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.
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:
All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.
Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien crystals, or anything of that nature. 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:
Once in a while, things just go your way. You’re in the right place at the right time.
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.
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.
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.
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.
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.
Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the numinous.
Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words, they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.
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:
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.
You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.
Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship. The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs can find.
If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can take fifteen minutes to an hour.
Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or sometimes purchased in a shop.
Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.
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.
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.
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.)
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.
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.
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.
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.
# | 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 |
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
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
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:
- Source Book:
- Source Book:
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:
- Source Book:
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. |
Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level.
- Level:
1d6
- Type:
Manifest
- Source Book:
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:
- Source Book:
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
Restores a number of points equal to the cypher's level to the user's Speed Pool.
- Level:
1d6+2
- Type:
Subtle
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:
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 |
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:
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:
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
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:
- Source Book:
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:
- Source Book:
- Source Book:
- Source Book:
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 |
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:
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:
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
- Source Book:
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:
- Source Book:
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:
- Source Book:
- Source Book:
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
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:
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:
- Source Book:
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:
- Source Book:
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) |
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
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:
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:
- Source Book:
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
- Source Book:
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
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:
- Source Book:
- Source Book:
Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level.
- Level:
1d6+2
- Form:
- Type:
- Source Book:
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:
- Source Book:
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:
- Source Book:
- Source Book:
- Source Book:
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
Cures any disease of the cypher level or lower.
- Level:
1d6+2
- Type:
Manifest
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:
- Source Book:
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 |
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:
- Source Book:
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:
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:
- Source Book:
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:
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
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 |
- Source Book:
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
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
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
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:
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:
- Source Book:
- Source Book:
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:
- Source Book:
Restores a number of points equal to the cypher's level to the user's Might Pool.
- Level:
1d6+2
- Type:
Subtle
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
- Source Book:
- Source Book:
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:
- Source Book:
- Source Book:
- Source Book:
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
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:
- Source Book:
- Source Book:
- Source Book:
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:
- Source Book:
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
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:
- Source Book:
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:
- Source Book:
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:
- Source Book:
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:
- Source Book:
- Source Book:
- Source Book:
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:
- Source Book:
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
- Source Book:
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 |
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
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
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
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
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
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 |
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
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
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
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
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 |
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
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:
- Source Book:
- Source Book:
One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding.
- Level:
1d6+1
- Type:
Subtle
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
- Source Book:
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
- Source Book:
- Source Book:
- Source Book:
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:
- Source Book:
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 |
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:
- Source Book:
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:
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:
- Source Book:
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:
- Source Book:
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:
- Source Book:
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
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:
- Source Book:
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
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
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
- Source Book:
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:
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:
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:
- Source Book:
For the next day, the user has an asset to Speed defense rolls.
- Level:
1d6+4
- Type:
Subtle
- Source Book:
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
- Source Book:
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:
- Source Book:
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:
- Source Book:
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
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:
- Source Book:
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
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:
- Source Book:
- Source Book:
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
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:
- Source Book:
- Source Book:
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:
- Source Book:
Roll | Result |
---|---|
1 | Curses |
2 | Fire/heat |
3 | Ice/cold |
4 | Poison |
5 | Intellect |
6 | Slashing and piercing |
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
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
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
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
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:
- Source Book:
- Source Book:
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
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
- Source Book:
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. |
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:
- Source Book:
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:
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:
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:
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:
- Source Book:
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:
- Source 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:
- Source Book:
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:
- Source Book:
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:
- Source Book:
- Source Book:
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
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
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:
- Source Book:
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:
- Source Book:
- Source Book:
- Source Book:
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:
- Source Book:
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:
- Source Book:
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
- Source Book:
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:
- Source Book:
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:
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:
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:
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:
Roll | Result |
---|---|
1-4 | Hunting knife |
5-8 | Machete |
9-12 | Nightstick |
13-16 | Light handgun |
17-20 | Medium handgun |
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:
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:
- Source Book:
- Source Book:
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:
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). |
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) |
- Source Book:
- Source Book:
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
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
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
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:
- Source Book:
- Source Book:
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:
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
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
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:
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
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
- Source Book:
- Source Book:
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:
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:
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:
- Source Book:
- Source Book:
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:
- Source Book:
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:
- Source Book:
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:
- Source Book:
- Source Book:
- Source Book:
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:
- Source Book:
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 |
- Source Book:
- Source Book:
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
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:
- Source Book:
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:
- Source Book:
- Source Book:
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:
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
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:
- Source Book:
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
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
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
- Source Book:
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
- Source Book:
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
- Source Book:
Restores a number of points equal to the cypher's level to the user's Intellect Pool.
- Level:
1d6+2
- Type:
Subtle
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:
- Source Book:
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
- Source Book:
- Source Book:
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. |
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:
- Source Book:
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
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
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
The user gains +5 to Armor against Intellect damage.
- Level:
1d6
- Type:
Subtle
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:
- Source Book:
- Source Book:
- Source Book:
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
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
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
- Source Book:
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:
- Source Book:
- Source Book:
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:
- Source Book:
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 |
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
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
- Source Book:
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:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
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:
The user treats their next action as if they had rolled a natural 20.
- Level:
1d6+2
- Type:
Subtle
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
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
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
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
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:
- Source Book:
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. |
- Source Book:
- Source Book:
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:
- Source Book:
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. |
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. |
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:
- Source Book:
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. |
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. |
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
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:
- Source Book:
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:
- Source Book:
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:
- Source Book:
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:
- Source Book:
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:
- Source Book:
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:
- Source Book:
- Source Book:
- Source Book:
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:
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:
- Source Book:
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
- Source Book:
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:
- Source Book:
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
- Source Book:
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:
- Source Book:
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 |
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
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
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
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
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
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
- Source Book:
- Source Book:
- Source Book:
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
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:
- Source Book:
- Source Book:
- Source Book:
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
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 |
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
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
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
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
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
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:
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
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:
- Source Book:
- Source Book:
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:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
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
- Source Book:
- Source Book:
- Source Book:
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:
- Source Book:
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:
- Source Book:
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
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:
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
Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the cypher's level.
- Level:
1d6+4
- Type:
Manifest
- Source Book:
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:
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:
- Source Book:
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:
- Source Book:
- Source Book:
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 |
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
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
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:
- Source Book:
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:
- Source Book:
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
Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert.
- Level:
1d10
- Type:
Manifest
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:
- Source Book:
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
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:
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
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
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
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:
- Source Book:
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
- Source Book:
- Source Book:
- Source Book:
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
- Source Book:
Eases the user's next action taken by three steps.
- Level:
1d6
- Type:
Subtle
Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher).
- Level:
1d6+2
- Type:
Subtle
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
- Source Book:
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
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
For one hour, the device enables long-range mental communication with anyone the user can see.
- Level:
1d6+2
- Type:
Fantastic
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
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
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
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
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:
- Source Book:
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
- Source Book:
- Source Book:
- Source Book:
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:
- Source Book:
- Source Book:
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:
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:
- Source Book:
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
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
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:
- Source Book:
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:
- Source Book:
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
- Source Book:
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:
- Source Book:
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
- Source Book:
- Source Book:
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
- Source Book:
- Source Book:
- Source Book:
- Source Book:
- Source Book:
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:
- Source Book:
- Source Book:
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
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:
- Source Book:
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:
- Source Book:
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
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:
- Source Book:
- Source Book:
- Source Book:
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
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:
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
For twenty-four hours per cypher level, translates everything said by the user into a language that anyone can understand.
- Level:
1d6
- Type:
Fantastic
- Source Book:
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:
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
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
- Source Book:
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) |
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:
- Source Book:
- Source Book:
User can fly at their normal running speed for ten minutes per cypher level.
- Level:
1d6+2
- Type:
Fantastic
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:
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:
- Source Book:
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:
- Source Book:
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:
- Source Book:
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:
- Source Book:
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
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:
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
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.
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
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
This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal to this cypher's level.
- Level:
1d6+2
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:
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:
This cypher boosts an ability that requires a skill roll. The use of the ability is eased.
- Level:
1d6
- Source Book:
This cypher boosts an ability that has a stat Pool cost. The cost is reduced to 0.
- Level:
1d6
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
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:
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:
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