์‚ฌ์ดํผ [CSRD]

์‚ฌ์ดํผ

์‚ฌ์ดํผ๋Š” ์ผํšŒ์šฉ ๋Šฅ๋ ฅ์œผ๋กœ ์บ๋ฆญํ„ฐ๋“ค์ด ํ”Œ๋ ˆ์ด ๋„์ค‘์— ์–ป๊ฒŒ ๋ฉ๋‹ˆ๋‹ค. ์‚ฌ์ดํผ๋Š” ์น˜์œ ํ•˜๊ณ  ๊ณต๊ฒฉํ•˜๊ณ  ์ผ์˜ ํŒ์ • ๋‚œ์ด๋„๋ฅผ ๋‚ฎ์ถ”๊ฑฐ๋‚˜ ๋†’์ด๊ฑฐ๋‚˜ (์ดˆ์ž์—ฐ์ ์ด๊ณ  ๊ทน๋‹จ์ ์ธ ์˜ˆ๋กœ๋Š”) ์ค‘๋ ฅ์„ ์—†์• ๊ฑฐ๋‚˜ ๋ฌด์–ธ๊ฐ€๋ฅผ ๋ณด์ด์ง€ ์•Š๊ฒŒ ํ•˜๋Š” ๋“ฑ์˜ ์ฟจํ•œ ๋Šฅ๋ ฅ์„ ๊ฐ€์ง€๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค. ๋Œ€๋ถ€๋ถ„์˜ ์‚ฌ์ดํผ๋Š” ๋ฌผ๋ฆฌ์  ์‚ฌ๋ฌผ์ด ์•„๋‹ˆ๊ณ  - ๊ทธ์ € ํ•„์š”ํ•  ๋•Œ ์ผ์–ด๋‚˜๋Š” ์œ ์šฉํ•œ ๋ฌด์–ธ๊ฐ€์ž…๋‹ˆ๋‹ค. ์ด๋Š” ์™„๋ฒฝํ•˜๊ฒŒ ๊ณต๊ฒฉํ•  ์ˆ˜ ์žˆ๋„๋ก ์บ๋ฆญํ„ฐ๋“ค์—๊ฒŒ ๋ฒˆ๋œฉ์ธ ์˜๊ฐ์ผ ์ˆ˜๋„ ์žˆ์œผ๋ฉฐ, ์ปดํ“จํ„ฐ ๋‹จ๋ง์„ ์“ธ ๋•Œ ์šด ์ข‹๊ฒŒ ์ถ”์ธกํ•œ ๊ฒŒ ๋“ค์–ด๋งž์€ ๊ฒƒ์ผ ์ˆ˜๋„ ์žˆ๊ณ , ์šฐ์—ฐํžˆ NPC๋“ค์—๊ฒŒ์„œ ์ฃผ์˜๋ฅผ ๋ถ„์‚ฐ์‹œํ‚จ ๊ฒƒ์ด๊ฑฐ๋‚˜, ์ดˆ์ž์—ฐ์ ์ธ ์š”์†Œ๊ฐ€ ์šฐ๋ฆฌ๊ฐ€ ์›ํ•˜๋Š” ์‹์œผ๋กœ ์ž‘๋™ํ•œ ๊ฒƒ์ผ ์ˆ˜๋„ ์žˆ์Šต๋‹ˆ๋‹ค. ์–ด๋–ค ๊ฒŒ์ž„์—์„œ๋Š” ์‚ฌ์ดํผ๋Š” ๋งˆ๋ฒ• ๋ฌผ์•ฝ์ด๋‚˜ ์™ธ๊ณ„ ๊ธฐ์ˆ  ๊ฐ™์€ ์•„์ดํ…œ์˜ ํ˜•ํƒœ๋ฅผ ํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

๋ฌผ๋ฆฌ์  ํ˜•ํƒœ๋ฅผ ๊ฐ€์ง€๊ณ  ์žˆ์ง€ ์•Š์€ ์‚ฌ์ดํผ๋Š” ์€๊ทผํ•œ(subtle) ์‚ฌ์ดํผ๋ผ ํ•ฉ๋‹ˆ๋‹ค.

๋ฌผ๋ฆฌ์  ํ˜•ํƒœ๋ฅผ ๊ฐ€์ง„ ์‚ฌ์ดํผ๋Š” ๋ช…๋ฐฑํ•œ(manifest) ์‚ฌ์ดํผ๋ผ ํ•ฉ๋‹ˆ๋‹ค.

๊ทธ ํ˜•ํƒœ์™€๋Š” ๋ฌด๊ด€ํ•˜๊ฒŒ, ์‚ฌ์ดํผ๋“ค์€ ์ผํšŒ์šฉ ํšจ๊ณผ์ด๋ฉฐ ํ•ญ์ƒ ์‚ฌ์šฉํ•˜๋ฉด ์†Œ๋ฉธํ•ฉ๋‹ˆ๋‹ค. ์‚ฌ์ดํผ์˜ ์„œ์ˆ ์—์„œ ๋‹ค๋ฅด๊ฒŒ ์ด์•ผ๊ธฐํ•˜๋Š” ๊ฒฝ์šฐ๋ฅผ ์ œ์™ธํ•˜๊ณ , ํ™œ์„ฑํ™”์‹œํ‚จ ์บ๋ฆญํ„ฐ๋ฅผ ์œ„ํ•ด์„œ๋งŒ ์ž‘๋™ํ•ฉ๋‹ˆ๋‹ค. ์˜ˆ๋ฅผ ๋“ค์–ด, PC๋Š” ๋ฐฉํŒจ ์‚ฌ์ดํผ๋ฅผ ๋™๋ฃŒ๋ฅผ ์ง€ํ‚ค๊ธฐ ์œ„ํ•ด ์“ธ ์ˆ˜ ์—†์Šต๋‹ˆ๋‹ค.

์‚ฌ์ดํผ๋Š” ์ž์ฃผ ๋ฐœ๊ฒฌํ•˜๊ณ  ์จ๋ฒ„๋ฆฌ๊ธฐ ์œ„ํ•ด ์„ค๊ณ„ํ•œ ๊ฒŒ์ž„ ๋ฉ”์นด๋‹‰์ž…๋‹ˆ๋‹ค. PC๋“ค์€ ์ ์€ ์ˆ˜์˜ ์‚ฌ์ดํผ๋งŒ ์ง€๋‹ˆ๊ณ  ์žˆ์„ ์ˆ˜ ์žˆ๊ธฐ ๋•Œ๋ฌธ์—, ๊ทธ๋ฆฌ๊ณ  ์–ธ์ œ๋‚˜ ๋” ๋งŽ์ด ๋ฐœ๊ฒฌํ•˜๊ฒŒ ๋˜๊ธฐ ๋•Œ๋ฌธ์—, ์‚ฌ์ดํผ๋ฅผ ๊พธ์ค€ํžˆ ์‚ฌ์šฉํ•˜๊ธฐ๋ฅผ ๊ถŒ์žฅํ•ฉ๋‹ˆ๋‹ค.

์ด๋ก ์ ์œผ๋กœ๋Š”, PC๋“ค์ด ์–ป๋Š” ์‚ฌ์ดํผ๋Š” ๋ฌด์ž‘์œ„๋กœ ์ •ํ•ด์ง‘๋‹ˆ๋‹ค. ํ•˜์ง€๋งŒ, ๋งˆ์Šคํ„ฐ๋Š” PC๊ฐ€ ์˜๋„์ ์œผ๋กœ ์‚ฌ์ดํผ๋ฅผ ์–ป๊ฑฐ๋‚˜ ์ฐพ์„ ์ˆ˜ ์žˆ๋„๋ก ํ—ˆ์šฉํ•  ์ˆ˜๋„ ์žˆ์Šต๋‹ˆ๋‹ค. ์‚ฌ์ดํผ๋Š” ์ด๋ ‡๋“  ์ •๊ธฐ์ ์œผ๋กœ ํš๋“ํ•˜๊ฒŒ ๋˜๊ธฐ ๋•Œ๋ฌธ์— ์ž์œ ๋กญ๊ฒŒ ์จ๋ฒ„๋ ค๋„ ๋œ๋‹ค๊ณ  ๋Š๊ปด์•ผ ํ•ฉ๋‹ˆ๋‹ค. ํ•ญ์ƒ ๋” ๋งŽ์€ ์‚ฌ์ดํผ๊ฐ€ ์žˆ์–ด์•ผ ํ•˜๊ณ , ์„œ๋กœ ๋‹ค๋ฅธ ์ด๋“์„ ๊ฐ€์ง€๊ณ  ์žˆ์„ ๊ฒ๋‹ˆ๋‹ค. ์ด๋Š” ๊ฒŒ์ž„ ํ”Œ๋ ˆ์ด์—์„œ ์‚ฌ์ดํ”„๊ฐ€ ์žฅ๋น„(gear)๋‚˜ ๋ณด๋ฌผ๋ณด๋‹ค๋Š” ํ”Œ๋ ˆ์ด์–ด๊ฐ€ ์„ ํƒํ•˜์ง€ ์•Š๋Š” ์บ๋ฆญํ„ฐ ๋Šฅ๋ ฅ์— ๊ฐ€๊น๋‹ค๋Š” ๋œป์ž…๋‹ˆ๋‹ค. ์ด๋Š” ํ”Œ๋ ˆ์ด์–ด๊ฐ€ โ€œ์–ด, ์ด ์ƒํ™ฉ์— ๋„์›€์ด ๋ ๋งŒํ•œ X๋ฅผ ์ „์— ์–ป์—ˆ์–ด์š”.โ€๋ผ๊ณ  ๋งํ•˜๊ฒŒ ๋˜๋Š” ์žฌ๋ฏธ์žˆ๋Š” ์ˆœ๊ฐ„๋“ค๋กœ ์ด์–ด์ง€๊ณ  X๋Š” ํ•ญ์ƒ ๋‹ค๋ฅผ ๊ฒ๋‹ˆ๋‹ค. X๋Š” ์ง€์—ญ ์ปดํ“จํ„ฐ ๋„คํŠธ์›Œํฌ์— ๋Œ€ํ•œ ์ง๊ด€์ ์ธ ์ดํ•ด์ผ ์ˆ˜๋„ ์žˆ๊ณ , ์š”์ • ๋ฒ•์ •์˜ ํ˜ธ์˜์ผ ์ˆ˜๋„ ์žˆ๊ณ , ํญ๋ฐœํ•˜๋Š” ๊ธฐ๊ณ„์žฅ์น˜๋‚˜, ๊ทผ๊ฑฐ๋ฆฌ ์ˆœ๊ฐ„์ด๋™ ์žฅ์น˜๋‚˜, ์—ญ์žฅ์ผ์ง€๋„ ๋ชจ๋ฅธ๋‹ค.๊ฐ•๋ ฅํ•œ ์ž์„์ด๋‚˜, ๋ณ‘์„ ์น˜๋ฃŒํ•˜๋Š” ๊ธฐ๋„์ผ ์ˆ˜๋„ ์žˆ์Šต๋‹ˆ๋‹ค. ๋ฌด์—‡์ด๋“  ๋  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค. ์‚ฌ์ดํผ๋Š” ๊ฒŒ์ž„์„ ์‹ ์„ ํ•˜๊ณ  ํฅ๋ฏธ๋กญ๊ฒŒ ์œ ์ง€ํ•ด์ค๋‹ˆ๋‹ค. ์‹œ๊ฐ„์ด ์ง€๋‚˜๋ฉด์„œ ์บ๋ฆญํ„ฐ๋“ค์€ ์–ด๋–ป๊ฒŒ ์•ˆ์ „ํ•˜๊ฒŒ ์‚ฌ์ดํผ๋ฅผ ํ•œ ๋ฒˆ์— ๋งŽ์ด ํœด๋Œ€(carry)ํ•  ์ˆ˜ ์žˆ๋Š”์ง€ ๋ฐฐ์šฐ๊ฒŒ ๋˜๊ณ , ๊ทธ๋ž˜์„œ ์‚ฌ์ดํผ๋Š” ์ •๋ง ๋”๋”์šฑ ์žฅ๋น„๋ณด๋‹ค๋Š” ๋Šฅ๋ ฅ์— ๊ฐ€๊นŒ์›Œ ๋ณด์ผ ๊ฒ๋‹ˆ๋‹ค.

(*โ€œํœด๋Œ€โ€*๋ผ๋Š” ๋ง์€ ์—ฌ๊ธฐ์„œ ์•”์‹œ์  ์‚ฌ์ดํผ์™€ ๋ช…์‹œ์  ์‚ฌ์ดํผ๋ฅผ ํ†ต์นญํ•˜๋ฉฐ, PC๊ฐ€ ๋ฌผ๋ฆฌ์ ์œผ๋กœ ์‚ฌ์ดํผ๋ฅผ ๋‚˜ํƒ€๋‚ด๋Š” ๋ฌด์—‡๋„ ์‹ค์ œ๋กœ๋Š” ํœด๋Œ€ํ•˜์ง€ ์•Š๋”๋ผ๋„ ๊ทธ๋ ‡์Šต๋‹ˆ๋‹ค. ์žฅ๋น„ ์—†์ด ๊ฐ์˜ฅ์— ๋˜์ ธ์ง„ ์บ๋ฆญํ„ฐ๋„ ์—ฌ์ „ํžˆ ์•”์‹œ์  ์‚ฌ์ดํผ๋ฅผ ๊ฐ€์ง€๊ณ  ์žˆ์„ ๊ฒ๋‹ˆ๋‹ค.)

์‚ฌ์ดํผ๋Š” ์ƒˆ๋กœ์šด ์‚ฌ์ดํผ๋ฅผ ์œ„ํ•œ ์ž๋ฆฌ๋ฅผ ๋งŒ๋“ค๊ธฐ ์œ„ํ•ด ๊ผญ ์“ฐ์ง€ ์•Š์•„๋„ ๋ฉ๋‹ˆ๋‹ค. ์•”์‹œ์  ์‚ฌ์ดํผ์˜ ๊ฒฝ์šฐ, ์บ๋ฆญํ„ฐ๋Š” ๊ทธ์ € ์‚ฌ์ดํผ๋ฅผ โ€œ์žƒ๊ธฐโ€ ์œ„ํ•ด ํ–‰๋™์„ ์จ์„œ, ๊ณต๊ฐ„์„ ์ž์œ ๋กญ๊ฒŒ ํ•˜๊ณ  ์ƒˆ๋กœ์šด ๊ฑธ ๋‚˜์ค‘์— โ€œ์ฐพ์„โ€ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค. (ํ•œ ๋ฒˆ ์•”์‹œ์  ์‚ฌ์ดํผ๊ฐ€ ์ด๋ ‡๊ฒŒ ์—†์–ด์ง€๊ณ  ๋‚˜๋ฉด, ์‚ฌ๋ผ์ ธ์„œ ์˜์˜ ๋Œ์•„์˜ค์ง€ ์•Š์Šต๋‹ˆ๋‹ค) ๋ช…์‹œ์  ์‚ฌ์ดํผ์˜ ๊ฒฝ์šฐ, ๊ทธ์ € ๋‚˜์ค‘์— ์“ฐ๋ ค๊ณ  ์•„๋ฌด ๊ณณ์—์„œ ๋ฒ„๋ ค๋’€๋‹ค๊ณ  ํ•ด๋„ ์ „ํ˜€ ๋ฌธ์ œ ์—†์Šต๋‹ˆ๋‹ค; ๋ฌผ๋ก  ๋Œ์•„์™”์„ ๋•Œ ์—ฌ์ „ํžˆ ๊ฑฐ๊ธฐ ์žˆ์œผ๋ฆฌ๋ผ๋Š” ๋ณด์žฅ์€ ์—†์Šต๋‹ˆ๋‹ค.

์‚ฌ์ดํผ๋Š” ์™œ?

์‚ฌ์ดํผ๋Š” (์ด๋ฆ„๋งŒ ๋ด๋„ ๋†€๋ž์ง€๋„ ์•Š๊ฒ ์ง€๋งŒ) ์‚ฌ์ดํผ ์‹œ์Šคํ…œ์˜ ์‹ฌ์žฅ(heart)์ž…๋‹ˆ๋‹ค. ์ด๋Š” ์ด ๊ฒŒ์ž„์—์„œ ์บ๋ฆญํ„ฐ๋“ค์ด ๊ฐ€๋” ํ˜น์€ ์ „ํ˜€ ๋ณ€ํ•˜์ง€ ์•Š๊ณ  ๊ฒŒ์ž„ ๋‚ด๋‚ด ๊ฐ€์ง€๊ณ  ์žˆ์„ ๊ฒƒ์œผ๋กœ ์—ฌ๊ฒจ์ง€๋Š” ๋Šฅ๋ ฅ์€ ์•ฝ๊ฐ„์„ ๊ฐ€์ง€๊ณ  ์žˆ์–ด์„œ -๋‹ค๋ฅธ ๋ชจ๋“  ๊ฒŒ์ž„์—์„œ๋„ ๊ทธ๋ ‡๋“ฏ์ด- ํ•ญ์ƒ ์˜์ง€ํ•  ์ˆ˜ ์žˆ์œผ๋ฉฐ, ๊ณ„์† ๋ณ€ํ•˜๊ณ  ์ƒ๋‹น๋Ÿ‰์˜ ๊ฐ€๋ณ€์„ฑ์„ ์ฃผ์ž…ํ•˜๋Š” ๋Šฅ๋ ฅ๋„ ๊ฐ€์ง€๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.1 ์ด๋Š” ์–ด๋–ค ์‚ฌ์ดํผ ์‹œ์Šคํ…œ ์„ธ์…˜๋„ ํ•ญ์ƒ ์ง€๋ฃจํ•˜์ง€๋„ ์ €๋ฒˆ ์„ธ์…˜์ด๋ž‘ ๋˜‘๊ฐ™์ง€๋„ ์•Š์„ ์ˆ˜ ๋ฐ–์— ์—†๋Š” ์ฃผ๋œ ์ด์œ ์ž…๋‹ˆ๋‹ค. ์ด๋ฒˆ ์ฃผ์—๋Š” ์—ฌ๋Ÿฌ๋ถ„์˜ ์บ๋ฆญํ„ฐ๊ฐ€ ๋ฒฝ์„ ํ†ต๊ณผํ•ด์„œ ๊ฑธ์–ด์„œ ๋ฌธ์ œ๋ฅผ ํ•ด๊ฒฐํ•  ์ˆ˜ ์žˆ๋‹ค๋ฉด, ์ง€๋‚œ ์‹œ๊ฐ„์—๋Š” ๋„์‹œ์˜ ๊ตฌ์—ญ ํ•˜๋‚˜๋ฅผ ํ‰ํ‰ํ•˜๊ฒŒ ๋งŒ๋“ค ์ •๋„์˜ ํญ๋ฐœ์„ ๋งŒ๋“ค์–ด์„œ ๊ฐ€๋Šฅํ–ˆ์„ ์ˆ˜๋„ ์žˆ์Šต๋‹ˆ๋‹ค.

์‚ฌ์ดํผ ์‹œ์Šคํ…œ์—์„œ๋Š”, ๊ทธ๋ž˜์„œ, ์บ๋ฆญํ„ฐ์˜ ๋Šฅ๋ ฅ์ด ์œ ๋™์ ์ด๊ณ , ๋งˆ์Šคํ„ฐ์™€ ํ”Œ๋ ˆ์ด์–ด ๋ชจ๋‘๊ฐ€ ์‚ฌ์ดํผ๋ฅผ ์„ ํƒํ•˜๊ณ  ํ• ๋‹นํ•˜๊ณ , ์‚ฌ์šฉํ•˜๋Š”๋ฐ ๊ฐ๊ฐ ์—ญํ• ์„ ๊ฐ€์ง€๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค. ๋น„๋ก ๋งŽ์€ ๊ฒƒ๋“ค์ด ๊ฒŒ์ž„ ์‹œ์Šคํ…œ์„ ๋‹ค๋ฅธ ์š”์†Œ์—์„œ ๋ถ„๋ฆฌํ•˜๊ธด ํ•˜์ง€๋งŒ, ์ด๋Ÿฐ ๋ฉด๋ชจ๋Š” ์‚ฌ์ดํผ ์‹œ์Šคํ…œ์„ ๋…์ฐฝ์ ์ด๊ฒŒ ๋งŒ๋“œ๋Š”๋ฐ, ์‚ฌ์ดํผ๋Š” ๋‹ค์Œ ๋‘ ๊ฐ€์ง€์˜ ์ค‘์š”์„ฑ๊ณผ ๊ฐ€์น˜๋ฅผ ์ธ์ง€ํ•˜๊ณ  ์žˆ๊ธฐ ๋•Œ๋ฌธ์ž…๋‹ˆ๋‹ค.

  1. โ€œ๋ณด๋ฌผ,โ€ ์บ๋ฆญํ„ฐ ๋Šฅ๋ ฅ์ด ๊ฒŒ์ž„์„ ์žฌ๋ฏธ์žˆ๊ณ  ํฅ๋ฏธ์ง„์ง„ํ•˜๊ฒŒ ๋งŒ๋“ค๊ธฐ ๋•Œ๋ฌธ์ž…๋‹ˆ๋‹ค. ์‚ฌ์‹ค, ๋กคํ”Œ๋ ˆ์ž‰์˜ ์ดˆ์ฐฝ๊ธฐ์—๋Š”, ๋ณด๋ฌผ (๋ณดํ†ต ๋˜์ „์—์„œ ๋ฐœ๊ฒฌํ•˜๋Š” ๋งˆ๋ฒ• ์•„์ดํ…œ์˜ ํ˜•ํƒœ๋ฅผ ํ•œ)์ด ์ด๋ฏธ ์กด์žฌํ•˜๋Š” ์บ๋ฆญํ„ฐ๋ฅผ ์ปค์Šคํ…€ํ•˜๋Š” ์œ ์ผํ•œ ๋ฐฉ๋ฒ•์ด์—ˆ์Šต๋‹ˆ๋‹ค. ๋ฐ–์œผ๋กœ ๋‚˜๊ฐ€ ๋ชจํ—˜์„ ํ•˜๋Š” ์ด์œ ๋Š” ๋” ๋งŽ์€ ๋ชจํ—˜์„ ๋– ๋‚  ๋•Œ ๋„์›€์„ ์ฃผ๋Š” ์ฟจํ•œ ์ƒˆ๋กœ์šด ๊ฒƒ๋“ค์„ ๋ฐœ๊ฒฌํ•˜๊ธฐ ์œ„ํ•ด์„œ์˜€์Šต๋‹ˆ๋‹ค. ์ด๋Š” ๋งŽ์€ RPG๋“ค์—์„œ ์—ฌ์ „ํžˆ ์‚ฌ์‹ค์ด์ง€๋งŒ, ์‚ฌ์ดํผ ์‹œ์Šคํ…œ์—์„œ๋Š”, ์ด๊ฒŒ ๋ฐ”๋กœ ๊ฒŒ์ž„์˜ ํ•ต์‹ฌ์— ๊ตฌ์ถ•๋˜์–ด ์žˆ์Šต๋‹ˆ๋‹ค.

  2. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far away might be a secret adventure seed placed by a forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really mess up the game over the long term. But once? Thatโ€™s just fun.

CYPHER LIMITS

All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These vanished cyphers are not recoverable.

SUBTLE CYPHERS

Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt โ€œpowered stuffโ€โ€”no potions, alien crystals, or anything of that nature. Theyโ€™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 effectsโ€”a subtle cypher wouldnโ€™t create a laser beam or allow a character to walk through a wall. They donโ€™t break the fragile bubble of believability in genres where flashy powers and abilities donโ€™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 arenโ€™t always dependable. And in many ways, thatโ€™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 canโ€™t.

Concepts for subtle cyphers include the following:

  • Good fortune: Once in a while, things just go your way. Youโ€™re in the right place at the right time.

  • Inspirations: Sometimes you get inspired to do something youโ€™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? Lifeโ€™s funny that way.

  • Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible abilities and advantages.

  • Blessings: In a fantasy world, there are nine gods. Each morning, all intelligent residents of the world pray to one of the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you different blessings.

  • Earworms: You know how some songs pop into your head and just wonโ€™t leave? Thereโ€™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 youโ€™ve got a perfect cypher concept for a horror campaign.

  • Mysterious transmissions: Whatโ€™s that buzzing? That mechanical chittering? Those numbers repeating over and over? And why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.

  • Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But youโ€™ve figured out how to attune your mind to them. There are no physical actions or paraphernalia requiredโ€”just an inner conduit to the numinous.

DISCOVERING SUBTLE CYPHERS

Since subtle cyphers arenโ€™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 shouldnโ€™t be tied to actions entirely under the charactersโ€™ controlโ€”in other words, they shouldnโ€™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 creatureโ€™s lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to โ€œrefillโ€ 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 itโ€™s something to help pick a lock, thatโ€™s a waste of a useful character ability.

PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even asking for a particular kind of subtle cypher, such as healing, protection, or skill. For example, PCs who make a donation at a temple of a healing goddess could ask to receive a blessing (subtle cypher) that allows them to speak a healing prayer that restores points to one of their Pools. An NPC wizard who owes the PCs a favor might cast a spell on them that deflects one weapon if they say a magic word. An alien pylon might grant knowledge of a strange mental code that lets a person see in the dark for a few hours.

A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:

  • General cypher: You ask the GM for a general subtle cypher, such as โ€œhealing,โ€ โ€œmovement,โ€ โ€œdefense,โ€ or perhaps something as specific as โ€œflight.โ€ The GM gives you a cypher that meets that description and randomly determines its level. If you donโ€™t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.

  • Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an Intellect roll with a difficulty equal to the cypherโ€™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 donโ€™t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.

MANIFEST CYPHERS

Because manifest cyphers are physical objects, and people are familiar with the idea of finding โ€œtreasureโ€ 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 warlockโ€™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 donโ€™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 canโ€™t identify a cypher, they can bring it to an expert for identification and perhaps trade, if desired.

MANIFEST CYPHERS DUPLICATING SUBTLE CYPHERS

Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers canโ€™t.

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

USING CYPHERS

The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example, throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray emitter is Intellect based.

Because cyphers are single-use items, cyphers used to make attacks can never be used with the Spray or Arc Spray abilities that some characters might have. They are never treated as rapid-fire weapons.

Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect, that effect applies only to the character who activated the cypher. A PC canโ€™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 cypherโ€™s level. Failure might mean that the PC canโ€™t figure out how to use the cypher or that they use it incorrectly (GMโ€™s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its effect will be.

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

CYPHER LEVELS AND EFFECTS

All cyphers have a level and an effect. The level sometimes determines an aspect of the cypherโ€™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 cypherโ€™s level, or can allow the player to roll when they receive the cypher.

NORMAL AND FANTASTIC EFFECTS

Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or be explained in the normal physical world weโ€™re familiar with. Fantastic effects are things that canโ€™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 canโ€™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. Itโ€™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 โ€œimpossible.โ€ 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 donโ€™t fit the game theyโ€™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 isnโ€™t.

Fantastic cyphers can be subtle or manifest.

OPTIONAL RULE: NORMAL CYPHERS DUPLICATING FANTASTIC EFFECTS

If the GM and players are willing to stretch their imaginations a bit, itโ€™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 whatโ€™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 opponentโ€™s armor, allowing them to attack for the rest of that combat in such a way that the foeโ€™s Armor doesnโ€™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.

MANIFEST CYPHER FORMS

None of the manifest cyphers in this chapter have a stated physical form. The entries donโ€™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? Thatโ€™s up to the GM. Itโ€™s flavor, not mechanics. Itโ€™s as important or unimportant as the style of an NPCโ€™s hair or the color of the car the bad guys are driving. In other words, itโ€™s the kind of thing that is important in a roleplaying game, but at the same time doesnโ€™t actually change anything (and RPGs have a lot of things like that, if you think about it).

A manifest cypherโ€™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 typeโ€”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.

MANIFEST CYPHER FORM OPTIONS

Fantasy/Fairy Tale

  • Potions
  • Scrolls
  • Runeplates
  • Tattoos
  • Charms
  • Powders
  • Crystals
  • Books with words of power

Modern/Romance

  • Drugs (injections, pills, inhalants)
  • Viruses
  • Smartphone apps

Science Fiction/Post-Apocalyptic

  • Drugs (injections, pills, inhalants)
  • Computer programs
  • Crystals
  • Gadgets
  • Viruses
  • Biological implants
  • Mechanical implants
  • Nanotechnological injections

Horror

  • Burrowing worms or insects
  • Pages from forbidden books
  • Horrific images

Superhero

  • Forms from all the other genres

MANIFEST CYPHER TABLE 01โ€“03 Adhesion 04โ€“05 Antivenom 06โ€“09 Armor reinforcer 10โ€“11 Attractor 12โ€“13 Blackout 14โ€“15 Catholicon 16โ€“17 Curse bringer 18โ€“19 Death bringer 20โ€“22 Density 23โ€“26 Detonation 27โ€“29 Detonation (flash) 30โ€“31 Detonation (massive) 32โ€“34 Detonation (pressure) 35โ€“36 Detonation (sonic) 37โ€“38 Detonation (spawn) 39โ€“41 Detonation (web) 42โ€“44 Equipment cache 45โ€“46 Fireproofing 47โ€“49 Friction reducer 50โ€“52 Gas bomb 53โ€“55 Hunter/seeker 56โ€“57 Infiltrator 58โ€“60 Information sensor 61โ€“63 Metal death 64โ€“65 Nullification ray 66โ€“68 Poison (emotion) 69โ€“70 Poison (mind disrupting) 71โ€“73 Radiation spike 74โ€“76 Remote viewer 77โ€“79 Shocker 80โ€“82 Sleep inducer 83โ€“85 Sniper module 86โ€“88 Solvent 89โ€“90 Spy 91โ€“92 Tracer 93โ€“94 Uninterruptible power source 95โ€“96 Warmth 97โ€“98 Water adapter 99โ€“00 X-ray viewer

FANTASTIC CYPHER TABLE 01 Age taker 02 Banishing 03โ€“04 Blinking 05 Chemical factory 06 Comprehension 07โ€“08 Condition remover 09 Controlled blinking 10 Detonation (creature) 11 Detonation (desiccating) 12 Detonation (gravity) 13 Detonation (gravity inversion) 14 Detonation (matter disruption) 15 Detonation (singularity) 16 Disguise module 17 Disrupting 18 Farsight 19 Flame-retardant wall 20 Force cube 21โ€“22 Force field 23 Force screen projector 24 Force shield projector 25 Frigid wall 26โ€“27 Gravity nullifier 28 Gravity-nullifying application 29โ€“30 Heat attack 31 Image projector 32 Inferno wall 33โ€“34 Instant servant 35 Instant shelter 36 Lightning wall 37โ€“38 Machine control 39 Magnetic attack drill 40 Magnetic master 41 Magnetic shield 42 Manipulation beam 43 Matter transference ray 44 Memory switch 45 Mental scrambler 46 Mind meld 47 Mind-restricting wall 48โ€“49 Monoblade 50 Monohorn 51 Null field 52โ€“53 Personal environment field 54โ€“55 Phase changer 56 Phase disruptor 57 Poison (explosive) 58 Poison (mind controlling) 59 Psychic communique 60 Ray emitter 61 Ray emitter (command) 62 Ray emitter (fear) 63 Ray emitter (friend slaying) 64 Ray emitter (mind disrupting) 65 Ray emitter (numbing) 66 Ray emitter (paralysis) 67 Reality spike 68 Repair unit 69 Repeater 70โ€“71 Retaliation 72 Sheen 73โ€“74 Shock attack 75 Slave maker 76 Sonic hole 77โ€“78 Sound dampener 79 Spatial warp 80 Stasis keeper 81 Subdual field 82โ€“83 Telepathy 84 Teleporter (bounder) 85 Teleporter (interstellar) 86 Teleporter (planetary) 87 Teleporter (traveler) 88 Temporal viewer 89 Time dilation (defensive) 90 Time dilation (offensive) 91 Trick embedder 92 Vanisher 93โ€“94 Visage changer 95 Visual displacement device 96 Vocal translator 97โ€“98 Weapon enhancement 99 Wings 00 Zero point field

SUBTLE CYPHER TABLE 01โ€“04 Analeptic 05โ€“07 Best tool 08โ€“10 Burst of speed 11โ€“13 Contingent activator 14โ€“17 Curative 18โ€“20 Darksight 21โ€“23 Disarm 24โ€“26 Eagleseye 27โ€“29 Effect resistance 30โ€“32 Effort enhancer (combat) 33โ€“35 Effort enhancer (noncombat) 36โ€“39 Enduring shield 40โ€“42 Intellect booster 43โ€“45 Intelligence enhancement 46โ€“48 Knowledge enhancement 49โ€“51 Meditation aid 52โ€“54 Mind stabilizer 55โ€“57 Motion sensor 58โ€“60 Nutrition and hydration 61โ€“63 Perfect memory 64โ€“66 Perfection 67โ€“69 Reflex enhancer 70โ€“73 Rejuvenator 74โ€“76 Remembering 77โ€“79 Repel 80โ€“82 Secret 83โ€“85 Skill boost 86โ€“88 Speed boost 89โ€“91 Stim 92โ€“94 Strength boost 95โ€“97 Strength enhancer 98โ€“00 Tissue regeneration

A LISTING OF VARIOUS CYPHERS

All cyphers in this section may be manifest cyphers. It is the GMโ€™s discretion whether a particular cypher can be a subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic cyphers are just suggestions for a typical campaign setting.)

ADHESION

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level.

AGE TAKER

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: Begins a process of rejuvenation that removes years from the wearerโ€™s physiological age. Over the course of the next seven days, the wearer sheds a number of years equal to three times the cypherโ€™s level. The cypher doesnโ€™t regress physiological age past the age of twenty-three.

ANALEPTIC

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Restores a number of points equal to the cypherโ€™s level to the userโ€™s Speed Pool.

ANTIVENOM

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Renders user immune to poisons of the cypherโ€™s level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the userโ€™s system).

ARMOR REINFORCER

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: The userโ€™s Armor gains an enhancement for twenty-four hours. Roll a d6 to determine the 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

ATTRACTOR

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: One unanchored item the userโ€™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.

BANISHING

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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 creatureโ€™s actions (including defense) are hindered on its next turn (hindered by two steps if the cypher level is 5 or higher).

BEST TOOL

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: Provides an additional asset for any one task using a tool, even if that means exceeding the normal limit of two assets.

BLACKOUT

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 โ€œblurโ€ to any sense applied. Taps, scrying sensors, and other direct surveillance methods are also rendered inoperative within the area for a day.

BLINKING

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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 userโ€™s defenses are eased for one round after they teleport.

BURST OF SPEED

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: For one minute, a user who normally can move a short distance as an action can move a long distance instead.

CATHOLICON

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Cures any disease of the cypher level or lower.

CHEMICAL FACTORY

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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. 01โ€“04 Euphoric for 1d6 hours 05โ€“08 Hallucinogenic for 1d6 hours 09โ€“12 Stimulant for 1d6 hours 13โ€“16 Depressant for 1d6 hours 17โ€“20 Nutrient supplement 21โ€“25 Antivenom 26โ€“30 Cures disease 31โ€“35 See in the dark for one hour 36โ€“45 Restores a number of Might Pool points equal to cypher level 46โ€“55 Restores a number of Speed Pool points equal to cypher level 56โ€“65 Restores a number of Intellect Pool points equal to cypher level 66โ€“75 Increases Might Edge by 1 for one hour 76โ€“85 Increases Speed Edge by 1 for one hour 86โ€“95 Increases Intellect Edge by 1 for one hour 96โ€“00 Restores all Pools to full

COMPREHENSION

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: 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.

CONDITION REMOVER

  • ๋ ˆ๋ฒจ: 1d6 + 3
  • ํšจ๊ณผ: Cures one occurrence of one specific health condition of the cypher level or lower. It does not prevent the possibility of future occurrences of the same condition. Roll a d20 to determine what it cures. 1 Addiction to one substance 2 Autoimmune disease 3 Bacterial infection 4 Bad breath 5 Blisters 6 Bloating 7 Cancer 8 Chapped lips 9 Flatus 10 Hangover 11 Heartburn 12 Hiccups 13 Ingrown hairs 14 Insomnia 15 Joint problem 16 Muscle cramp 17 Pimples 18 Psychosis 19 Stiff neck 20 Viral infection

CONTINGENT ACTIVATOR

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

CONTROLLED BLINKING

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 userโ€™s defenses are eased for one round after they teleport.

CURATIVE

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Restores a number of points equal to the cypherโ€™s level to the userโ€™s Might Pool.

CURSE BRINGER

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: The cypher can be activated when given to an individual who doesnโ€™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.

DARKSIGHT

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.)

DEATH BRINGER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

DENSITY

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

DETONATION

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, inflicting damage equal to the cypherโ€™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.) 01โ€“10 Cell-disrupting (harms only flesh) 11โ€“30 Corrosive 31โ€“40 Electrical discharge 41โ€“50 Heat drain (cold) 51โ€“75 Fire 76โ€“00 Shrapnel

DETONATION (CREATURE)

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: 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 cypherโ€™s level appears through the gate and attacks the closest target. After about one minute, the creature vanishes.

DETONATION (DESICCATING)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 cypherโ€™s level. Water in the area is vaporized.

DETONATION (FLASH)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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).

DETONATION (GRAVITY)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, inflicting damage equal to the cypherโ€™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.

DETONATION (GRAVITY INVERSION)

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: 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.

DETONATION (MASSIVE)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Projects a small physical explosive up to a long distance away that explodes in a short-range radius, inflicting damage equal to the cypherโ€™s level. Roll a d100 to determine the type of damage. 01โ€“10 Cell-disrupting (harms only flesh) 11โ€“30 Corrosive 31โ€“40 Electrical discharge 41โ€“50 Heat drain (cold) 51โ€“75 Fire 76โ€“00 Shrapnel

DETONATION (MATTER DISRUPTION)

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: 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 cypherโ€™s level.

DETONATION (PRESSURE)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, inflicting impact damage equal to the cypherโ€™s level. Also moves unattended objects out of the area if they weigh less than 20 pounds (9 kg) per cypher level.

DETONATION (SINGULARITY)

  • ๋ ˆ๋ฒจ: 10
  • ํšจ๊ณผ: 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.)

DETONATION (SONIC)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

DETONATION (SPAWN)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 cypherโ€™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: 01โ€“10 Cell-disrupting (harms only flesh) 11โ€“30 Corrosive 31โ€“40 Electrical discharge 41โ€“50 Heat drain (cold) 51โ€“75 Fire 76โ€“00 Shrapnel

DETONATION (WEB)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.)

DISARM

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding.

DISGUISE MODULE

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: For the next ten minutes per cypher level, the userโ€™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.

DISRUPTING

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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 targetโ€™s level is less than the cypherโ€™s level, it loses its next action; otherwise its next action is hindered.

EAGLESEYE

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.)

EFFECT RESISTANCE

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: 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.)

EFFORT ENHANCER (COMBAT)

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: 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.

EFFORT ENHANCER (NONCOMBAT)

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

ENDURING SHIELD

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: For the next day, the user has an asset to Speed defense rolls.

EQUIPMENT CACHE

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: The user can rummage around and produce from the cypher a desired piece of equipment (not an artifact) whose level does not exceed the cypherโ€™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).

FARSIGHT

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: 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.

FIREPROOFING

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: A nonliving object treated by this cypher has Armor against fire damage equal to the cypherโ€™s level for one day.

FLAME-RETARDANT WALL

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

FORCE CUBE

  • ๋ ˆ๋ฒจ: 1d6 + 3
  • ํšจ๊ณผ: 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 cubeโ€™s walls are not gaseous permeable, there is likely enough air within for trapped creatures to breathe for the hour it lasts.)

FORCE FIELD

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.)

FORCE SCREEN PROJECTOR

  • ๋ ˆ๋ฒจ: 1d6 + 3
  • ํšจ๊ณผ: 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.

FORCE SHIELD PROJECTOR

  • ๋ ˆ๋ฒจ: 1d6 + 3
  • ํšจ๊ณผ: 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).

FRICTION REDUCER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

FRIGID WALL

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 cypherโ€™s level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes.

GAS BOMB

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

01โ€“10 Thick smoke: occludes sight while the cloud lasts. 11โ€“20 Choking gas: living creatures that breathe lose their actions to choking and coughing for a number of rounds equal to the cypherโ€™s level. 21โ€“50 Poison gas: living creatures that breathe suffer damage equal to the cypherโ€™s level. 51โ€“60 Corrosive gas: everything suffers damage equal to the cypherโ€™s level. 61โ€“65 Hallucinogenic gas: living creatures that breathe lose their actions to hallucinations and visions for a number of rounds equal to the cypherโ€™s level. 66โ€“70 Nerve gas: living creatures that breathe suffer Speed damage equal to the cypherโ€™s level. 71โ€“80 Mind-numbing gas: living creatures that breathe suffer Intellect damage equal to the cypherโ€™s level. 81โ€“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 cypherโ€™s level. 84โ€“86 Amnesia gas: living creatures that breathe and think permanently lose all memory of the last minute. 87โ€“96 Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypherโ€™s level or until awoken by a violent action or an extremely loud noise. 97โ€“00 Rage gas: living creatures that breathe and think make a melee attack on the nearest creature and continue to do so for a number of rounds equal to the cypherโ€™s level.

GRAVITY NULLIFIER

  • ๋ ˆ๋ฒจ: 1d6 + 3
  • ํšจ๊ณผ: 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.

GRAVITY-NULLIFYING APPLICATION

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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).

HEAT ATTACK

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

HUNTER/SEEKER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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. 01โ€“50 Inflicts 8 points of damage. 51โ€“80 Bears a poisoned needle that inflicts 3 points of damage plus poison. 81โ€“90 Explodes, inflicting 6 points of damage to all within immediate range. 91โ€“95 Shocks for 4 points of electricity damage, and stuns for one round per cypher level. 96โ€“00 Covers target in sticky goo that immediately hardens, holding them fast until they break free with a Might action (difficulty equal to the cypherโ€™s level + 2).

IMAGE PROJECTOR

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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. 01โ€“20 Terrifying creature of an unknown species, perhaps no longer alive in the world (10-foot [3 m] cube) 21โ€“40 Huge machine that obscures sight (30-foot [9 m] cube) 41โ€“50 Beautiful pastoral scene (50-foot [15 m] cube) 51โ€“60 Food that looks delicious but may not be familiar (10-foot [3 m] cube) 61โ€“80 Solid color that obscures sight (50-foot [15 m] cube) 81โ€“00 Incomprehensible scene that is disorienting and strange (20-foot [6 m] cube)

INFERNO WALL

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 cypherโ€™s level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes.

INFILTRATOR

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

INFORMATION SENSOR

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 individualโ€™s credit score, home address, phone number, and related information).

INSTANT SERVANT

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: Small device expands into a humanoid automaton that is roughly 2 feet (60 cm) tall. Its level is equal to the cypherโ€™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 GMโ€™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.

INSTANT SHELTER

  • ๋ ˆ๋ฒจ: 1d6 + 3
  • ํšจ๊ณผ: 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.

INTELLECT BOOSTER

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Adds 1 to the userโ€™s Intellect Edge for one hour (or 2 if the cypher is level 5 or higher).

INTELLIGENCE ENHANCEMENT

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: All of the userโ€™s tasks involving intelligent deductionโ€”such as playing chess, inferring a connection between clues, solving a mathematical problem, finding a bug in computer code, and so onโ€”are eased by two steps for one hour. In the subsequent hour, the strain hinders the same tasks by two steps.

KNOWLEDGE ENHANCEMENT

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.) 01โ€“10 Melee attacks 11โ€“20 Ranged attacks 21โ€“40 One type of academic or esoteric lore (biology, history, magic, and so on) 41โ€“50 Repairing (sometimes specific to one device) 51โ€“60 Crafting (usually specific to one thing) 61โ€“70 Persuasion 71โ€“75 Healing 76โ€“80 Speed defense 81โ€“85 Intellect defense 86โ€“90 Swimming 91โ€“95 Riding 96โ€“00 Sneaking

LIGHTNING WALL

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 cypherโ€™s level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes.

MACHINE CONTROL

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

MAGNETIC ATTACK DRILL

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 cypherโ€™s level. If the target is made of metal or wearing metal (such as armor), the attack is eased.

MAGNETIC MASTER

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 foeโ€™s head to and fro. The connection lasts for ten rounds per cypher level.

MAGNETIC SHIELD

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

MANIPULATION BEAM

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 creatureโ€™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.)

MATTER TRANSFERENCE RAY

  • ๋ ˆ๋ฒจ: 1d6 + 3
  • ํšจ๊ณผ: 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 userโ€™s).

MEDITATION AID

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Restores a number of points equal to the cypherโ€™s level to the userโ€™s Intellect Pool.

MEMORY SWITCH

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

MENTAL SCRAMBLER

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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. 01โ€“30 Victims cannot act. 31โ€“40 Victims cannot speak. 41โ€“50 Victims move slowly (immediate range) and clumsily. 51โ€“60 Victims cannot see or hear. 61โ€“70 Victims lose all sense of direction, depth, and proportion. 71โ€“80 Victims do not recognize anyone they know. 81โ€“88 Victims suffer partial amnesia. 89โ€“94 Victims suffer total amnesia. 95โ€“98 Victims lose all inhibitions, revealing secrets and performing surprising actions. 99โ€“00 Victimsโ€™ ethics are inverted.

METAL DEATH

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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).

MIND MELD

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: Lets the user speak telepathically with creatures they can see within short range for up to one hour. The user canโ€™t read a targetโ€™s thoughts, except those that are specifically โ€œtransmitted.โ€ (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.)

MIND-RESTRICTING WALL

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

MIND STABILIZER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: The user gains +5 to Armor against Intellect damage.

MONOBLADE

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Produces a 6-inch (15 cm) blade thatโ€™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.

MONOHORN

  • ๋ ˆ๋ฒจ: 1d6 + 3
  • ํšจ๊ณผ: 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 cypherโ€™s level. (Sometimes a monohorn cypher covers the user in a thin sheen of black hide-like material, which disguises their identity but doesnโ€™t interfere with their senses.)

MOTION SENSOR

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

NULL FIELD

  • ๋ ˆ๋ฒจ: 1d6 + 3
  • ํšจ๊ณผ: 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.

01โ€“12 Fire 13โ€“27 Cold 28โ€“39 Acid 40โ€“52 Psychic 53โ€“65 Sonic 66โ€“72 Electrical 73โ€“84 Poison 85โ€“95 Blunt force 96โ€“00 Slashing and piercing

NULLIFICATION RAY

  • ๋ ˆ๋ฒจ: 1d6 + 3
  • ํšจ๊ณผ: The user can immediately end one ongoing effect within long range that is produced by an artifact, cypher, or special ability.

NUTRITION AND HYDRATION

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: The user can go without food and water for a number of days equal to the cypherโ€™s level without ill effect.

PERFECT MEMORY

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

PERFECTION

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: The user treats their next action as if they had rolled a natural 20.

PERSONAL ENVIRONMENT FIELD

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

PHASE CHANGER Effect: Puts the user out of phase for one minute (two minutes if the cypher is level 6 or higher). During this time, they can pass through solid objects as though they were entirely insubstantial, like a ghost. They cannot make physical attacks or be physically attacked.

PHASE DISRUPTOR

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

POISON (EMOTION)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.) 01โ€“20 Anger. Likely to attack anyone who disagrees with them. Very hard to interact with; all such actions are hindered by two steps. 21โ€“40 Fear. Flees in terror for one minute when threatened. 41โ€“60 Lust. Cannot focus on any nonsexual activity. 61โ€“75 Sadness. All tasks are hindered. 76โ€“85 Complacency. Has no motivation. All tasks are hindered by two steps. 86โ€“95 Joy. Easy to interact with in a pleasant manner; all pleasant interaction tasks are eased. 96โ€“00 Love. Much easier to interact with; all interaction tasks are eased by two steps, but temporary attachment is likely.

POISON (EXPLOSIVE)

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: 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. 01โ€“25 The detonator is activated (must be within long range). 26โ€“40 A specified amount of time passes. 41โ€“50 The victim takes a specific action. 51โ€“55 A specific note is sung or played on an instrument within short range. 56โ€“60 The victim smells a specific scent within immediate range. 61โ€“80 The victim comes within long range of the detonator. 81โ€“00 The victim is no longer within long range of the detonator.

POISON (MIND CONTROLLING)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: The victim must carry out a specific action in response to a specific trigger. Roll a d100 to determine the action. 01โ€“20 Lies down for one minute with eyes closed when told to do so. 21โ€“40 Flees in terror for one minute when threatened. 41โ€“60 Answers questions truthfully for one minute. 61โ€“75 Attacks close friend for one round when within immediate range. 76โ€“85 Obeys next verbal command given (if it is understood). 86โ€“95 For one day, becomes sexually attracted to the next creature of its own species that it sees. 96โ€“00 For one minute, moves toward the next red object seen in lieu of all other actions, ignoring self-preservation.

POISON (MIND DISRUPTING)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: The victim suffers Intellect damage equal to the cypherโ€™s level and cannot take actions for a number of rounds equal to the cypherโ€™s level.

PSYCHIC COMMUNIQUE

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

RADIATION SPIKE

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting damage equal to the cypherโ€™s level.

RAY EMITTER

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Allows the user to project a ray of destructive energy up to very long range that inflicts damage equal to the cypherโ€™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) 01โ€“50 Heat/concentrated light 51โ€“60 Cell-disrupting radiation 61โ€“80 Force 81โ€“87 Magnetic wave 88โ€“93 Molecular bond disruption 94โ€“00 Concentrated cold

RAY EMITTER (COMMAND)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

RAY EMITTER (FEAR)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

RAY EMITTER (FRIEND SLAYING)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

RAY EMITTER (MIND DISRUPTING)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Allows the user to project a ray of destructive energy up to very long range that inflicts Intellect damage equal to the cypherโ€™s level. Also, the victim cannot take actions for a number of rounds equal to the cypherโ€™s level.

RAY EMITTER (NUMBING)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

RAY EMITTER (PARALYSIS)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

REALITY SPIKE

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: Once activated, the cypher does not moveโ€”everโ€”even if activated in midair. A Might action will dislodge it, but then it is ruined.

REFLEX ENHANCER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: All tasks involving manual dexterityโ€”such as pickpocketing, lockpicking, juggling, operating on a patient, defusing a bomb, and so onโ€”are eased by two steps for one hour.

REJUVENATOR

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Restores a number of points equal to the cypherโ€™s level to one random stat Pool. 01โ€“50 Might Pool 51โ€“75 Speed Pool 76โ€“00 Intellect Pool

REMEMBERING

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: Allows the user to recall any one experience theyโ€™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.

REMOTE VIEWER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

REPAIR UNIT

  • ๋ ˆ๋ฒจ: 1d10
  • ํšจ๊ณผ: 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.

REPEATER

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: For the next minute, the userโ€™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.

REPEL

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: 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.

RETALIATION

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

SECRET

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

SHEEN

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: For one week, the userโ€™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 โ€“1 penalty.

SHOCK ATTACK

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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).

SHOCKER

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the cypherโ€™s level.

SKILL BOOST

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: Dramatically but temporarily alters the userโ€™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 cypherโ€™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. 01โ€“15 Melee attack 16โ€“30 Ranged attack 31โ€“40 Speed defense 41โ€“50 Might defense 51โ€“60 Intellect defense 61โ€“68 Jumping 69โ€“76 Climbing 77โ€“84 Running 85โ€“92 Swimming 93โ€“94 Sneaking 95โ€“96 Balancing 97โ€“98 Perceiving 99 Carrying 00 Escaping

SLAVE MAKER

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 cypherโ€™s level. The cypher bonds to the target, who immediately becomes calm. The target awaits the userโ€™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 cypherโ€™s level minus the targetโ€™s level. (If the result is 0, the target is enslaved for only one minute.)

SLEEP INDUCER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: Touch puts the victim to sleep for ten minutes per cypher level or until awoken by a violent action or an extremely loud noise.

SNIPER MODULE

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: For the next hour per cypher level, the effective range of the userโ€™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.

SOLVENT

  • ๋ ˆ๋ฒจ: 1d10
  • ํšจ๊ณผ: Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert.

SONIC HOLE

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.)

SOUND DAMPENER

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Dampens all sound within immediate range for one minute per cypher level, providing an asset on stealth actions by all creatures in the area.

SPATIAL WARP

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: 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 deviceโ€™s effect, it remains important. The spatial warp lasts 10 minutes per cypher level.

SPEED BOOST

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Adds 1 to the userโ€™s Speed Edge for one hour (adds 2 if the cypher is level 5 or higher).

SPY

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 โ€œa creature of level 5 or higher,โ€ โ€œa locked door,โ€ โ€œa major energy source,โ€ and so on), it detonates instead, dealing damage equal to the cypherโ€™s level (half electrical damage, half shrapnel damage) to all creatures and objects in short range.

STASIS KEEPER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: Puts a subject into stasis for a number of days equal to the cypherโ€™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.

STIM

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: Eases the userโ€™s next action taken by three steps.

STRENGTH BOOST

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher).

STRENGTH ENHANCER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: All noncombat tasks involving raw strengthโ€”such as breaking down a door, lifting a heavy boulder, forcing open elevator doors, competing in a weightlifting competition, and so onโ€”are eased by two steps for one hour.

SUBDUAL FIELD

  • ๋ ˆ๋ฒจ: 1d6 + 3
  • ํšจ๊ณผ: 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).

TELEPATHY

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: For one hour, the device enables long-range mental communication with anyone the user can see.

TELEPORTER (BOUNDER)

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: User teleports up to 100 ร— the cypher level in feet to a location they can see. They arrive safely with their possessions but cannot take anything else with them.

TELEPORTER (INTERSTELLAR)

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: 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.

TELEPORTER (PLANETARY)

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: 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.

TELEPORTER (TRAVELER)

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: User teleports up to 100 ร— 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.

TEMPORAL VIEWER

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: 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.

TIME DILATION (DEFENSIVE)

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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 userโ€™s defense rolls by two steps (three steps if the cypher is level 6 or higher).

TIME DILATION (OFFENSIVE)

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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).

TISSUE REGENERATION

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: 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 cypherโ€™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.)

TRACER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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).

TRICK EMBEDDER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

UNINTERRUPTIBLE POWER SOURCE

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: 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 cypherโ€™s level is equal to the itemโ€™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.

VANISHER

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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 positionโ€”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.

VISAGE CHANGER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

VISUAL DISPLACEMENT DEVICE

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

VOCAL TRANSLATOR

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: For twenty-four hours per cypher level, translates everything said by the user into a language that anyone can understand.

WARMTH

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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 cypherโ€™s level that protects against cold damage.

WATER ADAPTER

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: 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.

WEAPON ENHANCEMENT

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: Modifies a weaponโ€™s attack in a particular fashion for ten minutes per cypher level. Roll a d100 for the modification. 01โ€“10 Eases attack by one step 11โ€“20 Deals bonus electrical damage equal to cypher level 21โ€“30 Deals bonus cold damage equal to cypher level 31โ€“40 Deals bonus poison damage equal to cypher level 41โ€“50 Deals bonus acid damage equal to cypher level 51โ€“60 Deals bonus fire damage equal to cypher level 61โ€“70 Deals bonus sonic damage equal to cypher level 71โ€“80 Deals bonus psychic damage equal to cypher level 81โ€“90 Knockback (on 18โ€“20 on successful attack roll, target knocked back 30 feet [9 m]) 91โ€“95 Holding (on 18โ€“20 on successful attack roll, target canโ€™t act on its next turn) 96โ€“97 Eases attack by two steps 98 Banishing (on 18โ€“20 on successful attack roll, target is sent to random location at least 100 miles [160 km] away) 99 Explodes, inflicting damage equal to cypher level to all within immediate range 00 Heart-seeking (on 18โ€“20 on successful attack roll, target is killed)

WINGS

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: User can fly at their normal running speed for ten minutes per cypher level.

X-RAY VIEWER

  • ๋ ˆ๋ฒจ: 1d6 + 4
  • ํšจ๊ณผ: 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.

ZERO POINT FIELD

  • ๋ ˆ๋ฒจ: 1d6 + 3
  • ํšจ๊ณผ: 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).

POWER BOOST CYPHERS These cyphers increase, modify, or improve a characterโ€™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 superheroโ€™s ability to โ€œgo nova.โ€ Power boost cyphers affect one use of a characterโ€™s abilities but do not require an action. Their use is part of the action that they affect. Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.

AREA BOOST

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: 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.

BURST BOOST

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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.

DAMAGE BOOST

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal to this cypherโ€™s level.

EFFICACY BOOST (MAJOR)

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: 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.)

EFFICACY BOOST (MINOR)

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: This cypher boosts an ability that requires a skill roll. The use of the ability is eased.

ENERGY BOOST

  • ๋ ˆ๋ฒจ: 1d6
  • ํšจ๊ณผ: This cypher boosts an ability that has a stat Pool cost. The cost is reduced to 0.

RANGE BOOST

  • ๋ ˆ๋ฒจ: 1d6 + 1
  • ํšจ๊ณผ: 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).

TARGET BOOST

  • ๋ ˆ๋ฒจ: 1d6 + 2
  • ํšจ๊ณผ: 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).

Footnotes

  1. ์—ญ์ฃผ1. ์ „์ž๊ฐ€ ์บ๋ฆญํ„ฐ ๋Šฅ๋ ฅ์ด๊ณ , ํ›„์ž๋Š” ์‚ฌ์ดํผ๋ฅผ ๋งํ•ฉ๋‹ˆ๋‹ค. โ†ฉ

โ†‘ ๋งจ ์œ„๋กœ