
90 Meat Glue
91 Memory Switch
92 Mental Scrambler
93 Mind Meld
94 Mind Restricting Wall
95 Monoblade
96 Monohorn
97 Null Field
98 Penultimate Key
99 Personal Environment Field
100 Phase Changer
101 Phase Disruptor
102 Pixie Dust
103 Poison (Explosive)
104 Poison (Mind Controlling)
105 Poison Resistance
106 Polliwog
107 Psychic Communique
108 Quickdream
109 Ray Emitter
110 Ray Emitter (Command)
111 Ray Emitter (Fear)
112 Ray Emitter (Friend Slaying)
113 Ray Emitter (Mind Disrupting)
114 Ray Emitter (Numbing)
115 Ray Emitter (Paralysis)
116 Ray Emitter (Perspective)
117 Reality Spike
118 Repair Unit
119 Repeater
120 Restorative Aura
121 Retaliation
122 Secret Pocket
123 Sheen
124 Shock Attack
125 Slave Maker
126 Sonic Hole
127 Sound Dampener
128 Spatial Warp
129 Stasis Keeper
130 Subdual Field
131 Sudden Chasm
132 Sudden Collapse
133 Sudden Departure
134 Sudden Entrapment
135 Sudden Gust
136 Sudden Impact
137 Sudden Inferno
138 Sudden Lethargy
139 Sudden Storm
140 Sudden Switcheroo
141 Sudden Tremor
142 Sudden Tribute
143 Telepathy
144 Teleporter (Bounder)
145 Teleporter (Interstellar)
146 Teleporter (Planetary)
147 Teleporter (Traveler)
148 Temporal Viewer
149 Thought Listening
150 Time Dilation (Defensive)
151 Time Dilation (Offensive)
152 Tiny Size
153 Trick Embedder
154 Undead Ward
155 Vanisher
156 Vermin Swarm
157 Visage Changer
158 Visual Displacement Device
159 Vocal Translator
160 Voice Thief
161 Walking Corpse
162 Weapon Enhancement
163 Wings
164 Wonder Clock
165 Zero Point Field

Subtle Cypher Table

# Cypher
1 Actualize Self
2 Adamant Skin
3 Adrenaline Rush
4 Analeptic
5 Aquanaut
6 Armor Piercing Ammunition
7 Awakened Senses
8 Balancing Act
9 Best Tool
10 Blinding Cloud
11 Bondage Breaker
12 Brainstorm
13 Brute Force
14 Burst Of Speed
15 Contingency
16 Contingent Activator
17 Convenient Assistance
18 Convenient Backfire
19 Convenient Barricade
20 Convenient Cacophony
21 Convenient Companion
22 Convenient Cover
23 Convenient Disguise
24 Convenient Gear
25 Convenient Hazard
26 Convenient Interloper
27 Convenient Landing
28 Convenient Macguffin
29 Convenient Mistake
30 Convenient Passage
31 Convenient Research
32 Convenient Shelter
33 Convenient Surveillance
34 Convenient Survival
35 Convenient Sustenance
36 Convenient Tools
37 Convenient Weapon
38 Copycat
39 Cross Counter
40 Curative
41 Cypher Amplification
42 Cypher Extension
43 Dance Forward
44 Daring Climb
45 Darksight
46 Dasher
47 Deadly Duel
48 Defector
49 Deflect Harm
50 Demolition
51 Demoralize
52 Desperate Strike
53 Dimensional Folding
54 Disarm
55 Disposal
56 Door Binding
57 Double Damage
58 Double Dragon
59 Eagleseye
60 Effect Resistance
61 Effort Enhancer (Combat)
62 Effort Enhancer (Noncombat)
63 Effortless
64 Enduring Shield
65 En Garde
66 Extradimensional Inventory
67 First Aid
68 Flagrant Provocation
69 Floatstep
70 Fortification
71 Full Fury
72 Good Impression
73 Haste
74 Healing Factor
75 Hell Bent
76 Honeyed Words
77 Hotwire
78 Impeccable Toss
79 Inescapable Sight
80 Inscription Of Enmity
81 Inspirit Ally
82 Intellect Booster
83 Intelligence Enhancement
84 Interrogate
85 Intuitive Insight
86 Iron Gut
87 Keratin Enhancer
88 Kinetic Thunderball
89 Knowledge Enhancement
90 Leverage
91 Lie Detector
92 Locks Of Love
93 Makeshift Construction
94 Mark For Death
95 Meat Glue
96 Meditation Aid
97 Mental Focus
98 Mental Fortress
99 Mind Stabilizer
100 Moment Of Truth
101 Momentum
102 Monkeywrench
103 Motion Sensor
104 Multitask
105 Nondescript
106 Nutrition And Hydration
107 Oldest Trick In The Book
108 One Liner
109 Open Sesame
110 Overload
111 Overstimulated
112 Part Of The Plan
113 Perfection
114 Perfect Memory
115 Pixie Dust
116 Plot Armor
117 Polliwog
118 Precision Strikes
119 Premonition
120 Quickdream
121 Rallying Cry
122 Ray Of Hope
123 Reach Beyond
124 Rebuild
125 Recall Knowledge
126 Recovery
127 Reflex Enhancer
128 Rejuvenator
129 Remembering
130 Repel
131 Revitalize
132 Ricochet
133 Rumour Mill
134 Sapping Strike
135 Savage Strikes
136 Secret
137 Secret Pocket
138 Serendipity
139 Severing Strike
140 Showstopper
141 Sinister Gift
142 Skill Boost
143 Speed Boost
144 Staggering Strike
145 Stakeout
146 Stalwart
147 Steel Yourself
148 Stim
149 Strength Boost
150 Strength Enhancer
151 Strike First
152 Sudden Chasm
153 Sudden Collapse
154 Sudden Departure
155 Sudden Entrapment
156 Sudden Gust
157 Sudden Impact
158 Sudden Inferno
159 Sudden Lethargy
160 Sudden Storm
161 Sudden Switcheroo
162 Sudden Tremor
163 Sudden Tribute
164 Swirling Strikes
165 Taunting Words
166 Teamwork
167 Temporary Combat Expertise
168 Temporary Expertise
169 Tenacious Defense
170 Thieving Strike
171 Tireless
172 Tissue Regeneration
173 Tomfoolery
174 Treacherous Gambit
175 Treasure Hunter
176 Triple Jump
177 Triumph
178 Trust Your Gut
179 Ultimate Endurance
180 Ultra Instinct
181 Uneasy Truce
182 Unexpected Power
183 Unstoppable
184 Vermin Swarm
185 Vigilance
186 Voice Thief
187 Weak Point
188 Wing Clip
189 Wonder Clock

Fantasy Cypher Table

# Cypher
1 Acid Resistance
2 Animal Control
3 Beast Shape
4 Clockwork Ant Lion
5 Cold Resistance
6 Demon Ward
7 Dimensional Folding
8 Dragon Ward
9 Electricity Resistance
10 Elemental Conjuration
11 Extradimensional Inventory
12 Fire Resistance
13 Giant Size
14 Instant Boat
15 Instant Tower
16 Locks Of Love
17 Lycanthrope Ward
18 Penultimate Key
19 Pixie Dust
20 Poison Resistance
21 Polliwog
22 Restorative Aura
23 Thought Listening
24 Tiny Size
25 Undead Ward
26 Vermin Swarm
27 Voice Thief
28 Walking Corpse
29 Wonder Clock

Fairy Tale Cypher Table

# Cypher
1 Adderstone
2 Agate Eye
3 Anywhere Door
4 Apple Of Discord
5 Azure Dust
6 Baba Yaga's Spiced Cookie
7 Bellman's Map Of The Ocean
8 Beloved's Kiss
9 Blackbird Pie
10 Blood Pearl Blossom
11 Bone Key
12 Bones Of The Beloved
13 Bowl Of Porridge
14 Cat Sidhe Medallion
15 Cheshire Smile
16 Coalheart's Beard Balm
17 Croc's Clock
18 Crown Jewel
19 Dame Trot's Cat
20 Darning Needle
21 Dead Water
22 Deathless
23 Death's Candle
24 Death's Messengers
25 Diadem Of Death
26 Dragon's Blood
27 Dragon's Teeth
28 Dressmaking Nut
29 Drink Me
30 Dust Of The Dreamer
31 Eat Me
32 Emperor's New Clothes
33 Fairy Cup
34 False Grandmother
35 Father's Betrayal
36 Flaming Arrow
37 Flowers For Grandmother
38 Forget Me Knot
39 Genie's Handkerchief
40 Gilded Shell
41 Gingerbread Man
42 Godfather's Picture Book
43 Golden Beetle
44 Golden Vanity
45 Green Spectacles
46 Hart's Heart
47 Heart Of A Star
48 Heart's Tart
49 Hot Cross Buns
50 Iron Bands Of Three
51 Itsy Bitsy Spider
52 Jack's Candlestick
53 Jiminy Cricket
54 Knave Of Hearts
55 Lion's Courage
56 Living Water
57 Magic Beans
58 Memory's Match
59 Mermaid Tear
60 Neverlost
61 Nonsensical Poem
62 Omniscient Bean
63 Pictureless Book
64 Poisoned Apple
65 Poison For Your Daughter
66 Poppet (Damage)
67 Poppet (Love)
68 Poppet (Prosperity)
69 Poppet (Silence)
70 Powder Of Life
71 Princess's Pea
72 Rabbit Hole
73 Rapunzel Leaf
74 Rose Of Red
75 Shadow Soap
76 Shard Of The Moon
77 Silver Slippers
78 Singing Bone
79 Snake Leaves
80 Snickersnee
81 Song Of The Dead
82 Spirit Ring
83 Teleport Hat
84 The Key Of Knowing
85 Three Needles
86 Tin Man's Tears
87 To Peter With Love
88 Valorous Whetstone
89 Vase Of Tears
90 White Snake
91 Witch Bottle
92 Witch's Ladder
93 Wooden Spoon

Miscellaneous Cypher Table

# Cypher
1 Anathema Siren
2 Animated Wood
3 Ascendant Brain Vivisector
4 Ascendant Flesh Vivisector
5 Bird's Nest Coronet
6 Corrupted Canopic Jar
7 Decapitative Longevity
8 Ghost Detector
9 Ghost Trap
10 Homunculus Flask
11 Horrific Arm
12 Horrific Eye
13 Horrific Face
14 Horrific Integrated Weapon
15 Horrific Orifice
16 Humanity Tester
17 Insanity Suppressor
18 Invisibility Revealer
19 Invisibility Serum
20 Mind Swapper
21 Primitive Doppelganger
22 Reanimator
23 Revenant Serum
24 Shining Knife
25 Silgarho Infusion
26 Sorcerer's Skeleton Key
27 Unphantomed Limb
28 Visage Scrutinizer
29 Wish Granting Pearl
30 Wolfsbane Potion
31 Yonder Yarn

List of Cyphers by Name

It is the GM’s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting.

Acid Resistance Actualize Self Adamant Skin Adderstone Adhesion Adrenaline Rush Agate Eye Age Taker Analeptic Anathema Siren Animal Control Animated Wood Antivenom Anywhere Door Apple Of Discord Aquanaut Armor Piercing Ammunition Armor Reinforcer Ascendant Brain Vivisector Ascendant Flesh Vivisector Attractor Awakened Senses Azure Dust

Baba Yaga's Spiced Cookie Balancing Act Banishing Beast Shape Bellman's Map Of The Ocean Beloved's Kiss Best Tool Bird's Nest Coronet Blackbird Pie Blackout Blinding Cloud Blinking Blood Pearl Blossom Bondage Breaker Bone Key Bones Of The Beloved Bowl Of Porridge Brainstorm Brute Force Burst Of Speed

Cat Sidhe Medallion Catholicon Chemical Factory Cheshire Smile Clockwork Ant Lion Coalheart's Beard Balm Cold Resistance Comprehension Condition Remover Contingency Contingent Activator Controlled Blinking Convenient Assistance Convenient Backfire Convenient Barricade Convenient Cacophony Convenient Companion Convenient Cover Convenient Disguise Convenient Gear Convenient Hazard Convenient Interloper Convenient Landing Convenient Macguffin Convenient Mistake Convenient Passage Convenient Research Convenient Shelter Convenient Surveillance Convenient Survival Convenient Sustenance Convenient Tools Convenient Weapon Copycat Corrupted Canopic Jar Croc's Clock Cross Counter Crown Jewel Curative Curse Bringer Cypher Amplification Cypher Extension

Dame Trot's Cat Dance Forward Daring Climb Darksight Darning Needle Dasher Dead Water Deadly Duel Death Bringer Death's Candle Death's Messengers Deathless Decapitative Longevity Defector Deflect Harm Demolition Demon Ward Demoralize Density Desperate Strike Detonation (Creature) Detonation (Desiccating) Detonation (Flash) Detonation (Gravity Inversion) Detonation (Gravity) Detonation (Massive) Detonation (Matter Disruption) Detonation (Pressure) Detonation (Singularity) Detonation (Sonic) Detonation (Spawn) Detonation (Web) Detonation Diadem Of Death Dimensional Folding Disarm Disguise Module Disposal Disrupting Door Binding Double Damage Double Dragon Dragon Ward Dragon's Blood Dragon's Teeth Dressmaking Nut Drink Me Dust Of The Dreamer

Eagleseye Eat Me Effect Resistance Effort Enhancer (Combat) Effort Enhancer (Noncombat) Effortless Electricity Resistance Elemental Conjuration Emperor's New Clothes En Garde Enduring Shield Equipment Cache Extradimensional Inventory

Fairy Cup False Grandmother Farsight Father's Betrayal Fire Resistance Fireproofing First Aid Flagrant Provocation Flame Retardant Wall Flaming Arrow Floatstep Flowers For Grandmother Force Cube Force Field Force Screen Projector Force Shield Projector Forget Me Knot Fortification Friction Reducer Frigid Wall Full Fury

Gas Bomb Genie's Handkerchief Ghost Detector Ghost Trap Giant Size Gilded Shell Gingerbread Man Godfather's Picture Book Golden Beetle Golden Vanity Good Impression Gravity Nullifier Gravity Nullifying Application Green Spectacles

Hart's Heart Haste Healing Factor Heart Of A Star Heart's Tart Heat Attack Hell Bent Homunculus Flask Honeyed Words Horrific Arm Horrific Eye Horrific Face Horrific Integrated Weapon Horrific Orifice Hot Cross Buns Hotwire Humanity Tester Hunter/Seeker

Image Projector Impeccable Toss Inescapable Sight Inferno Wall Infiltrator Information Sensor Insanity Suppressor Inscription Of Enmity Inspirit Ally Instant Boat Instant Servant Instant Shelter Instant Tower Intellect Booster Intelligence Enhancement Interrogate Intuitive Insight Invisibility Revealer Invisibility Serum Iron Bands Of Three Iron Gut Itsy Bitsy Spider

Jack's Candlestick Jiminy Cricket

Keratin Enhancer Kinetic Thunderball Knave Of Hearts Knowledge Enhancement

Leverage Lie Detector Lightning Wall Lion's Courage Living Water Locks Of Love Lycanthrope Ward

Machine Control Magic Beans Magnetic Attack Drill Magnetic Master Magnetic Shield Makeshift Construction Manipulation Beam Mark For Death Matter Transference Ray Meat Glue Meditation Aid Memory Switch Memory's Match Mental Focus Mental Fortress Mental Scrambler Mermaid Tear Metal Death Mind Meld Mind Restricting Wall Mind Stabilizer Mind Swapper Moment Of Truth Momentum Monkeywrench Monoblade Monohorn Motion Sensor Multitask

Neverlost Nondescript Nonsensical Poem Null Field Nullification Ray Nutrition And Hydration

Oldest Trick In The Book Omniscient Bean One Liner Open Sesame Overload Overstimulated

Part Of The Plan Penultimate Key Perfect Memory Perfection Personal Environment Field Phase Changer Phase Disruptor Pictureless Book Pixie Dust Plot Armor Poison (Emotion) Poison (Explosive) Poison (Mind Controlling) Poison (Mind Disrupting) Poison For Your Daughter Poison Resistance Poisoned Apple Polliwog Poppet (Damage) Poppet (Love) Poppet (Prosperity) Poppet (Silence) Powder Of Life Precision Strikes Premonition Primitive Doppelganger Princess's Pea Psychic Communique

Quickdream

Rabbit Hole Radiation Spike Rallying Cry Rapunzel Leaf Ray Emitter (Command) Ray Emitter (Fear) Ray Emitter (Friend Slaying) Ray Emitter (Mind Disrupting) Ray Emitter (Numbing) Ray Emitter (Paralysis) Ray Emitter (Perspective) Ray Emitter Ray Of Hope Reach Beyond Reality Spike Reanimator Rebuild Recall Knowledge Recovery Reflex Enhancer Rejuvenator Remembering Remote Viewer Repair Unit Repeater Repel Restorative Aura Retaliation Revenant Serum Revitalize Ricochet Rose Of Red Rumour Mill

Sapping Strike Savage Strikes Secret Secret Pocket Serendipity Severing Strike Shadow Soap Shard Of The Moon Sheen Shining Knife Shock Attack Shocker Showstopper Silgarho Infusion Silver Slippers Singing Bone Sinister Gift Skill Boost Slave Maker Sleep Inducer Snake Leaves Snickersnee Sniper Module Solvent Song Of The Dead Sonic Hole Sorcerer's Skeleton Key Sound Dampener Spatial Warp Speed Boost Spirit Ring Spy Staggering Strike Stakeout Stalwart Stasis Keeper Steel Yourself Stim Strength Boost Strength Enhancer Strike First Subdual Field Sudden Chasm Sudden Collapse Sudden Departure Sudden Entrapment Sudden Gust Sudden Impact Sudden Inferno Sudden Lethargy Sudden Storm Sudden Switcheroo Sudden Tremor Sudden Tribute Swirling Strikes

Taunting Words Teamwork Telepathy Teleport Hat Teleporter (Bounder) Teleporter (Interstellar) Teleporter (Planetary) Teleporter (Traveler) Temporal Viewer Temporary Combat Expertise Temporary Expertise Tenacious Defense The Key Of Knowing Thieving Strike Thought Listening Three Needles Time Dilation (Defensive) Time Dilation (Offensive) Tin Man's Tears Tiny Size Tireless Tissue Regeneration To Peter With Love Tomfoolery Tracer Treacherous Gambit Treasure Hunter Trick Embedder Triple Jump Triumph Trust Your Gut

Ultimate Endurance Ultra Instinct Undead Ward Uneasy Truce Unexpected Power Uninterruptible Power Source Unphantomed Limb Unstoppable

Valorous Whetstone Vanisher Vase Of Tears Vermin Swarm Vigilance Visage Changer Visage Scrutinizer Visual Displacement Device Vocal Translator Voice Thief

Walking Corpse Warmth Water Adapter Weak Point Weapon Enhancement White Snake Wing Clip Wings Wish Granting Pearl Witch Bottle Witch's Ladder Wolfsbane Potion Wonder Clock Wooden Spoon

X Ray Viewer

Yonder Yarn

Zero Point Field

Acid Resistance

The user gains Armor against acid damage equal to the cypher's level for one hour.

Level:

1d6+3

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 141 of Godforsaken

Actualize Self

Source Book:

Old Gus' Daft Drafts

Adamant Skin

Source Book:

Old Gus' Daft Drafts

Adderstone

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.

Level:

1d6+3

Form:

Stone with a hole in the middle

Type:

Fairy Tale

Source Book:

page 77 of We Are All Mad Here

Roll Result
1-3 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.
4-6 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).
7-9 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).
10-12 When held in the mouth, protects against poisons (up to the level of the cypher).
13-15 When placed on the finger of another with good intent, it adds 1 to the recovery rolls of both the user and the wearer.
16-18 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.
19-20 When tied in the hair, eases all defense tasks against curses by two steps.

Adhesion

Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level.

Level:

1d6

Type:

Manifest

Adrenaline Rush

Source Book:

Old Gus' Daft Drafts

Agate Eye

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).

Level:

1d6+2

Form:

Striped stone that looks like a dragon's eye

Type:

Fairy Tale

Source Book:

page 77 of We Are All Mad Here

Age Taker

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+4

Type:

Fantastic

Analeptic

Restores a number of points equal to the cypher's level to the user's Speed Pool.

Level:

1d6+2

Type:

Subtle

Anathema Siren

Creates a strange and annoying noise about the volume of a human shouting. The noise is especially aggravating toward one type of creature; creatures of this type have all their actions hindered by two steps (hindered by three steps if the cypher level is 7 or higher) while within short range of the cypher. The user must use their action each round to manipulate the cypher for the noise and its effects to persist, or it goes silent and loses all power. The siren can be used for up to one minute per cypher level. Roll a d100 to determine what sort of creature is affected:

Level:

1d6+2

Form:

Amulet or device

Source Book:

page 121 of Stay Alive!

Roll Result
1-10 Aliens (probably one specific kind of alien)
11-16 Animate dolls and puppets
17-22 Cryptids
23-32 Demons
33-28 Doppelgangers
39-48 Ghosts
49-54 Mummies
55-64 Robots
65-70 Simulacra
71-80 Vampires
81-90 Werewolves (or some other werecreature)
91-95 Extradimensional creatures
96-100 Undead

Animal Control

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.

Level:

1d6+2

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 141 of Godforsaken

Animated Wood

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. 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).

Level:

1d6

Form:

Chunk of pine, alder, or other wood imbued with magical properties

Source Book:

page 77 of We Are All Mad Here

Antivenom

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+2

Type:

Manifest

Anywhere Door

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.

Level:

1d6+3

Form:

Chalk, pen, pencil, lipstick, or marker

Type:

Fairy Tale

Source Book:

page 78 of We Are All Mad Here

Apple Of Discord

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.

Level:

1d6+1

Form:

Beautiful golden apple that catches the eye of all who see it

Type:

Fairy Tale

Source Book:

page 78 of We Are All Mad Here

Aquanaut

Source Book:

Old Gus' Daft Drafts

Armor Piercing Ammunition

Source Book:

Old Gus' Daft Drafts

Armor Reinforcer

The user's Armor gains an enhancement for twenty-four hours. Roll a d6 to determine the result.

Level:

1d6+1

Type:

Manifest

Roll Result
1 +1 to Armor
2 +2 to Armor
3 +3 to Armor
4 +2 to Armor, +5 against damage from fire
5 +2 to Armor, +5 against damage from cold
6 +2 to Armor, +5 against damage from acid

Ascendant Brain Vivisector

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. 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.

Level:

1d6+4

Form:

Device, injection, or pill

Source Book:

page 121 of Stay Alive!

Ascendant Flesh Vivisector

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.

Level:

1d6+4

Form:

Device, injection, or pill

Source Book:

page 121 of Stay Alive!

Attractor

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+4

Type:

Manifest

Awakened Senses

Source Book:

Old Gus' Daft Drafts

Azure Dust

Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.

Level:

1d6+1

Form:

Handful of dust from the fairy with the turquoise hair

Type:

Fairy Tale

Source Book:

page 78 of We Are All Mad Here

Eating the cookie increases the user's Intellect Edge by 1 for one hour.

Level:

1d6

Form:

Rye cookie flavored with spices and honey

Type:

Fairy Tale

Source Book:

page 78 of We Are All Mad Here

Balancing Act

Source Book:

Old Gus' Daft Drafts

Banishing

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

Type:

Fantastic

Beast Shape

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.

Level:

1d6

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 141 of Godforsaken

Bellman's Map Of The Ocean

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).

Level:

1d6+2

Form:

Blank sheet of paper rolled and tied with a hair tie

Type:

Fairy Tale

Source Book:

page 78 of We Are All Mad Here

Beloved's Kiss

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.

Level:

1d6+3

Form:

Ruby red ring

Type:

Fairy Tale

Source Book:

page 78 of We Are All Mad Here

Roll Result
1-2 Renders the character immune to poisons for one hour per cypher level (and ends any ongoing effects)
3-4 Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects)
5-6 Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects)

Best Tool

Provides an additional asset for any one task using a tool, even if that means exceeding the normal limit of two assets.

Level:

1d6

Type:

Subtle

Bird's Nest Coronet

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.

Level:

1d6+3

Form:

Beautifully woven bird's nest

Source Book:

page 78 of We Are All Mad Here

Blackbird Pie

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.

Level:

1d6

Form:

Four-and-twenty blackbirds baked in a pie

Type:

Fairy Tale

Source Book:

page 78 of We Are All Mad Here

Blackout

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+2

Type:

Manifest

Blinding Cloud

Source Book:

Old Gus' Daft Drafts

Blinking

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

Type:

Fantastic

Blood Pearl Blossom

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.

Level:

1d6+4

Form:

Rare blood-red flower with a beautiful pearl in its center

Type:

Fairy Tale

Source Book:

page 79 of We Are All Mad Here

Bondage Breaker

Source Book:

Old Gus' Daft Drafts

Bone Key

Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level.

Level:

1d6+2

Form:

Human finger bone carved into a skeleton key

Type:

Fairy Tale

Source Book:

page 79 of We Are All Mad Here

Bones Of The Beloved

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.

Level:

1d6+3

Form:

Handful of ground bones

Type:

Fairy Tale

Source Book:

page 79 of We Are All Mad Here

Bowl Of Porridge

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.

Level:

1d6+3

Form:

Just-right bowl of porridge

Type:

Fairy Tale

Source Book:

page 79 of We Are All Mad Here

Brainstorm

Source Book:

Old Gus' Daft Drafts

Brute Force

Source Book:

Old Gus' Daft Drafts

Burst Of Speed

For one minute, a user who normally can move a short distance as an action can move a long distance instead.

Level:

1d6

Type:

Subtle

Catholicon

Cures any disease of the cypher level or lower.

Level:

1d6+2

Type:

Manifest

Cat Sidhe Medallion

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.

Level:

1d6+2

Form:

Medallion in the shape of the white symbol on a cat sidhe's chest

Type:

Fairy Tale

Source Book:

page 79 of We Are All Mad Here

Chemical Factory

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.

Level:

1d6

Type:

Fantastic

Roll Result
1-4 Euphoric for 1d6 hours
5-8 Hallucinogenic for 1d6 hours
9-12 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
96-100 Restores all Pools to full

Cheshire Smile

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.

Level:

1d6

Form:

Mischievous grin

Type:

Fairy Tale

Source Book:

page 79 of We Are All Mad Here

Clockwork Ant Lion

If one points the jaws in the direction of the target and then drops the cypher on the ground it will burrow underground for one round in and then burst onto the ground immediately latch itself on one of the targets legs and do damage equal to the level of the cypher.

Level:

1d6

Form:

Looks like a vicious clockwork palm-sized ant lion brooch.

Type:

Manifest, Fantasy

Source Book:

page 11 of Cypher Fantasy - Community Content [BUNDLE]

Coalheart's Beard Balm

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. Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.

Level:

1d6

Form:

Jar of balm

Type:

Fairy Tale

Source Book:

page 79 of We Are All Mad Here

Cold Resistance

The user gains Armor against cold damage equal to the cypher's level for one hour.

Level:

1d6+3

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 142 of Godforsaken

Comprehension

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+1

Type:

Fantastic

Condition Remover

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.

Level:

1d6+3

Type:

Fantastic

Roll Result
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

Contingency

Source Book:

Old Gus' Daft Drafts

Contingent Activator

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

Type:

Subtle

Controlled Blinking

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

Type:

Fantastic

Convenient Assistance

Source Book:

Old Gus' Daft Drafts

Convenient Backfire

Source Book:

Old Gus' Daft Drafts

Convenient Barricade

Source Book:

Old Gus' Daft Drafts

Convenient Cacophony

Source Book:

Old Gus' Daft Drafts

Convenient Companion

Source Book:

Old Gus' Daft Drafts

Convenient Cover

Source Book:

Old Gus' Daft Drafts

Convenient Disguise

Source Book:

Old Gus' Daft Drafts

Convenient Gear

Source Book:

Old Gus' Daft Drafts

Convenient Hazard

Source Book:

Old Gus' Daft Drafts

Convenient Interloper

Source Book:

Old Gus' Daft Drafts

Convenient Landing

Source Book:

Old Gus' Daft Drafts

Convenient Macguffin

Source Book:

Old Gus' Daft Drafts

Convenient Mistake

Source Book:

Old Gus' Daft Drafts

Convenient Passage

Source Book:

Old Gus' Daft Drafts

Convenient Research

Source Book:

Old Gus' Daft Drafts

Convenient Shelter

Source Book:

Old Gus' Daft Drafts

Convenient Surveillance

Source Book:

Old Gus' Daft Drafts

Convenient Survival

Source Book:

Old Gus' Daft Drafts

Convenient Sustenance

Source Book:

Old Gus' Daft Drafts

Convenient Tools

Source Book:

Old Gus' Daft Drafts

Convenient Weapon

Source Book:

Old Gus' Daft Drafts

Copycat

Source Book:

Old Gus' Daft Drafts

Corrupted Canopic Jar

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.

Level:

1d6+1

Form:

Jar made of clay or carved stone

Source Book:

page 122 of Stay Alive!

Croc's Clock

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.

Level:

1d6

Form:

Tiny ticking clock, no bigger than a thumbnail

Type:

Fairy Tale

Source Book:

page 80 of We Are All Mad Here

Cross Counter

Source Book:

Old Gus' Daft Drafts

Crown Jewel

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).

Level:

1d6+2

Form:

Shining jewel from a royal crown

Type:

Fairy Tale

Source Book:

page 80 of We Are All Mad Here

Curative

Restores a number of points equal to the cypher's level to the user's Might Pool.

Level:

1d6+2

Type:

Subtle

Curse Bringer

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+1

Type:

Manifest

Cypher Amplification

Source Book:

Old Gus' Daft Drafts

Cypher Extension

Source Book:

Old Gus' Daft Drafts

Dame Trot's Cat

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.

Level:

1d6+3

Form:

Statue of a cat

Type:

Fairy Tale

Source Book:

page 80 of We Are All Mad Here

Dance Forward

Source Book:

Old Gus' Daft Drafts

Daring Climb

Source Book:

Old Gus' Daft Drafts

Darksight

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.)

Level:

1d6

Type:

Subtle

Darning Needle

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.

Level:

1d6

Form:

Needle with a large eye

Type:

Fairy Tale

Source Book:

page 80 of We Are All Mad Here

Dasher

Source Book:

Old Gus' Daft Drafts

Deadly Duel

Source Book:

Old Gus' Daft Drafts

Dead Water

Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum Might Pool.

Level:

1d6+3

Form:

Vial, pot, or jar of black liquid

Type:

Fairy Tale

Source Book:

page 80 of We Are All Mad Here

Death Bringer

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

Type:

Manifest

Deathless

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. 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.

Level:

1d6+3

Form:

Needle inside an egg

Type:

Fairy Tale

Source Book:

page 80 of We Are All Mad Here

Death's Candle

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.

Level:

1d6+4

Form:

Small, half-burnt black candle

Type:

Fairy Tale

Source Book:

page 80 of We Are All Mad Here

Death's Messengers

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).

Level:

1d6+2

Form:

Bottle, vial, or box filled with three wisps of dark smoke

Type:

Fairy Tale

Source Book:

page 80 of We Are All Mad Here

Decapitative Longevity

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.

Level:

1d6+4

Form:

Injection or potion

Source Book:

page 122 of Stay Alive!

Defector

Source Book:

Old Gus' Daft Drafts

Deflect Harm

Source Book:

Old Gus' Daft Drafts

Demolition

Source Book:

Old Gus' Daft Drafts

Demon Ward

For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar malevolent creatures.

Level:

1d6

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 142 of Godforsaken

Demoralize

Source Book:

Old Gus' Daft Drafts

Density

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

Type:

Manifest

Desperate Strike

Source Book:

Old Gus' Daft Drafts

Detonation

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. (All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of attack or defense rolls.)

Level:

1d6+2

Type:

Manifest

Roll Result
1-10 Cell-disrupting (harms only flesh)
11-30 Corrosive
31-40 Electrical discharge
41-50 Heat drain (cold)
51-75 Fire
76-100 Shrapnel

Detonation (Creature)

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+1

Type:

Fantastic

Detonation (Desiccating)

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

Type:

Fantastic

Detonation (Flash)

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

Type:

Manifest

Detonation (Gravity)

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+2

Type:

Fantastic

Detonation (Gravity Inversion)

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+1

Type:

Fantastic

Detonation (Massive)

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.

Level:

1d6+2

Type:

Manifest

Roll Result
1-10 Cell-disrupting (harms only flesh)
11-30 Corrosive
31-40 Electrical discharge
41-50 Heat drain (cold)
51-75 Fire
76-100 Shrapnel

Detonation (Matter Disruption)

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+4

Type:

Fantastic

Detonation (Pressure)

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:

1d6+2

Type:

Manifest

Detonation (Singularity)

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. (The singularity detonation is a greatly feared device, sought by those interested in truly horrific destruction.)

Level:

10

Type:

Fantastic

Detonation (Sonic)

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

Type:

Manifest

Detonation (Spawn)

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:

Level:

1d6+2

Type:

Manifest

Roll Result
1-10 Cell-disrupting (harms only flesh)
11-30 Corrosive
31-40 Electrical discharge
41-50 Heat drain (cold)
51-75 Fire
76-100 Shrapnel

Detonation (Web)

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. (Rather than strands of sticky goo, some web detonations fill the area with a mass of quick-hardening foam that has the same result.)

Level:

1d6+2

Type:

Manifest

Diadem Of Death

When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts damage equal to its level.

Level:

1d6+4

Form:

Crown made of feathers, bits of bone, burnt hair, and old teeth

Type:

Fairy Tale

Source Book:

page 81 of We Are All Mad Here

Dimensional Folding

Source Book:

Old Gus' Daft Drafts

Disarm

One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding.

Level:

1d6+1

Type:

Subtle

Disguise Module

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+2

Type:

Fantastic

Disposal

Source Book:

Old Gus' Daft Drafts

Disrupting

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

Type:

Fantastic

Door Binding

Source Book:

Old Gus' Daft Drafts

Double Damage

Source Book:

Old Gus' Daft Drafts

Double Dragon

Source Book:

Old Gus' Daft Drafts

Dragon's Blood

When mixed with liquid and painted on a living being, grants one of the following effects for a day.

Level:

1d6

Form:

Powdered dragon's blood

Type:

Fairy Tale

Source Book:

page 81 of We Are All Mad Here

Roll Result
1-2 +2 to Armor
3-4 Asset to all tasks involving magic
5-6 Asset to all tasks involving romance, sex, and fertility

Dragon's Teeth

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. Warriors: level 3; Armor 1; swords inflict 3 points of damage.

Level:

1d6

Form:

Handful of dragon's teeth

Type:

Fairy Tale

Source Book:

page 81 of We Are All Mad Here

Dragon Ward

For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar magical reptilian creatures. In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.

Level:

1d6

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 142 of Godforsaken

Dressmaking Nut

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. Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits.

Level:

1d6+2

Form:

Walnut or other shelled nut, with hinges and a clasp

Type:

Fairy Tale

Source Book:

page 81 of We Are All Mad Here

Drink Me

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).

Level:

1d6

Form:

Liquid inside a glass bottle with a paper label that says "drink me"

Type:

Fairy Tale

Source Book:

page 81 of We Are All Mad Here

Dust Of The Dreamer

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.

Level:

1d6

Form:

Pouch of very fine, rainbow-hued dust

Type:

Fairy Tale

Source Book:

page 81 of We Are All Mad Here

Eagleseye

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.)

Level:

1d6

Type:

Subtle

Eat Me

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).

Level:

1d6

Form:

Very small cake with the words "eat me" written on it in currants

Type:

Fairy Tale

Source Book:

page 81 of We Are All Mad Here

Effect Resistance

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

Type:

Subtle

Effort Enhancer (Combat)

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+1

Type:

Subtle

Effort Enhancer (Noncombat)

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

Type:

Subtle

Effortless

Source Book:

Old Gus' Daft Drafts

Electricity Resistance

The user gains Armor against electricity damage equal to the cypher's level for one hour.

Level:

1d6+3

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 142 of Godforsaken

Elemental Conjuration

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

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 142 of Godforsaken

Emperor's New Clothes

For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.

Level:

1d6

Form:

Magical thread sewn onto armor

Type:

Fairy Tale

Source Book:

page 82 of We Are All Mad Here

Enduring Shield

For the next day, the user has an asset to Speed defense rolls.

Level:

1d6+4

Type:

Subtle

En Garde

Source Book:

Old Gus' Daft Drafts

Equipment Cache

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

Type:

Manifest

Extradimensional Inventory

Source Book:

Old Gus' Daft Drafts

Fairy Cup

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. 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.

Level:

1d6+1

Form:

Decorated vessel made of precious materials

Type:

Fairy Tale

Source Book:

page 82 of We Are All Mad Here

False Grandmother

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.

Level:

1d6+2

Form:

Pair of wire-rimmed glasses

Type:

Fairy Tale

Source Book:

page 82 of We Are All Mad Here

Farsight

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+1

Type:

Fantastic

Father's Betrayal

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.

Level:

1d6+2

Form:

Small stone shaped like a heart

Type:

Fairy Tale

Source Book:

page 82 of We Are All Mad Here

Fireproofing

A nonliving object treated by this cypher has Armor against fire damage equal to the cypher's level for one day.

Level:

1d6+4

Type:

Manifest

Fire Resistance

The user gains Armor against fire damage equal to the cypher's level for one hour.

Level:

1d6+3

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 142 of Godforsaken

First Aid

Source Book:

Old Gus' Daft Drafts

Flagrant Provocation

Source Book:

Old Gus' Daft Drafts

Flame Retardant Wall

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

Type:

Fantastic

Flaming Arrow

The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate range.

Level:

1d6+2

Form:

Arrow with a silver-white shaft, golden head, and fletching of peacock feathers

Type:

Fairy Tale

Source Book:

page 82 of We Are All Mad Here

Floatstep

Source Book:

Old Gus' Daft Drafts

Flowers For Grandmother

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.

Level:

1d6+2

Form:

Fresh-picked bouquet of flowers tied with a red ribbon

Type:

Fairy Tale

Source Book:

page 82 of We Are All Mad Here

Roll Result
1 Curses
2 Fire/heat
3 Ice/cold
4 Poison
5 Intellect
6 Slashing and piercing

Force Cube

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.)

Level:

1d6+3

Type:

Fantastic

Force Field

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). (Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque.)

Level:

1d6

Type:

Fantastic

Force Screen Projector

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

Type:

Fantastic

Force Shield Projector

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+3

Type:

Fantastic

Forget Me Knot

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.

Level:

1d6+3

Form:

Length of magical rope

Type:

Fairy Tale

Source Book:

page 82 of We Are All Mad Here

Fortification

Source Book:

Old Gus' Daft Drafts

Friction Reducer

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

Type:

Manifest

Frigid Wall

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

Type:

Fantastic

Full Fury

Source Book:

Old Gus' Daft Drafts

Gas Bomb

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.

Level:

1d6+2

Type:

Manifest

Roll Result
1-10 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.
97-100 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.

Genie's Handkerchief

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. 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.

Level:

1d6

Form:

Extremely large handkerchief with one corner coated in mercury

Type:

Fairy Tale

Source Book:

page 82 of We Are All Mad Here

Ghost Detector

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.

Level:

1d6+1

Form:

Amulet, crystal, or device

Source Book:

page 122 of Stay Alive!

Ghost Trap

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.

Level:

1d6+2

Form:

Crystal or device

Source Book:

page 123 of Stay Alive!

Giant Size

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

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 143 of Godforsaken

Gilded Shell

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.

Level:

1d6

Form:

Golden snail shell

Type:

Fairy Tale

Source Book:

page 83 of We Are All Mad Here

Gingerbread Man

After eating the cookie, the user has training in Speed defense for the next day.

Level:

1d6

Form:

Gingerbread cookie in the shape of a human, lavishly decorated

Type:

Fairy Tale

Source Book:

page 83 of We Are All Mad Here

Godfather's Picture Book

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.

Level:

1d6+2

Form:

Large book full of tales

Type:

Fairy Tale

Source Book:

page 83 of We Are All Mad Here

Golden Beetle

When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies within long range.

Level:

1d6

Form:

Golden scarab beetle

Type:

Fairy Tale

Source Book:

page 83 of We Are All Mad Here

Golden Vanity

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.

Level:

1d6

Form:

Golden vanity set in a small, sturdy box that includes a brush, comb, and mirror

Type:

Fairy Tale

Source Book:

page 83 of We Are All Mad Here

Good Impression

Source Book:

Old Gus' Daft Drafts

Gravity Nullifier

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+3

Type:

Fantastic

Gravity Nullifying Application

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+2

Type:

Fantastic

Green Spectacles

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.

Level:

1d6

Form:

Pair of glasses with bright green lenses

Type:

Fairy Tale

Source Book:

page 83 of We Are All Mad Here

Hart's Heart

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.

Level:

1d6+3

Form:

Still-beating heart from a forest stag, kept in an ornate lined box

Type:

Fairy Tale

Source Book:

page 83 of We Are All Mad Here

Haste

Source Book:

Old Gus' Daft Drafts

Healing Factor

Source Book:

Old Gus' Daft Drafts

Heart Of A Star

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

Form:

Still-warm piece of a fallen star

Type:

Fairy Tale

Source Book:

page 84 of We Are All Mad Here

Heart's Tart

When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for ten minutes.

Level:

1d6+2

Form:

Red tart in the shape of a heart

Type:

Fairy Tale

Source Book:

page 84 of We Are All Mad Here

Heat Attack

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

Type:

Fantastic

Hell Bent

Source Book:

Old Gus' Daft Drafts

Homunculus Flask

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). Homunculus: level 2; alchemy, all defenses, and stealth as level 3.

Level:

1d6+1

Form:

Ornate, opaque alchemical bottle filled with strange fluid

Source Book:

page 123 of Stay Alive!

Honeyed Words

Source Book:

Old Gus' Daft Drafts

Horrific Arm

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.

Level:

1d6+1

Form:

Injection or pill

Source Book:

page 123 of Stay Alive!

Horrific Eye

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.

Level:

1d6+1

Form:

Injection or spell

Source Book:

page 123 of Stay Alive!

Horrific Face

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).

Level:

1d6+1

Form:

Injection or pill

Source Book:

page 124 of Stay Alive!

Horrific Integrated Weapon

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:

Level:

1d6+3

Form:

Weapon you can hold in one hand

Source Book:

page 124 of Stay Alive!

Roll Result
1-4 Hunting knife
5-8 Machete
9-12 Nightstick
13-16 Light handgun
17-20 Medium handgun

Horrific Orifice

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. 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.

Level:

1d6+3

Form:

Device, injection, or pill

Source Book:

page 124 of Stay Alive!

Hot Cross Buns

When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.

Level:

1d6

Form:

Small spiced cake

Type:

Fairy Tale

Source Book:

page 84 of We Are All Mad Here

Hotwire

Source Book:

Old Gus' Daft Drafts

Humanity Tester

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. 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.

Level:

1d6+4

Form:

Device, injection, or pill

Source Book:

page 124 of Stay Alive!

Hunter/Seeker

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.

Level:

1d6

Type:

Manifest

Roll Result
1-50 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.
96-100 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).

Image Projector

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.

Level:

1d6

Type:

Fantastic

Roll Result
1-20 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)
81-100 Incomprehensible scene that is disorienting and strange (20-foot [6 m] cube)

Impeccable Toss

Source Book:

Old Gus' Daft Drafts

Inescapable Sight

Source Book:

Old Gus' Daft Drafts

Inferno Wall

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+2

Type:

Fantastic

Infiltrator

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

Type:

Manifest

Information Sensor

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

Type:

Manifest

Insanity Suppressor

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.

Level:

1d6

Form:

Device, injection, or pill

Source Book:

page 125 of Stay Alive!

Inscription Of Enmity

Source Book:

Old Gus' Daft Drafts

Inspirit Ally

Source Book:

Old Gus' Daft Drafts

Instant Boat

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+2

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 143 of Godforsaken

Instant Servant

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

Type:

Fantastic

Instant Shelter

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.

Level:

1d6+3

Type:

Fantastic

Instant Tower

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+3

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 143 of Godforsaken

Intellect Booster

Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher).

Level:

1d6+2

Type:

Subtle

Intelligence Enhancement

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

Type:

Subtle

Interrogate

Source Book:

Old Gus' Daft Drafts

Intuitive Insight

Source Book:

Old Gus' Daft Drafts

Invisibility Revealer

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.

Level:

1d6+4

Form:

Device containing a liquid or silvery powder

Source Book:

page 125 of Stay Alive!

Invisibility Serum

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.

Level:

1d6+2

Form:

Device, flask, or injection

Source Book:

page 125 of Stay Alive!

Iron Bands Of Three

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.

Level:

1d6+3

Form:

Three flexible iron bands

Type:

Fairy Tale

Source Book:

page 84 of We Are All Mad Here

Iron Gut

Source Book:

Old Gus' Daft Drafts

Itsy Bitsy Spider

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.

Level:

1d6

Form:

Tiny spider inside a jar, box, or thimble

Type:

Fairy Tale

Source Book:

page 84 of We Are All Mad Here

Jack's Candlestick

Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.

Level:

1d6+3

Form:

Burning candlestick

Type:

Fairy Tale

Source Book:

page 84 of We Are All Mad Here

Jiminy Cricket

Allows the user to retry a task that they failed within the past minute, using the same difficulty and modifiers.

Level:

1d6

Form:

Small wooden or metal cricket

Type:

Fairy Tale

Source Book:

page 84 of We Are All Mad Here

Keratin Enhancer

Source Book:

Old Gus' Daft Drafts

Kinetic Thunderball

Source Book:

Old Gus' Daft Drafts

Knave Of Hearts

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.

Level:

1d6+2

Form:

Playing card depicting an elegant knight

Type:

Fairy Tale

Source Book:

page 85 of We Are All Mad Here

Knowledge Enhancement

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. (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.)

Level:

1d6

Type:

Subtle

Roll Result
1-10 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
96-100 Sneaking

Leverage

Source Book:

Old Gus' Daft Drafts

Lie Detector

Source Book:

Old Gus' Daft Drafts

Lightning Wall

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+2

Type:

Fantastic

Lion's Courage

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.

Level:

1d6+1

Form:

Small medallion with the word "courage" inscribed upon it.

Type:

Fairy Tale

Source Book:

page 85 of We Are All Mad Here

Living Water

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.

Level:

1d6+3

Form:

Vial, pot, or jar of liquid

Type:

Fairy Tale

Source Book:

page 85 of We Are All Mad Here

Locks Of Love

Source Book:

Old Gus' Daft Drafts

Lycanthrope Ward

For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other lycanthropes. Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such asa bear, rat, tiger, or wolf.

Level:

1d6

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 143 of Godforsaken

Machine Control

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

Type:

Fantastic

Magic Beans

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.

Level:

1d6+4

Form:

Handful of magic beans

Type:

Fairy Tale

Source Book:

page 85 of We Are All Mad Here

Magnetic Attack Drill

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

Type:

Fantastic

Magnetic Master

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

Type:

Fantastic

Magnetic Shield

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

Type:

Fantastic

Makeshift Construction

Source Book:

Old Gus' Daft Drafts

Manipulation Beam

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.)

Level:

1d6+2

Type:

Fantastic

Mark For Death

Source Book:

Old Gus' Daft Drafts

Matter Transference Ray

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+3

Type:

Fantastic

Meat Glue

Source Book:

Old Gus' Daft Drafts

Meditation Aid

Restores a number of points equal to the cypher's level to the user's Intellect Pool.

Level:

1d6+2

Type:

Subtle

Memory's Match

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).

Level:

1d6

Form:

Matchbox with one match inside

Type:

Fairy Tale

Source Book:

page 85 of We Are All Mad Here

Memory Switch

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

Type:

Fantastic

Mental Focus

Source Book:

Old Gus' Daft Drafts

Mental Fortress

Source Book:

Old Gus' Daft Drafts

Mental Scrambler

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.

Level:

1d6+2

Type:

Fantastic

Roll Result
1-30 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.
99-100 Victims' ethics are inverted.

Mermaid Tear

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).

Level:

1d6+2

Form:

Tear-shaped drop of sea glass

Type:

Fairy Tale

Source Book:

page 85 of We Are All Mad Here

Metal Death

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+2

Type:

Manifest

Mind Meld

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." (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.)

Level:

1d6+1

Type:

Fantastic

Mind Restricting Wall

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+2

Type:

Fantastic

Mind Stabilizer

The user gains +5 to Armor against Intellect damage.

Level:

1d6

Type:

Subtle

Mind Swapper

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. 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.

Level:

1d6+2

Form:

Amulet or device

Source Book:

page 125 of Stay Alive!

Moment Of Truth

Source Book:

Old Gus' Daft Drafts

Momentum

Source Book:

Old Gus' Daft Drafts

Monkeywrench

Source Book:

Old Gus' Daft Drafts

Monoblade

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+2

Type:

Fantastic

Monohorn

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. (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.)

Level:

1d6+3

Type:

Fantastic

Motion Sensor

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+2

Type:

Subtle

Multitask

Source Book:

Old Gus' Daft Drafts

Neverlost

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.

Level:

1d6

Form:

Bag of bread crumbs, pebbles, or candy

Type:

Fairy Tale

Source Book:

page 85 of We Are All Mad Here

Nondescript

Source Book:

Old Gus' Daft Drafts

Nonsensical Poem

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.)

Level:

1d6+4

Form:

Nonsense poem written in mirror writing

Type:

Fairy Tale

Source Book:

page 86 of We Are All Mad Here

Null Field

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.

Level:

1d6+3

Type:

Fantastic

Roll Result
1-12 Fire
13-27 Cold
28-39 Acid
40-52 Psychic
53-65 Sonic
66-72 Electrical
73-84 Poison
85-95 Blunt force
96-100 Slashing and piercing

Nullification Ray

The user can immediately end one ongoing effect within long range that is produced by an artifact, cypher, or special ability.

Level:

1d6+3

Type:

Manifest

Nutrition And Hydration

The user can go without food and water for a number of days equal to the cypher's level without ill effect.

Level:

1d6+1

Type:

Subtle

Oldest Trick In The Book

Source Book:

Old Gus' Daft Drafts

Omniscient Bean

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).

Level:

1d6+2

Form:

Magical bean made into a cake

Type:

Fairy Tale

Source Book:

page 86 of We Are All Mad Here

One Liner

Source Book:

Old Gus' Daft Drafts

Open Sesame

Source Book:

Old Gus' Daft Drafts

Overload

Source Book:

Old Gus' Daft Drafts

Overstimulated

Source Book:

Old Gus' Daft Drafts

Part Of The Plan

Source Book:

Old Gus' Daft Drafts

Penultimate Key

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. Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.

Level:

1d6+2

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 143 of Godforsaken

Perfection

The user treats their next action as if they had rolled a natural 20.

Level:

1d6+2

Type:

Subtle

Perfect Memory

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

Type:

Subtle

Personal Environment Field

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.

Level:

1d6+2

Type:

Fantastic

Phase Changer

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+1

Type:

Fantastic

Phase Disruptor

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

Type:

Fantastic

Pictureless Book

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.

Level:

1d6

Form:

Book without pictures

Type:

Fairy Tale

Source Book:

page 86 of We Are All Mad Here

Roll Result
1-2 Sweet dreams. All dreaming characters have all of their Pools restored to full.
3-4 Nightmares. All dreaming characters take 5 points of Intellect damage.
5-6 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.

Pixie Dust

Source Book:

Old Gus' Daft Drafts

Plot Armor

Source Book:

Old Gus' Daft Drafts

Poisoned Apple

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.

Level:

1d6+2

Form:

Apple that is half white and half red

Type:

Fairy Tale

Source Book:

page 87 of We Are All Mad Here

Poison (Emotion)

The victim feels a specific emotion for one hour. Roll a d100 to determine the emotion. (Most poisons are not considered cyphers, except for a very few that are unique.)

Level:

1d6+2

Type:

Manifest

Roll Result
1-20 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.
96-100 Love. Much easier to interact with; all interaction tasks are eased by two steps, but temporary attachment is likely.

Poison (Explosive)

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.

Level:

1d6+1

Type:

Fantastic

Roll Result
1-25 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.
81-100 The victim is no longer within long range of the detonator.

Poison For Your Daughter

The poison creates a specific reaction for one hour in a creature who uses the object. Roll d100 to determine the reaction.

Level:

1d6+2

Form:

Clear liquid that can be spread on any object, such as an apple, hair comb, or weapon

Type:

Fairy Tale

Source Book:

page 86 of We Are All Mad Here

Roll Result
1-20 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.
21-40 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.
41-60 Alter. The creature becomes physically altered until they are unrecognizable, even
61-75 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.
76-85 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.
86-95 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
96-100 Dutiful. The creature becomes much easier to interact with. All tasks to influence the poisoned creature are eased by two steps.

Poison (Mind Controlling)

The victim must carry out a specific action in response to a specific trigger. Roll a d100 to determine the action.

Level:

1d6+2

Type:

Fantastic

Roll Result
1-20 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.
96-100 For one minute, moves toward the next red object seen in lieu of all other actions, ignoring self-preservation.

Poison (Mind Disrupting)

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+2

Type:

Manifest

Poison Resistance

The user gains Armor against poison damage equal to the cypher's level for one hour.

Level:

1d6+3

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 143 of Godforsaken

Polliwog

Source Book:

Old Gus' Daft Drafts

Poppet (Damage)

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.

Level:

1d6+4

Form:

Small figure made of cloth, stuffed with hair and bone

Type:

Fairy Tale

Source Book:

page 87 of We Are All Mad Here

Poppet (Love)

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.

Level:

1d6+2

Form:

Small figure made of wax, adorned with flowers and herbs

Type:

Fairy Tale

Source Book:

page 87 of We Are All Mad Here

Poppet (Prosperity)

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.

Level:

1d6+2

Form:

Small figure made of cloth, stuffed with herbs and bits of wood

Type:

Fairy Tale

Source Book:

page 87 of We Are All Mad Here

Poppet (Silence)

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.

Level:

1d6+2

Form:

Small figure carved from wood or stone, with an open mouth

Type:

Fairy Tale

Source Book:

page 88 of We Are All Mad Here

Powder Of Life

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. 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.

Level:

1d6+3

Form:

Bit of powder carried in a pepper box

Type:

Fairy Tale

Source Book:

page 88 of We Are All Mad Here

Precision Strikes

Source Book:

Old Gus' Daft Drafts

Premonition

Source Book:

Old Gus' Daft Drafts

Primitive Doppelganger

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. 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.

Level:

1d6+1

Form:

Device, injection, or pill

Source Book:

page 126 of Stay Alive!

Princess's Pea

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.

Level:

1d6+3

Form:

Dried pea that was previously slept on

Type:

Fairy Tale

Source Book:

page 88 of We Are All Mad Here

Psychic Communique

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+2

Type:

Fantastic

Quickdream

Source Book:

Old Gus' Daft Drafts

Rabbit Hole

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.

Level:

1d6

Form:

Pocket watch with an empty face

Type:

Fairy Tale

Source Book:

page 88 of We Are All Mad Here

Radiation Spike

Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting damage equal to the cypher's level.

Level:

1d6+4

Type:

Manifest

Rallying Cry

Source Book:

Old Gus' Daft Drafts

Rapunzel Leaf

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.

Level:

1d6+3

Form:

Small green leaf from a rapunzel plant

Type:

Fairy Tale

Source Book:

page 88 of We Are All Mad Here

Ray Emitter

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. (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)

Level:

1d6+2

Type:

Fantastic

Roll Result
1-50 Heat/concentrated light
51-60 Cell-disrupting radiation
61-80 Force
81-87 Magnetic wave
88-93 Molecular bond disruption
94-100 Concentrated cold

Ray Emitter (Command)

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

Type:

Fantastic

Ray Emitter (Fear)

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

Type:

Fantastic

Ray Emitter (Friend Slaying)

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

Type:

Fantastic

Ray Emitter (Mind Disrupting)

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

Type:

Fantastic

Ray Emitter (Numbing)

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

Type:

Fantastic

Ray Emitter (Paralysis)

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+2

Type:

Fantastic

Ray Emitter (Perspective)

Source Book:

Old Gus' Daft Drafts

Ray Of Hope

Source Book:

Old Gus' Daft Drafts

Reach Beyond

Source Book:

Old Gus' Daft Drafts

Reality Spike

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+4

Type:

Fantastic

Reanimator

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).

Level:

1d6+2

Form:

Amulet or injection

Source Book:

page 126 of Stay Alive!

Rebuild

Source Book:

Old Gus' Daft Drafts

Recall Knowledge

Source Book:

Old Gus' Daft Drafts

Recovery

Source Book:

Old Gus' Daft Drafts

Reflex Enhancer

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

Type:

Subtle

Rejuvenator

Restores a number of points equal to the cypher's level to one random stat Pool.

Level:

1d6+2

Type:

Subtle

Roll Result
1-50 Might Pool
51-75 Speed Pool
76-100 Intellect Pool

Remembering

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

Type:

Subtle

Remote Viewer

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:

1d6

Type:

Manifest

Repair Unit

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:

1d10

Type:

Fantastic

Repeater

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

Type:

Fantastic

Repel

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+1

Type:

Subtle

Restorative Aura

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

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 144 of Godforsaken

Retaliation

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

Type:

Fantastic

Revenant Serum

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.

Level:

1d6+4

Form:

Injection or potion

Source Book:

page 126 of Stay Alive!

Revitalize

Source Book:

Old Gus' Daft Drafts

Ricochet

Source Book:

Old Gus' Daft Drafts

Rose Of Red

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.

Level:

1d6+1

Form:

Big, beautiful crimson rose in full bloom

Type:

Fairy Tale

Source Book:

page 88 of We Are All Mad Here

Rumour Mill

Source Book:

Old Gus' Daft Drafts

Sapping Strike

Source Book:

Old Gus' Daft Drafts

Savage Strikes

Source Book:

Old Gus' Daft Drafts

Secret

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+2

Type:

Subtle

Secret Pocket

Source Book:

Old Gus' Daft Drafts

Serendipity

Source Book:

Old Gus' Daft Drafts

Severing Strike

Source Book:

Old Gus' Daft Drafts

Shadow Soap

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. Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return.

Level:

4

Form:

Small piece of soap

Type:

Fairy Tale

Source Book:

page 88 of We Are All Mad Here

Shard Of The Moon

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).

Level:

1d6+2

Form:

Tiny sliver of the moon

Type:

Fairy Tale

Source Book:

page 89 of We Are All Mad Here

Sheen

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

Type:

Fantastic

Shining Knife

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.

Level:

1d6+3

Form:

Shining knife

Source Book:

page 89 of We Are All Mad Here

Shock Attack

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

Type:

Fantastic

Shocker

Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the cypher's level.

Level:

1d6+4

Type:

Manifest

Showstopper

Source Book:

Old Gus' Daft Drafts

Silgarho Infusion

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. 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.

Level:

1d6

Form:

Flask or injection

Source Book:

page 126 of Stay Alive!

Silver Slippers

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). 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.

Level:

1d6+2

Form:

Silver shoes, ruby slippers, or red boots

Type:

Fairy Tale

Source Book:

page 89 of We Are All Mad Here

Singing Bone

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.

Level:

1d6+3

Form:

Human bone carved into the mouthpiece for a musical instrument

Type:

Fairy Tale

Source Book:

page 89 of We Are All Mad Here

Sinister Gift

Source Book:

Old Gus' Daft Drafts

Skill Boost

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.

Level:

1d6

Type:

Subtle

Roll Result
1-15 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
100 Escaping

Slave Maker

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+2

Type:

Fantastic

Sleep Inducer

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

Type:

Manifest

Snake Leaves

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.

Level:

1d6+2

Form:

Three green leaves

Type:

Fairy Tale

Source Book:

page 89 of We Are All Mad Here

Snickersnee

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.

Level:

1d6+4

Form:

Small jewel, talisman, or bead

Type:

Fairy Tale

Source Book:

page 89 of We Are All Mad Here

Sniper Module

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:

1d6

Type:

Manifest

Solvent

Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert.

Level:

1d10

Type:

Manifest

Song Of The Dead

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.

Level:

1d6

Form:

Small stuffed bird with yellow and blue plumage

Type:

Fairy Tale

Source Book:

page 89 of We Are All Mad Here

Sonic Hole

Draws all sound within long range into the device for one round per cypher level. Within the affected area, no sound can be heard. (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.)

Level:

1d6+2

Type:

Fantastic

Sorcerer's Skeleton Key

When tapped three times against any locked door or other object (of the cypher level or lower), the key automatically unlocks it.

Level:

1d6+2

Form:

Wooden stick, iron wand, or piece of straw

Source Book:

page 89 of We Are All Mad Here

Sound Dampener

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+2

Type:

Fantastic

Spatial Warp

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+4

Type:

Fantastic

Speed Boost

Adds 1 to the user's Speed Edge for one hour (adds 2 if the cypher is level 5 or higher).

Level:

1d6+2

Type:

Subtle

Spirit Ring

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). 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.

Level:

1d6

Form:

Ring, necklace, hairpin, or bracelet

Type:

Fairy Tale

Source Book:

page 90 of We Are All Mad Here

Spy

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+2

Type:

Manifest

Staggering Strike

Source Book:

Old Gus' Daft Drafts

Stakeout

Source Book:

Old Gus' Daft Drafts

Stalwart

Source Book:

Old Gus' Daft Drafts

Stasis Keeper

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

Type:

Fantastic

Steel Yourself

Source Book:

Old Gus' Daft Drafts

Stim

Eases the user's next action taken by three steps.

Level:

1d6

Type:

Subtle

Strength Boost

Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher).

Level:

1d6+2

Type:

Subtle

Strength Enhancer

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

Type:

Subtle

Strike First

Source Book:

Old Gus' Daft Drafts

Subdual Field

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+3

Type:

Fantastic

Sudden Chasm

Source Book:

Old Gus' Daft Drafts

Sudden Collapse

Source Book:

Old Gus' Daft Drafts

Sudden Departure

Source Book:

Old Gus' Daft Drafts

Sudden Entrapment

Source Book:

Old Gus' Daft Drafts

Sudden Gust

Source Book:

Old Gus' Daft Drafts

Sudden Impact

Source Book:

Old Gus' Daft Drafts

Sudden Inferno

Source Book:

Old Gus' Daft Drafts

Sudden Lethargy

Source Book:

Old Gus' Daft Drafts

Sudden Storm

Source Book:

Old Gus' Daft Drafts

Sudden Switcheroo

Source Book:

Old Gus' Daft Drafts

Sudden Tremor

Source Book:

Old Gus' Daft Drafts

Sudden Tribute

Source Book:

Old Gus' Daft Drafts

Swirling Strikes

Source Book:

Old Gus' Daft Drafts

Taunting Words

Source Book:

Old Gus' Daft Drafts

Teamwork

Source Book:

Old Gus' Daft Drafts

Telepathy

For one hour, the device enables long-range mental communication with anyone the user can see.

Level:

1d6+2

Type:

Fantastic

Teleporter (Bounder)

User teleports up to 100 x 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+2

Type:

Fantastic

Teleporter (Interstellar)

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

Type:

Fantastic

Teleporter (Planetary)

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

Type:

Fantastic

Teleporter (Traveler)

User teleports up to 100 x 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

Type:

Fantastic

Teleport Hat

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.

Level:

1d6+3

Form:

Silly hat that is always too large on the wearer no matter what size their head is

Type:

Fairy Tale

Source Book:

page 90 of We Are All Mad Here

Temporal Viewer

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+4

Type:

Fantastic

Temporary Combat Expertise

Source Book:

Old Gus' Daft Drafts

Temporary Expertise

Source Book:

Old Gus' Daft Drafts

Tenacious Defense

Source Book:

Old Gus' Daft Drafts

The Key Of Knowing

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.

Level:

1d6+3

Form:

Golden key that is permanently stained with blood

Type:

Fairy Tale

Source Book:

page 85 of We Are All Mad Here

Thieving Strike

Source Book:

Old Gus' Daft Drafts

Thought Listening

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+1

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 144 of Godforsaken

Three Needles

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.

Level:

1d6

Form:

Three enchanted needles

Type:

Fairy Tale

Source Book:

page 90 of We Are All Mad Here

Time Dilation (Defensive)

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

Type:

Fantastic

Time Dilation (Offensive)

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

Type:

Fantastic

Tin Man's Tears

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.

Level:

1d6+2

Form:

Tiny vial filled with tears

Type:

Fairy Tale

Source Book:

page 90 of We Are All Mad Here

Tiny Size

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

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 144 of Godforsaken

Tireless

Source Book:

Old Gus' Daft Drafts

Tissue Regeneration

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. (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.)

Level:

1d6+4

Type:

Subtle

Tomfoolery

Source Book:

Old Gus' Daft Drafts

To Peter With Love

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.

Level:

1d6+3

Form:

Wrapped box with a bomb inside and a gift tag on the outside

Type:

Fairy Tale

Source Book:

page 90 of We Are All Mad Here

Tracer

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

Type:

Manifest

Treacherous Gambit

Source Book:

Old Gus' Daft Drafts

Treasure Hunter

Source Book:

Old Gus' Daft Drafts

Trick Embedder

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

Type:

Fantastic

Triple Jump

Source Book:

Old Gus' Daft Drafts

Triumph

Source Book:

Old Gus' Daft Drafts

Trust Your Gut

Source Book:

Old Gus' Daft Drafts

Ultimate Endurance

Source Book:

Old Gus' Daft Drafts

Ultra Instinct

Source Book:

Old Gus' Daft Drafts

Undead Ward

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

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 144 of Godforsaken

Uneasy Truce

Source Book:

Old Gus' Daft Drafts

Unexpected Power

Source Book:

Old Gus' Daft Drafts

Uninterruptible Power Source

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+4

Type:

Manifest

Unphantomed Limb

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.

Level:

1d6

Form:

Device, injection, or pill

Source Book:

page 127 of Stay Alive!

Unstoppable

Source Book:

Old Gus' Daft Drafts

Valorous Whetstone

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.

Level:

1d6

Form:

Sharpening stone

Type:

Fairy Tale

Source Book:

page 90 of We Are All Mad Here

Vanisher

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+2

Type:

Fantastic

Vase Of Tears

Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage the next time they are physically attacked.

Level:

1d6

Form:

Vase, vial, or jar filled with tears

Type:

Fairy Tale

Source Book:

page 90 of We Are All Mad Here

Vermin Swarm

Source Book:

Old Gus' Daft Drafts

Vigilance

Source Book:

Old Gus' Daft Drafts

Visage Changer

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

Type:

Fantastic

Visage Scrutinizer

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.

Level:

1d6+2

Form:

Device, crystal, injection, or pill

Source Book:

page 127 of Stay Alive!

Visual Displacement Device

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

Type:

Fantastic

Vocal Translator

For twenty-four hours per cypher level, translates everything said by the user into a language that anyone can understand.

Level:

1d6

Type:

Fantastic

Voice Thief

Source Book:

Old Gus' Daft Drafts

Walking Corpse

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

Type:

Fantasy, Fantastic, Manifest

Source Book:

page 144 of Godforsaken

Warmth

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

Type:

Manifest

Water Adapter

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.

Level:

1d6

Type:

Manifest

Weak Point

Source Book:

Old Gus' Daft Drafts

Weapon Enhancement

Modifies a weapon's attack in a particular fashion for ten minutes per cypher level. Roll a d100 for the modification.

Level:

1d6+2

Type:

Fantastic

Roll Result
1-10 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
100 Heart-seeking (on 18-20 on successful attack roll, target is killed)

White Snake

Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living things for ten minutes.

Level:

1d6+2

Form:

Piece of a magical snake

Type:

Fairy Tale

Source Book:

page 90 of We Are All Mad Here

Wing Clip

Source Book:

Old Gus' Daft Drafts

Wings

User can fly at their normal running speed for ten minutes per cypher level.

Level:

1d6+2

Type:

Fantastic

Wish Granting Pearl

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+1

Form:

Flaming pearl

Source Book:

page 90 of We Are All Mad Here

Witch Bottle

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.

Level:

1d6+1

Form:

Ornate stoppered bottle filled with wine, seawater, or pins and needles

Type:

Fairy Tale

Source Book:

page 91 of We Are All Mad Here

Witch's Ladder

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.

Level:

1d6+2

Form:

Garland of knotted string, feathers, teeth, and bells

Type:

Fairy Tale

Source Book:

page 91 of We Are All Mad Here

Wolfsbane Potion

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.

Level:

1d6

Form:

Flask or injection

Source Book:

page 127 of Stay Alive!

Wonder Clock

Source Book:

Old Gus' Daft Drafts

Wooden Spoon

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.

Level:

1d6+4

Form:

Plain wooden spoon

Type:

Fairy Tale

Source Book:

page 91 of We Are All Mad Here

X Ray Viewer

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+4

Type:

Manifest

Yonder Yarn

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. 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.

Level:

1d6+4

Form:

Skein or spool of yarn

Source Book:

page 91 of We Are All Mad Here

Zero Point Field

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).

Level:

1d6+3

Type:

Fantastic

Power Boost Cyphers

These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being a fire-using superhero’s ability to “go nova.”

Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the action that they affect.

Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

Area Boost

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.

Level:

1d6+1

Burst Boost

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.

Level:

1d6+2

Damage Boost

This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal to this cypher's level.

Level:

1d6+2

Efficacy Boost

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).

Level:

1d6+1

Source Book:

page 157 of Claim the Sky

Efficacy Boost (Major)

This cypher boosts an ability that requires a skill roll. The use of the ability is eased by two steps. This kind of cypher might be appropriate only in superhero campaigns, at least with any regularity.)

Level:

1d6+1

Source Book:

page 157 of Claim the Sky

Efficacy Boost (Minor)

This cypher boosts an ability that requires a skill roll. The use of the ability is eased.

Level:

1d6

Source Book:

page 157 of Claim the Sky

Energy Boost

This cypher boosts an ability that has a stat Pool cost. The cost is reduced to 0.

Level:

1d6

Range Boost

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).

Level:

1d6+1

Shift Boost

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.

Level:

1d6+2

Source Book:

page 158 of Claim the Sky

Stunt Boost

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.

Level:

1d6+2

Source Book:

page 158 of Claim the Sky

Target Boost

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).

Level:

1d6+2


The Cypher System is a setting-generic tabletop roleplaying game designed by Monte Cook Games.
This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at https://csol.montecookgames.com.
CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.