์ฌ์ดํผ [CSRD]
์ฌ์ดํผ
์ฌ์ดํผ๋ ์ผํ์ฉ ๋ฅ๋ ฅ์ผ๋ก ์บ๋ฆญํฐ๋ค์ด ํ๋ ์ด ๋์ค์ ์ป๊ฒ ๋ฉ๋๋ค. ์ฌ์ดํผ๋ ์น์ ํ๊ณ ๊ณต๊ฒฉํ๊ณ ์ผ์ ํ์ ๋์ด๋๋ฅผ ๋ฎ์ถ๊ฑฐ๋ ๋์ด๊ฑฐ๋ (์ด์์ฐ์ ์ด๊ณ ๊ทน๋จ์ ์ธ ์๋ก๋) ์ค๋ ฅ์ ์์ ๊ฑฐ๋ ๋ฌด์ธ๊ฐ๋ฅผ ๋ณด์ด์ง ์๊ฒ ํ๋ ๋ฑ์ ์ฟจํ ๋ฅ๋ ฅ์ ๊ฐ์ง๊ณ ์์ต๋๋ค. ๋๋ถ๋ถ์ ์ฌ์ดํผ๋ ๋ฌผ๋ฆฌ์ ์ฌ๋ฌผ์ด ์๋๊ณ - ๊ทธ์ ํ์ํ ๋ ์ผ์ด๋๋ ์ ์ฉํ ๋ฌด์ธ๊ฐ์ ๋๋ค. ์ด๋ ์๋ฒฝํ๊ฒ ๊ณต๊ฒฉํ ์ ์๋๋ก ์บ๋ฆญํฐ๋ค์๊ฒ ๋ฒ๋ฉ์ธ ์๊ฐ์ผ ์๋ ์์ผ๋ฉฐ, ์ปดํจํฐ ๋จ๋ง์ ์ธ ๋ ์ด ์ข๊ฒ ์ถ์ธกํ ๊ฒ ๋ค์ด๋ง์ ๊ฒ์ผ ์๋ ์๊ณ , ์ฐ์ฐํ NPC๋ค์๊ฒ์ ์ฃผ์๋ฅผ ๋ถ์ฐ์ํจ ๊ฒ์ด๊ฑฐ๋, ์ด์์ฐ์ ์ธ ์์๊ฐ ์ฐ๋ฆฌ๊ฐ ์ํ๋ ์์ผ๋ก ์๋ํ ๊ฒ์ผ ์๋ ์์ต๋๋ค. ์ด๋ค ๊ฒ์์์๋ ์ฌ์ดํผ๋ ๋ง๋ฒ ๋ฌผ์ฝ์ด๋ ์ธ๊ณ ๊ธฐ์ ๊ฐ์ ์์ดํ ์ ํํ๋ฅผ ํ๊ณ ์์ต๋๋ค.
๋ฌผ๋ฆฌ์ ํํ๋ฅผ ๊ฐ์ง๊ณ ์์ง ์์ ์ฌ์ดํผ๋ ์๊ทผํ(subtle) ์ฌ์ดํผ๋ผ ํฉ๋๋ค.
๋ฌผ๋ฆฌ์ ํํ๋ฅผ ๊ฐ์ง ์ฌ์ดํผ๋ ๋ช ๋ฐฑํ(manifest) ์ฌ์ดํผ๋ผ ํฉ๋๋ค.
๊ทธ ํํ์๋ ๋ฌด๊ดํ๊ฒ, ์ฌ์ดํผ๋ค์ ์ผํ์ฉ ํจ๊ณผ์ด๋ฉฐ ํญ์ ์ฌ์ฉํ๋ฉด ์๋ฉธํฉ๋๋ค. ์ฌ์ดํผ์ ์์ ์์ ๋ค๋ฅด๊ฒ ์ด์ผ๊ธฐํ๋ ๊ฒฝ์ฐ๋ฅผ ์ ์ธํ๊ณ , ํ์ฑํ์ํจ ์บ๋ฆญํฐ๋ฅผ ์ํด์๋ง ์๋ํฉ๋๋ค. ์๋ฅผ ๋ค์ด, PC๋ ๋ฐฉํจ ์ฌ์ดํผ๋ฅผ ๋๋ฃ๋ฅผ ์งํค๊ธฐ ์ํด ์ธ ์ ์์ต๋๋ค.
์ฌ์ดํผ๋ ์์ฃผ ๋ฐ๊ฒฌํ๊ณ ์จ๋ฒ๋ฆฌ๊ธฐ ์ํด ์ค๊ณํ ๊ฒ์ ๋ฉ์นด๋์ ๋๋ค. PC๋ค์ ์ ์ ์์ ์ฌ์ดํผ๋ง ์ง๋๊ณ ์์ ์ ์๊ธฐ ๋๋ฌธ์, ๊ทธ๋ฆฌ๊ณ ์ธ์ ๋ ๋ ๋ง์ด ๋ฐ๊ฒฌํ๊ฒ ๋๊ธฐ ๋๋ฌธ์, ์ฌ์ดํผ๋ฅผ ๊พธ์คํ ์ฌ์ฉํ๊ธฐ๋ฅผ ๊ถ์ฅํฉ๋๋ค.
์ด๋ก ์ ์ผ๋ก๋, PC๋ค์ด ์ป๋ ์ฌ์ดํผ๋ ๋ฌด์์๋ก ์ ํด์ง๋๋ค. ํ์ง๋ง, ๋ง์คํฐ๋ PC๊ฐ ์๋์ ์ผ๋ก ์ฌ์ดํผ๋ฅผ ์ป๊ฑฐ๋ ์ฐพ์ ์ ์๋๋ก ํ์ฉํ ์๋ ์์ต๋๋ค. ์ฌ์ดํผ๋ ์ด๋ ๋ ์ ๊ธฐ์ ์ผ๋ก ํ๋ํ๊ฒ ๋๊ธฐ ๋๋ฌธ์ ์์ ๋กญ๊ฒ ์จ๋ฒ๋ ค๋ ๋๋ค๊ณ ๋๊ปด์ผ ํฉ๋๋ค. ํญ์ ๋ ๋ง์ ์ฌ์ดํผ๊ฐ ์์ด์ผ ํ๊ณ , ์๋ก ๋ค๋ฅธ ์ด๋์ ๊ฐ์ง๊ณ ์์ ๊ฒ๋๋ค. ์ด๋ ๊ฒ์ ํ๋ ์ด์์ ์ฌ์ดํ๊ฐ ์ฅ๋น(gear)๋ ๋ณด๋ฌผ๋ณด๋ค๋ ํ๋ ์ด์ด๊ฐ ์ ํํ์ง ์๋ ์บ๋ฆญํฐ ๋ฅ๋ ฅ์ ๊ฐ๊น๋ค๋ ๋ป์ ๋๋ค. ์ด๋ ํ๋ ์ด์ด๊ฐ โ์ด, ์ด ์ํฉ์ ๋์์ด ๋ ๋งํ X๋ฅผ ์ ์ ์ป์์ด์.โ๋ผ๊ณ ๋งํ๊ฒ ๋๋ ์ฌ๋ฏธ์๋ ์๊ฐ๋ค๋ก ์ด์ด์ง๊ณ X๋ ํญ์ ๋ค๋ฅผ ๊ฒ๋๋ค. X๋ ์ง์ญ ์ปดํจํฐ ๋คํธ์ํฌ์ ๋ํ ์ง๊ด์ ์ธ ์ดํด์ผ ์๋ ์๊ณ , ์์ ๋ฒ์ ์ ํธ์์ผ ์๋ ์๊ณ , ํญ๋ฐํ๋ ๊ธฐ๊ณ์ฅ์น๋, ๊ทผ๊ฑฐ๋ฆฌ ์๊ฐ์ด๋ ์ฅ์น๋, ์ญ์ฅ์ผ์ง๋ ๋ชจ๋ฅธ๋ค.๊ฐ๋ ฅํ ์์์ด๋, ๋ณ์ ์น๋ฃํ๋ ๊ธฐ๋์ผ ์๋ ์์ต๋๋ค. ๋ฌด์์ด๋ ๋ ์ ์์ต๋๋ค. ์ฌ์ดํผ๋ ๊ฒ์์ ์ ์ ํ๊ณ ํฅ๋ฏธ๋กญ๊ฒ ์ ์งํด์ค๋๋ค. ์๊ฐ์ด ์ง๋๋ฉด์ ์บ๋ฆญํฐ๋ค์ ์ด๋ป๊ฒ ์์ ํ๊ฒ ์ฌ์ดํผ๋ฅผ ํ ๋ฒ์ ๋ง์ด ํด๋(carry)ํ ์ ์๋์ง ๋ฐฐ์ฐ๊ฒ ๋๊ณ , ๊ทธ๋์ ์ฌ์ดํผ๋ ์ ๋ง ๋๋์ฑ ์ฅ๋น๋ณด๋ค๋ ๋ฅ๋ ฅ์ ๊ฐ๊น์ ๋ณด์ผ ๊ฒ๋๋ค.
(*โํด๋โ*๋ผ๋ ๋ง์ ์ฌ๊ธฐ์ ์์์ ์ฌ์ดํผ์ ๋ช ์์ ์ฌ์ดํผ๋ฅผ ํต์นญํ๋ฉฐ, PC๊ฐ ๋ฌผ๋ฆฌ์ ์ผ๋ก ์ฌ์ดํผ๋ฅผ ๋ํ๋ด๋ ๋ฌด์๋ ์ค์ ๋ก๋ ํด๋ํ์ง ์๋๋ผ๋ ๊ทธ๋ ์ต๋๋ค. ์ฅ๋น ์์ด ๊ฐ์ฅ์ ๋์ ธ์ง ์บ๋ฆญํฐ๋ ์ฌ์ ํ ์์์ ์ฌ์ดํผ๋ฅผ ๊ฐ์ง๊ณ ์์ ๊ฒ๋๋ค.)
์ฌ์ดํผ๋ ์๋ก์ด ์ฌ์ดํผ๋ฅผ ์ํ ์๋ฆฌ๋ฅผ ๋ง๋ค๊ธฐ ์ํด ๊ผญ ์ฐ์ง ์์๋ ๋ฉ๋๋ค. ์์์ ์ฌ์ดํผ์ ๊ฒฝ์ฐ, ์บ๋ฆญํฐ๋ ๊ทธ์ ์ฌ์ดํผ๋ฅผ โ์๊ธฐโ ์ํด ํ๋์ ์จ์, ๊ณต๊ฐ์ ์์ ๋กญ๊ฒ ํ๊ณ ์๋ก์ด ๊ฑธ ๋์ค์ โ์ฐพ์โ ์ ์์ต๋๋ค. (ํ ๋ฒ ์์์ ์ฌ์ดํผ๊ฐ ์ด๋ ๊ฒ ์์ด์ง๊ณ ๋๋ฉด, ์ฌ๋ผ์ ธ์ ์์ ๋์์ค์ง ์์ต๋๋ค) ๋ช ์์ ์ฌ์ดํผ์ ๊ฒฝ์ฐ, ๊ทธ์ ๋์ค์ ์ฐ๋ ค๊ณ ์๋ฌด ๊ณณ์์ ๋ฒ๋ ค๋๋ค๊ณ ํด๋ ์ ํ ๋ฌธ์ ์์ต๋๋ค; ๋ฌผ๋ก ๋์์์ ๋ ์ฌ์ ํ ๊ฑฐ๊ธฐ ์์ผ๋ฆฌ๋ผ๋ ๋ณด์ฅ์ ์์ต๋๋ค.
์ฌ์ดํผ๋ ์?
์ฌ์ดํผ๋ (์ด๋ฆ๋ง ๋ด๋ ๋๋์ง๋ ์๊ฒ ์ง๋ง) ์ฌ์ดํผ ์์คํ ์ ์ฌ์ฅ(heart)์ ๋๋ค. ์ด๋ ์ด ๊ฒ์์์ ์บ๋ฆญํฐ๋ค์ด ๊ฐ๋ ํน์ ์ ํ ๋ณํ์ง ์๊ณ ๊ฒ์ ๋ด๋ด ๊ฐ์ง๊ณ ์์ ๊ฒ์ผ๋ก ์ฌ๊ฒจ์ง๋ ๋ฅ๋ ฅ์ ์ฝ๊ฐ์ ๊ฐ์ง๊ณ ์์ด์ -๋ค๋ฅธ ๋ชจ๋ ๊ฒ์์์๋ ๊ทธ๋ ๋ฏ์ด- ํญ์ ์์งํ ์ ์์ผ๋ฉฐ, ๊ณ์ ๋ณํ๊ณ ์๋น๋์ ๊ฐ๋ณ์ฑ์ ์ฃผ์ ํ๋ ๋ฅ๋ ฅ๋ ๊ฐ์ง๊ณ ์์ต๋๋ค.1 ์ด๋ ์ด๋ค ์ฌ์ดํผ ์์คํ ์ธ์ ๋ ํญ์ ์ง๋ฃจํ์ง๋ ์ ๋ฒ ์ธ์ ์ด๋ ๋๊ฐ์ง๋ ์์ ์ ๋ฐ์ ์๋ ์ฃผ๋ ์ด์ ์ ๋๋ค. ์ด๋ฒ ์ฃผ์๋ ์ฌ๋ฌ๋ถ์ ์บ๋ฆญํฐ๊ฐ ๋ฒฝ์ ํต๊ณผํด์ ๊ฑธ์ด์ ๋ฌธ์ ๋ฅผ ํด๊ฒฐํ ์ ์๋ค๋ฉด, ์ง๋ ์๊ฐ์๋ ๋์์ ๊ตฌ์ญ ํ๋๋ฅผ ํํํ๊ฒ ๋ง๋ค ์ ๋์ ํญ๋ฐ์ ๋ง๋ค์ด์ ๊ฐ๋ฅํ์ ์๋ ์์ต๋๋ค.
์ฌ์ดํผ ์์คํ ์์๋, ๊ทธ๋์, ์บ๋ฆญํฐ์ ๋ฅ๋ ฅ์ด ์ ๋์ ์ด๊ณ , ๋ง์คํฐ์ ํ๋ ์ด์ด ๋ชจ๋๊ฐ ์ฌ์ดํผ๋ฅผ ์ ํํ๊ณ ํ ๋นํ๊ณ , ์ฌ์ฉํ๋๋ฐ ๊ฐ๊ฐ ์ญํ ์ ๊ฐ์ง๊ณ ์์ต๋๋ค. ๋น๋ก ๋ง์ ๊ฒ๋ค์ด ๊ฒ์ ์์คํ ์ ๋ค๋ฅธ ์์์์ ๋ถ๋ฆฌํ๊ธด ํ์ง๋ง, ์ด๋ฐ ๋ฉด๋ชจ๋ ์ฌ์ดํผ ์์คํ ์ ๋ ์ฐฝ์ ์ด๊ฒ ๋ง๋๋๋ฐ, ์ฌ์ดํผ๋ ๋ค์ ๋ ๊ฐ์ง์ ์ค์์ฑ๊ณผ ๊ฐ์น๋ฅผ ์ธ์งํ๊ณ ์๊ธฐ ๋๋ฌธ์ ๋๋ค.
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โ๋ณด๋ฌผ,โ ์บ๋ฆญํฐ ๋ฅ๋ ฅ์ด ๊ฒ์์ ์ฌ๋ฏธ์๊ณ ํฅ๋ฏธ์ง์งํ๊ฒ ๋ง๋ค๊ธฐ ๋๋ฌธ์ ๋๋ค. ์ฌ์ค, ๋กคํ๋ ์์ ์ด์ฐฝ๊ธฐ์๋, ๋ณด๋ฌผ (๋ณดํต ๋์ ์์ ๋ฐ๊ฒฌํ๋ ๋ง๋ฒ ์์ดํ ์ ํํ๋ฅผ ํ)์ด ์ด๋ฏธ ์กด์ฌํ๋ ์บ๋ฆญํฐ๋ฅผ ์ปค์คํ ํ๋ ์ ์ผํ ๋ฐฉ๋ฒ์ด์์ต๋๋ค. ๋ฐ์ผ๋ก ๋๊ฐ ๋ชจํ์ ํ๋ ์ด์ ๋ ๋ ๋ง์ ๋ชจํ์ ๋ ๋ ๋ ๋์์ ์ฃผ๋ ์ฟจํ ์๋ก์ด ๊ฒ๋ค์ ๋ฐ๊ฒฌํ๊ธฐ ์ํด์์์ต๋๋ค. ์ด๋ ๋ง์ RPG๋ค์์ ์ฌ์ ํ ์ฌ์ค์ด์ง๋ง, ์ฌ์ดํผ ์์คํ ์์๋, ์ด๊ฒ ๋ฐ๋ก ๊ฒ์์ ํต์ฌ์ ๊ตฌ์ถ๋์ด ์์ต๋๋ค.
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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? Thatโs 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 โpowered stuffโโno potions, alien crystals, or anything of that nature. Theyโre 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 effectsโa subtle cypher wouldnโt create a laser beam or allow a character to walk through a wall. They donโt break the fragile bubble of believability in genres where flashy powers and abilities donโt 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 arenโt always dependable. And in many ways, thatโs 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 canโt.
Concepts for subtle cyphers include the following:
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Good fortune: Once in a while, things just go your way. Youโre in the right place at the right time.
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Inspirations: Sometimes you get inspired to do something youโve 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? Lifeโs funny that way.
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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.
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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.
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Earworms: You know how some songs pop into your head and just wonโt leave? Thereโs a power to those songs, and the right people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and youโve got a perfect cypher concept for a horror campaign.
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Mysterious transmissions: Whatโs 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.
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Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But youโve figured out how to attune your mind to them. There are no physical actions or paraphernalia requiredโjust an inner conduit to the numinous.
DISCOVERING SUBTLE CYPHERS
Since subtle cyphers arenโt physical objects, GMs will need to figure out when to give PCs new ones to replace the ones they have used. The cyphers probably shouldnโt be tied to actions entirely under the charactersโ controlโin other words, they shouldnโt 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 creatureโs lair, a secret cache, or somewhere else for the characters to find. Either way, the GM is picking good spots to โrefillโ 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 itโs something to help pick a lock, thatโs 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:
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General cypher: You ask the GM for a general subtle cypher, such as โhealing,โ โmovement,โ โdefense,โ or perhaps something as specific as โflight.โ The GM gives you a cypher that meets that description and randomly determines its level. If you donโt have space for this cypher, you immediately lose one of your current cyphers (your choice) and the new cypher takes its place.
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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 cypherโs 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 donโt 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 โtreasureโ 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 warlockโs 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 donโt 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 canโt 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 canโt.
Itโs 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 canโt 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 cypherโs level. Failure might mean that the PC canโt figure out how to use the cypher or that they use it incorrectly (GMโs 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 cypherโs 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 cypherโs 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 weโre familiar with. Fantastic effects are things that canโt. 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 canโt 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. Itโs 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 โimpossible.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 donโt fit the game theyโre 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 isnโt.
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, itโs 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 whatโs 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 opponentโs armor, allowing them to attack for the rest of that combat in such a way that the foeโs Armor doesnโt 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 donโt 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? Thatโs up to the GM. Itโs flavor, not mechanics. Itโs as important or unimportant as the style of an NPCโs hair or the color of the car the bad guys are driving. In other words, itโs the kind of thing that is important in a roleplaying game, but at the same time doesnโt actually change anything (and RPGs have a lot of things like that, if you think about it).
A manifest cypherโs 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 typeโfor 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 01โ03 Adhesion 04โ05 Antivenom 06โ09 Armor reinforcer 10โ11 Attractor 12โ13 Blackout 14โ15 Catholicon 16โ17 Curse bringer 18โ19 Death bringer 20โ22 Density 23โ26 Detonation 27โ29 Detonation (flash) 30โ31 Detonation (massive) 32โ34 Detonation (pressure) 35โ36 Detonation (sonic) 37โ38 Detonation (spawn) 39โ41 Detonation (web) 42โ44 Equipment cache 45โ46 Fireproofing 47โ49 Friction reducer 50โ52 Gas bomb 53โ55 Hunter/seeker 56โ57 Infiltrator 58โ60 Information sensor 61โ63 Metal death 64โ65 Nullification ray 66โ68 Poison (emotion) 69โ70 Poison (mind disrupting) 71โ73 Radiation spike 74โ76 Remote viewer 77โ79 Shocker 80โ82 Sleep inducer 83โ85 Sniper module 86โ88 Solvent 89โ90 Spy 91โ92 Tracer 93โ94 Uninterruptible power source 95โ96 Warmth 97โ98 Water adapter 99โ00 X-ray viewer
FANTASTIC CYPHER TABLE 01 Age taker 02 Banishing 03โ04 Blinking 05 Chemical factory 06 Comprehension 07โ08 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 21โ22 Force field 23 Force screen projector 24 Force shield projector 25 Frigid wall 26โ27 Gravity nullifier 28 Gravity-nullifying application 29โ30 Heat attack 31 Image projector 32 Inferno wall 33โ34 Instant servant 35 Instant shelter 36 Lightning wall 37โ38 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 48โ49 Monoblade 50 Monohorn 51 Null field 52โ53 Personal environment field 54โ55 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 70โ71 Retaliation 72 Sheen 73โ74 Shock attack 75 Slave maker 76 Sonic hole 77โ78 Sound dampener 79 Spatial warp 80 Stasis keeper 81 Subdual field 82โ83 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 93โ94 Visage changer 95 Visual displacement device 96 Vocal translator 97โ98 Weapon enhancement 99 Wings 00 Zero point field
SUBTLE CYPHER TABLE 01โ04 Analeptic 05โ07 Best tool 08โ10 Burst of speed 11โ13 Contingent activator 14โ17 Curative 18โ20 Darksight 21โ23 Disarm 24โ26 Eagleseye 27โ29 Effect resistance 30โ32 Effort enhancer (combat) 33โ35 Effort enhancer (noncombat) 36โ39 Enduring shield 40โ42 Intellect booster 43โ45 Intelligence enhancement 46โ48 Knowledge enhancement 49โ51 Meditation aid 52โ54 Mind stabilizer 55โ57 Motion sensor 58โ60 Nutrition and hydration 61โ63 Perfect memory 64โ66 Perfection 67โ69 Reflex enhancer 70โ73 Rejuvenator 74โ76 Remembering 77โ79 Repel 80โ82 Secret 83โ85 Skill boost 86โ88 Speed boost 89โ91 Stim 92โ94 Strength boost 95โ97 Strength enhancer 98โ00 Tissue regeneration
A LISTING OF VARIOUS CYPHERS
All cyphers in this section may be manifest cyphers. It is the GMโs 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level.
AGE TAKER
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: Begins a process of rejuvenation that removes years from the wearerโs physiological age. Over the course of the next seven days, the wearer sheds a number of years equal to three times the cypherโs level. The cypher doesnโt regress physiological age past the age of twenty-three.
ANALEPTIC
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Restores a number of points equal to the cypherโs level to the userโs Speed Pool.
ANTIVENOM
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Renders user immune to poisons of the cypherโs level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the userโs system).
ARMOR REINFORCER
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: The userโs 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
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: One unanchored item the userโs 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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 creatureโs actions (including defense) are hindered on its next turn (hindered by two steps if the cypher level is 5 or higher).
BEST TOOL
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: Provides an additional asset for any one task using a tool, even if that means exceeding the normal limit of two assets.
BLACKOUT
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 โblurโ to any sense applied. Taps, scrying sensors, and other direct surveillance methods are also rendered inoperative within the area for a day.
BLINKING
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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 userโs defenses are eased for one round after they teleport.
BURST OF SPEED
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: For one minute, a user who normally can move a short distance as an action can move a long distance instead.
CATHOLICON
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Cures any disease of the cypher level or lower.
CHEMICAL FACTORY
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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. 01โ04 Euphoric for 1d6 hours 05โ08 Hallucinogenic for 1d6 hours 09โ12 Stimulant for 1d6 hours 13โ16 Depressant for 1d6 hours 17โ20 Nutrient supplement 21โ25 Antivenom 26โ30 Cures disease 31โ35 See in the dark for one hour 36โ45 Restores a number of Might Pool points equal to cypher level 46โ55 Restores a number of Speed Pool points equal to cypher level 56โ65 Restores a number of Intellect Pool points equal to cypher level 66โ75 Increases Might Edge by 1 for one hour 76โ85 Increases Speed Edge by 1 for one hour 86โ95 Increases Intellect Edge by 1 for one hour 96โ00 Restores all Pools to full
COMPREHENSION
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 3
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 userโs defenses are eased for one round after they teleport.
CURATIVE
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Restores a number of points equal to the cypherโs level to the userโs Might Pool.
CURSE BRINGER
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: The cypher can be activated when given to an individual who doesnโt 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, inflicting damage equal to the cypherโs 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.) 01โ10 Cell-disrupting (harms only flesh) 11โ30 Corrosive 31โ40 Electrical discharge 41โ50 Heat drain (cold) 51โ75 Fire 76โ00 Shrapnel
DETONATION (CREATURE)
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: 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 cypherโs level appears through the gate and attacks the closest target. After about one minute, the creature vanishes.
DETONATION (DESICCATING)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 cypherโs level. Water in the area is vaporized.
DETONATION (FLASH)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, inflicting damage equal to the cypherโs 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)
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Projects a small physical explosive up to a long distance away that explodes in a short-range radius, inflicting damage equal to the cypherโs level. Roll a d100 to determine the type of damage. 01โ10 Cell-disrupting (harms only flesh) 11โ30 Corrosive 31โ40 Electrical discharge 41โ50 Heat drain (cold) 51โ75 Fire 76โ00 Shrapnel
DETONATION (MATTER DISRUPTION)
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: 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 cypherโs level.
DETONATION (PRESSURE)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, inflicting impact damage equal to the cypherโs level. Also moves unattended objects out of the area if they weigh less than 20 pounds (9 kg) per cypher level.
DETONATION (SINGULARITY)
- ๋ ๋ฒจ: 10
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 cypherโs 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: 01โ10 Cell-disrupting (harms only flesh) 11โ30 Corrosive 31โ40 Electrical discharge 41โ50 Heat drain (cold) 51โ75 Fire 76โ00 Shrapnel
DETONATION (WEB)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding.
DISGUISE MODULE
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: For the next ten minutes per cypher level, the userโs 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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 targetโs level is less than the cypherโs level, it loses its next action; otherwise its next action is hindered.
EAGLESEYE
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: For the next day, the user has an asset to Speed defense rolls.
EQUIPMENT CACHE
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: The user can rummage around and produce from the cypher a desired piece of equipment (not an artifact) whose level does not exceed the cypherโs 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
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: A nonliving object treated by this cypher has Armor against fire damage equal to the cypherโs level for one day.
FLAME-RETARDANT WALL
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 3
- ํจ๊ณผ: 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 cubeโs walls are not gaseous permeable, there is likely enough air within for trapped creatures to breathe for the hour it lasts.)
FORCE FIELD
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 3
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 3
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 cypherโs level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes.
GAS BOMB
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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.
01โ10 Thick smoke: occludes sight while the cloud lasts. 11โ20 Choking gas: living creatures that breathe lose their actions to choking and coughing for a number of rounds equal to the cypherโs level. 21โ50 Poison gas: living creatures that breathe suffer damage equal to the cypherโs level. 51โ60 Corrosive gas: everything suffers damage equal to the cypherโs level. 61โ65 Hallucinogenic gas: living creatures that breathe lose their actions to hallucinations and visions for a number of rounds equal to the cypherโs level. 66โ70 Nerve gas: living creatures that breathe suffer Speed damage equal to the cypherโs level. 71โ80 Mind-numbing gas: living creatures that breathe suffer Intellect damage equal to the cypherโs level. 81โ83 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 cypherโs level. 84โ86 Amnesia gas: living creatures that breathe and think permanently lose all memory of the last minute. 87โ96 Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypherโs level or until awoken by a violent action or an extremely loud noise. 97โ00 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 cypherโs level.
GRAVITY NULLIFIER
- ๋ ๋ฒจ: 1d6 + 3
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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. 01โ50 Inflicts 8 points of damage. 51โ80 Bears a poisoned needle that inflicts 3 points of damage plus poison. 81โ90 Explodes, inflicting 6 points of damage to all within immediate range. 91โ95 Shocks for 4 points of electricity damage, and stuns for one round per cypher level. 96โ00 Covers target in sticky goo that immediately hardens, holding them fast until they break free with a Might action (difficulty equal to the cypherโs level + 2).
IMAGE PROJECTOR
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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. 01โ20 Terrifying creature of an unknown species, perhaps no longer alive in the world (10-foot [3 m] cube) 21โ40 Huge machine that obscures sight (30-foot [9 m] cube) 41โ50 Beautiful pastoral scene (50-foot [15 m] cube) 51โ60 Food that looks delicious but may not be familiar (10-foot [3 m] cube) 61โ80 Solid color that obscures sight (50-foot [15 m] cube) 81โ00 Incomprehensible scene that is disorienting and strange (20-foot [6 m] cube)
INFERNO WALL
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 cypherโs level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes.
INFILTRATOR
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 individualโs credit score, home address, phone number, and related information).
INSTANT SERVANT
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: Small device expands into a humanoid automaton that is roughly 2 feet (60 cm) tall. Its level is equal to the cypherโs 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 GMโs 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
- ๋ ๋ฒจ: 1d6 + 3
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Adds 1 to the userโs Intellect Edge for one hour (or 2 if the cypher is level 5 or higher).
INTELLIGENCE ENHANCEMENT
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: All of the userโs tasks involving intelligent deductionโsuch as playing chess, inferring a connection between clues, solving a mathematical problem, finding a bug in computer code, and so onโare eased by two steps for one hour. In the subsequent hour, the strain hinders the same tasks by two steps.
KNOWLEDGE ENHANCEMENT
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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.) 01โ10 Melee attacks 11โ20 Ranged attacks 21โ40 One type of academic or esoteric lore (biology, history, magic, and so on) 41โ50 Repairing (sometimes specific to one device) 51โ60 Crafting (usually specific to one thing) 61โ70 Persuasion 71โ75 Healing 76โ80 Speed defense 81โ85 Intellect defense 86โ90 Swimming 91โ95 Riding 96โ00 Sneaking
LIGHTNING WALL
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 cypherโs level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes.
MACHINE CONTROL
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 cypherโs level. If the target is made of metal or wearing metal (such as armor), the attack is eased.
MAGNETIC MASTER
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 foeโs head to and fro. The connection lasts for ten rounds per cypher level.
MAGNETIC SHIELD
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 creatureโs 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
- ๋ ๋ฒจ: 1d6 + 3
- ํจ๊ณผ: 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 userโs).
MEDITATION AID
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Restores a number of points equal to the cypherโs level to the userโs Intellect Pool.
MEMORY SWITCH
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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. 01โ30 Victims cannot act. 31โ40 Victims cannot speak. 41โ50 Victims move slowly (immediate range) and clumsily. 51โ60 Victims cannot see or hear. 61โ70 Victims lose all sense of direction, depth, and proportion. 71โ80 Victims do not recognize anyone they know. 81โ88 Victims suffer partial amnesia. 89โ94 Victims suffer total amnesia. 95โ98 Victims lose all inhibitions, revealing secrets and performing surprising actions. 99โ00 Victimsโ ethics are inverted.
METAL DEATH
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: Lets the user speak telepathically with creatures they can see within short range for up to one hour. The user canโt read a targetโs thoughts, except those that are specifically โtransmitted.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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: The user gains +5 to Armor against Intellect damage.
MONOBLADE
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Produces a 6-inch (15 cm) blade thatโs 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
- ๋ ๋ฒจ: 1d6 + 3
- ํจ๊ณผ: 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 cypherโs level. (Sometimes a monohorn cypher covers the user in a thin sheen of black hide-like material, which disguises their identity but doesnโt interfere with their senses.)
MOTION SENSOR
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 3
- ํจ๊ณผ: 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.
01โ12 Fire 13โ27 Cold 28โ39 Acid 40โ52 Psychic 53โ65 Sonic 66โ72 Electrical 73โ84 Poison 85โ95 Blunt force 96โ00 Slashing and piercing
NULLIFICATION RAY
- ๋ ๋ฒจ: 1d6 + 3
- ํจ๊ณผ: The user can immediately end one ongoing effect within long range that is produced by an artifact, cypher, or special ability.
NUTRITION AND HYDRATION
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: The user can go without food and water for a number of days equal to the cypherโs level without ill effect.
PERFECT MEMORY
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: The user treats their next action as if they had rolled a natural 20.
PERSONAL ENVIRONMENT FIELD
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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.) 01โ20 Anger. Likely to attack anyone who disagrees with them. Very hard to interact with; all such actions are hindered by two steps. 21โ40 Fear. Flees in terror for one minute when threatened. 41โ60 Lust. Cannot focus on any nonsexual activity. 61โ75 Sadness. All tasks are hindered. 76โ85 Complacency. Has no motivation. All tasks are hindered by two steps. 86โ95 Joy. Easy to interact with in a pleasant manner; all pleasant interaction tasks are eased. 96โ00 Love. Much easier to interact with; all interaction tasks are eased by two steps, but temporary attachment is likely.
POISON (EXPLOSIVE)
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: 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. 01โ25 The detonator is activated (must be within long range). 26โ40 A specified amount of time passes. 41โ50 The victim takes a specific action. 51โ55 A specific note is sung or played on an instrument within short range. 56โ60 The victim smells a specific scent within immediate range. 61โ80 The victim comes within long range of the detonator. 81โ00 The victim is no longer within long range of the detonator.
POISON (MIND CONTROLLING)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: The victim must carry out a specific action in response to a specific trigger. Roll a d100 to determine the action. 01โ20 Lies down for one minute with eyes closed when told to do so. 21โ40 Flees in terror for one minute when threatened. 41โ60 Answers questions truthfully for one minute. 61โ75 Attacks close friend for one round when within immediate range. 76โ85 Obeys next verbal command given (if it is understood). 86โ95 For one day, becomes sexually attracted to the next creature of its own species that it sees. 96โ00 For one minute, moves toward the next red object seen in lieu of all other actions, ignoring self-preservation.
POISON (MIND DISRUPTING)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: The victim suffers Intellect damage equal to the cypherโs level and cannot take actions for a number of rounds equal to the cypherโs level.
PSYCHIC COMMUNIQUE
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting damage equal to the cypherโs level.
RAY EMITTER
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Allows the user to project a ray of destructive energy up to very long range that inflicts damage equal to the cypherโs 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) 01โ50 Heat/concentrated light 51โ60 Cell-disrupting radiation 61โ80 Force 81โ87 Magnetic wave 88โ93 Molecular bond disruption 94โ00 Concentrated cold
RAY EMITTER (COMMAND)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Allows the user to project a ray of destructive energy up to very long range that inflicts Intellect damage equal to the cypherโs level. Also, the victim cannot take actions for a number of rounds equal to the cypherโs level.
RAY EMITTER (NUMBING)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: Once activated, the cypher does not moveโeverโeven if activated in midair. A Might action will dislodge it, but then it is ruined.
REFLEX ENHANCER
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: All tasks involving manual dexterityโsuch as pickpocketing, lockpicking, juggling, operating on a patient, defusing a bomb, and so onโare eased by two steps for one hour.
REJUVENATOR
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Restores a number of points equal to the cypherโs level to one random stat Pool. 01โ50 Might Pool 51โ75 Speed Pool 76โ00 Intellect Pool
REMEMBERING
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: Allows the user to recall any one experience theyโve 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d10
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: For the next minute, the userโs 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
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: For one week, the userโs 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 โ1 penalty.
SHOCK ATTACK
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the cypherโs level.
SKILL BOOST
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: Dramatically but temporarily alters the userโs 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 cypherโs 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. 01โ15 Melee attack 16โ30 Ranged attack 31โ40 Speed defense 41โ50 Might defense 51โ60 Intellect defense 61โ68 Jumping 69โ76 Climbing 77โ84 Running 85โ92 Swimming 93โ94 Sneaking 95โ96 Balancing 97โ98 Perceiving 99 Carrying 00 Escaping
SLAVE MAKER
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 cypherโs level. The cypher bonds to the target, who immediately becomes calm. The target awaits the userโs 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 cypherโs level minus the targetโs level. (If the result is 0, the target is enslaved for only one minute.)
SLEEP INDUCER
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: For the next hour per cypher level, the effective range of the userโs 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
- ๋ ๋ฒจ: 1d10
- ํจ๊ณผ: Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert.
SONIC HOLE
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: 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 deviceโs effect, it remains important. The spatial warp lasts 10 minutes per cypher level.
SPEED BOOST
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Adds 1 to the userโs Speed Edge for one hour (adds 2 if the cypher is level 5 or higher).
SPY
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 โa creature of level 5 or higher,โ โa locked door,โ โa major energy source,โ and so on), it detonates instead, dealing damage equal to the cypherโs level (half electrical damage, half shrapnel damage) to all creatures and objects in short range.
STASIS KEEPER
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: Puts a subject into stasis for a number of days equal to the cypherโs 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: Eases the userโs next action taken by three steps.
STRENGTH BOOST
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher).
STRENGTH ENHANCER
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: All noncombat tasks involving raw strengthโsuch as breaking down a door, lifting a heavy boulder, forcing open elevator doors, competing in a weightlifting competition, and so onโare eased by two steps for one hour.
SUBDUAL FIELD
- ๋ ๋ฒจ: 1d6 + 3
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: For one hour, the device enables long-range mental communication with anyone the user can see.
TELEPORTER (BOUNDER)
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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 userโs defense rolls by two steps (three steps if the cypher is level 6 or higher).
TIME DILATION (OFFENSIVE)
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: 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 cypherโs 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: 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 cypherโs level is equal to the itemโs 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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 positionโattacking, 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: For twenty-four hours per cypher level, translates everything said by the user into a language that anyone can understand.
WARMTH
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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 cypherโs level that protects against cold damage.
WATER ADAPTER
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: Modifies a weaponโs attack in a particular fashion for ten minutes per cypher level. Roll a d100 for the modification. 01โ10 Eases attack by one step 11โ20 Deals bonus electrical damage equal to cypher level 21โ30 Deals bonus cold damage equal to cypher level 31โ40 Deals bonus poison damage equal to cypher level 41โ50 Deals bonus acid damage equal to cypher level 51โ60 Deals bonus fire damage equal to cypher level 61โ70 Deals bonus sonic damage equal to cypher level 71โ80 Deals bonus psychic damage equal to cypher level 81โ90 Knockback (on 18โ20 on successful attack roll, target knocked back 30 feet [9 m]) 91โ95 Holding (on 18โ20 on successful attack roll, target canโt act on its next turn) 96โ97 Eases attack by two steps 98 Banishing (on 18โ20 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 18โ20 on successful attack roll, target is killed)
WINGS
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: User can fly at their normal running speed for ten minutes per cypher level.
X-RAY VIEWER
- ๋ ๋ฒจ: 1d6 + 4
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 3
- ํจ๊ณผ: 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 characterโs 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 superheroโs ability to โgo nova.โ Power boost cyphers affect one use of a characterโs 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
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal to this cypherโs level.
EFFICACY BOOST (MAJOR)
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: 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)
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: This cypher boosts an ability that requires a skill roll. The use of the ability is eased.
ENERGY BOOST
- ๋ ๋ฒจ: 1d6
- ํจ๊ณผ: This cypher boosts an ability that has a stat Pool cost. The cost is reduced to 0.
RANGE BOOST
- ๋ ๋ฒจ: 1d6 + 1
- ํจ๊ณผ: 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
- ๋ ๋ฒจ: 1d6 + 2
- ํจ๊ณผ: 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
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์ญ์ฃผ1. ์ ์๊ฐ ์บ๋ฆญํฐ ๋ฅ๋ ฅ์ด๊ณ , ํ์๋ ์ฌ์ดํผ๋ฅผ ๋งํฉ๋๋ค. โฉ