--- _tmp/ccsrd.md	2025-05-07 08:11:29.069893581 -0500
+++ _tmp/ccsrd.new.md	2025-05-07 08:11:39.216950498 -0500
@@ -4769,28 +4769,6 @@
 GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the
 sky.
 
-#### COPIES SUPERPOWERS
-
-You can copy others' skills, abilities, and superpowers.
-
-Tier 1: Flex Skill
-
-Tier 1: Flex Skill
-
-Tier 2: Copy Power
-
-Tier 3: Steal Power or Wildcard Powers
-
-Tier 4: Improved Copying
-
-Tier 5: Power Memory
-
-Tier 6: Amazing Copying or Multiple
-
-Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary
-powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
-own fire bolts).
-
 #### Crafts Illusions
 
 You fashion images from light that are so perfect they seem real.
@@ -5226,30 +5204,6 @@
 GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character
 breaks through the floor.
 
-#### HAS A THOUSAND FACES
-
-You can change your appearance to look like anyone else.
-
-Tier 1: Face Morph
-
-Tier 1: Interaction Skills
-
-Tier 2: Body Morph
-
-Tier 2: War Flesh
-
-Tier 3: Disguise Other or Resilience
-
-Tier 4: Ageless
-
-Tier 4: Think Your Way Out
-
-Tier 5: Memory Becomes Action
-
-Tier 6: Divide Your Mind or Infer Thoughts
-
-GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
-
 #### Helps Their Friends
 
 You love your friends and help them out of any difficulty, no matter what.
@@ -5315,25 +5269,6 @@
 
 GM Intrusions: The quarry notices the character. The quarry isn't as vulnerable as it seemed.
 
-#### IGNORES PHYSICAL DISTANCE
-
-You can teleport from one place to another by briefly passing through a parallel dimension.
-
-Tier 1: Dimensional Squeeze
-
-Tier 2: Opportunist
-
-Tier 3: Defensive Blinking or Teleportation Burst
-
-Tier 4: Short Teleportation
-
-Tier 5: Medium Teleportation
-
-Tier 6: Teleportation or Teleportive Wound
-
-GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
-continues through the teleport, injuring the character.
-
 #### Infiltrates
 
 Subtlety, guile, and stealth allow you to get in where others can't.
@@ -6011,26 +5946,6 @@
 GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk
 scavenged belongs to them. A recycled cypher explodes.
 
-#### SCULPTS HARD LIGHT
-
-You create physical objects out of hard light that you can use for offense and defense.
-
-Tier 1: Automatic Glow
-
-Tier 1: Temporary Light
-
-Tier 2: Entangling Force
-
-Tier 3: Harder Light or Sculpt Light
-
-Tier 4: Greater Enhanced Intellect
-
-Tier 5: Improved Sculpt Light
-
-Tier 6: Defensive Field or Flight
-
-GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
-
 #### Sees Beyond
 
 You have a psychic sense that allows you to see what others cannot.
@@ -6130,32 +6045,6 @@
 
 GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.
 
-#### SHRINKS TO MINUTE SIZE
-
-You can shrink down to the size of a bug and, with enough experience, even smaller.
-
-Tier 1: Shrink
-
-Tier 1: Beneath Notice
-
-Tier 2: Smaller
-
-Tier 2: Advantages of Being Small
-
-Tier 3: Enlarge or Quick Switch
-
-Tier 4: Small Flight
-
-Tier 5: Shrink Others
-
-Tier 6: Bigger or Tiny
-
-GM Intrusions: A creature thinks the small character is potential food. The small character gets trapped in a tiny space
-or under a falling object.
-
-A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
-Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
-
 #### Siphons Power
 
 You suck power out of machines and creatures alike in order to empower yourself.
@@ -6206,27 +6095,6 @@
 GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's
 mother vows revenge.
 
-#### SOARS ON AMAZING WINGS
-
-Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
-
-Tier 1: Hover
-
-Tier 1: Flight Exertion
-
-Tier 2: Wing Weapons
-
-Tier 3: Acrobatic Attack or Flying Companion
-
-Tier 4: Hard to Hit
-
-Tier 5: Up to Speed
-
-Tier 6: Hard Target or Defense Master
-
-GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
-target for an unexpected foe.
-
 #### Solves Mysteries
 
 You're a master of deduction, using evidence to find the answer.
@@ -6296,52 +6164,6 @@
 
 GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.
 
-#### STRETCHES
-
-Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
-
-Tier 1: Contortionist
-
-Tier 1: Far Step
-
-Tier 2: Elastic Grip
-
-Tier 2: Safe Fall
-
-Tier 3: Bypass Barrier or Misdirect
-
-Tier 4: Resilience
-
-Tier 5: Free to Move
-
-Tier 6:Break the Ranks or Not Dead Yet
-
-GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
-weak.
-
-#### TAKES ANIMAL SHAPE
-
-You can transform yourself into an animal.
-
-Tier 1: Animal Shape
-
-Tier 2: Communication
-
-Tier 2: Soothe the Savage
-
-Tier 3: Bigger Animal Shape or Greater Beast Form
-
-Tier 4: Animal Scrying
-
-Tier 5: Hard to Kill
-
-Tier 6: Blurring Speed or Lend Animal Shape
-
-GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
-The transformation takes longer than expected.
-
-Greater Beast Form applies to using Animal Shape.
-
 #### Talks to Machines
 
 You use your organic brain like a computer, interfacing "wirelessly" with any electronic device. You can control and
@@ -6408,25 +6230,6 @@
 
 GM Intrusions: Loud noises attract attention.
 
-#### TOUCHES THE SKY
-
-You can summon storms or break them apart.
-
-Tier 1: Hover
-
-Tier 2: Wind Armor
-
-Tier 3: Bolts of Power or Storm Seed
-
-Tier 4: Windrider
-
-Tier 5: Cold Burst
-
-Tier 6: Control Weather or Wind Chariot
-
-GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
-The weather is seeded by a much smaller effect, and a storm grows out of control.
-
 #### Travels Through Time
 
 You can see through time, try to reach through it, and eventually even travel through it.
@@ -6511,51 +6314,6 @@
 GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss.
 NPCs are scared by the power armor.
 
-#### WIELDS AN ENCHANTED WEAPON
-
-You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
-combat with it.
-
-Tier 1: Enchanted Weapon
-
-Tier 1: Innate Power
-
-Tier 1: Charge Weapon
-
-Tier 2: Power Crash
-
-Tier 3: Rapid Attack or Throw Enchanted Weapon
-
-Tier 4: Defending Weapon
-
-Tier 5: Enchanted Movement
-
-Tier 6: Deadly Strike or Spin Attack
-
-GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
-action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
-
-#### WIELDS INVISIBLE FORCE
-
-You bend light and manipulate beams of force for offense and defense.
-
-Tier 1: Vanish
-
-Tier 2: Entangling Force
-
-Tier 2: Sharp Senses
-
-Tier 3: Force Field Barrier or Multi-Vanish
-
-Tier 4: Invisibility
-
-Tier 5: Defensive Field
-
-Tier 6: Concussion or Generate Force Field
-
-GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
-or unexpected attack.
-
 #### Wields Two Weapons at Once
 
 You bear steel with both hands, ready to take on any foe.
@@ -15764,54 +15522,6 @@
 you have. Still, sometimes it's important to know if you've got enough rope, or what kind of gun your space pilot has at
 their hip.
 
-### ANIMAL FORM MINOR ABILITIES TABLE
-
-| Animal            | Skill Training         | Other Abilities  |
-|-------------------|------------------------|------------------|
-| Ape               | Climbing               | Hands            |
-| Badger            | Climbing               | Scent            |
-| Bat               | Perception             | Flying           |
-| Bear              | Climbing               | Scent            |
-| Bird              | Perception             | Flying           |
-| Boar              | Might defense          | Scent            |
-| Cat               | Climbing or stealth    | Small            |
-| Constrictor snake | Climbing               | Constrict        |
-| Crocodile         | Stealth or swimming    | Constrict        |
-| Deinonychus       | Perception             | Fast             |
-| Dolphin           | Perception or swimming | Fast             |
-| Fish              | Stealth or swimming    | Aquatic          |
-| Frog              | Jumping or stealth     | Aquatic          |
-| Horse             | Perception             | Fast             |
-| Leopard           | Climbing or stealth    | Fast             |
-| Lizard            | Climbing or stealth    | Small            |
-| Octopus           | Stealth                | Aquatic          |
-| Shark             | Swimming               | Aquatic          |
-| Turtle            | Might defense          | Armor            |
-| Venomous snake    | Climbing               | Venom            |
-| Wolf              | Perception             | Scent            |
-
-Aquatic: The animal either breathes water instead of air or is able to breathe water in addition to breathing air.
-
-Armor: The animal has a thick hide or shell, granting +1 to Armor.
-
-Constrict: The animal can grip its opponent fast after making a melee attack (usually with a bite or claw), easing
-attack rolls against that foe on later turns until the animal releases the foe.
-
-Fast: The animal can move a long distance on its turn instead of a short distance.
-
-Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn.
-
-Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the
-animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
-such as playing a flute, are still hindered).
-
-Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness.
-
-Small: The animal is considerably smaller than a human, easing its Speed defense tasks but hindering tasks to move heavy
-things.
-
-Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
-
 ### CURRENCY AND PRICES
 
 Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of
@@ -16369,30 +16079,6 @@
 | Traveler's outfit     | 2 gp  |
 | Wizard's outfit       | 5 gp  |
 
-### ANIMALS AND GEAR DESCRIPTIONS
-Draft horse: A strong horse able to carry or pull heavy loads.
-
-Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
-intruders than it is for accompanying adventurers into dangerous locations.
-
-Pony: A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving
-as a mount for a smaller-than-human creature such as a dwarf or halfling.
-
-Riding horse: A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in
-combat.
-
-Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
-such as a chariot.
-
-| Item         | Price      |
-|--------------|------------|
-| Draft horse  | 50 gp      |
-| Guard dog    | 25 gp      |
-| Pony         | 30 gp      |
-| Riding horse | 75 gp      |
-| Saddle       | 10 gp      |
-| Warhorse     | 300-500 gp |
-
 ### FOOD AND LODGING
 
 | Item                 | Price |
@@ -17142,82 +16828,6 @@
 | Huge crush    | 6 points                                          | Roof collapse; cave-in                |
 | Collision     | 6 points                                          | Large, fast object strikes character  |
 
-###### SPACE HAZARDS
-
-A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
-more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
-
-###### GRAVITY WELL
-
-All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
-hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
-associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
-purposes, that's either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
-
-Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
-error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
-
-Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
-trajectory on a failed piloting task, the difficulty determined by the situation.
-
-Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
-the craft to expend additional power to get free (power it may or may not have)
-
-###### BLACK HOLE
-
-Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
-couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
-dilation, and being swallowed.
-
-Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole's
-event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
-thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
-fantastic tech-rated gravity nullifier isn't in use) suffer 1 point of ambient damage each round.
-
-A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
-Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
-dilation.
-
-Relativistic Time Dialation: From a mechanical perspective, spacecraft that survive close encounters with black holes
-and return to normal space discover that more time has passed than expected, which could range from fairly
-inconsequential minutes or hours, to far more serious days, months, years, centuries, or more.
-
-Past the Event Horizon: The event horizon is the point of no return, where not even light can escape the clutch of
-gravity. If a spacecraft falls into a black hole, assuming it is not spaghettified by tidal forces, it is still lost
-from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
-post-singularity AI or ancient ultra.
-
-###### RADIATION BELT/SOLAR FLARE
-
-Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
-causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
-unexpected exposure.
-
-Ship Damage: The ship suffers minor or major damage, requiring repair and perhaps even replacement of parts. This damage
-is as serious as you require for the purposes of creating an interesting story.
-
-Radiation Sickness: When PCs are exposed to intense radiation, they suffer 3 points of ambient radiation damage for each
-minute the character fails a difficulty 3 Might defense task. If the character fails three such defense rolls during any
-single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
-the damage track for each day they fail a Might defense roll until they expire.
-
-###### ASTEROID/DEBRIS FIELD
-
-Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
-to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
-fantastic settings, or possibly in solar systems other than Earth's.
-
-Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
-pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
-collision occurs. Each time a collision occurs, the ship (and possibly its crew) is damaged according to the track laid
-out below. Collisions are assumed to be major rocks or pieces of debris, or possibly a series of smaller pieces of
-debris all impacting nearly simultaneously, with one getting through the shielding.
-
-Finding Shelter: The best way to find shelter in order to effect repairs, or hide from pursuers, is to try to find an
-asteroid or piece of debris large enough for the spacecraft to land on or find a crevice to slide into. To land a
-spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
-spin, then slide into the cramped space.
-
 #### The Effects of Taking Damage
 
 When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten
@@ -18136,1157 +17746,6 @@
 
 ### MAGICAL RULES MODULE
 
-### CRAFTING MAGIC ITEMS
-
-Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
-
-### CRAFTING CYPHERS
-
-1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
-what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
-System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
-could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
-particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
-its level range, and should always be treated as a level 6 cypher when crafted by a PC.
-
-2\. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and
-exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how
-expensive these materials are, according to the following table.
-
-| Cypher Level | Materials Cost           |
-|--------------|--------------------------|
-| 1            | One inexpensive item     |
-| 2            | Two inexpensive items    |
-| 3            | One moderate item        |
-| 4            | Two moderate items       |
-| 5            | Three moderate items     |
-| 6            | One expensive item       |
-| 7            | Two expensive items      |
-| 8            | Three expensive items    |
-| 9            | One very expensive item  |
-| 10           | Two very expensive items |
-
-3\. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The
-crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized
-in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a
-formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an
-activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this
-skill) to do this sort of crafting; the character cannot attempt the task at all.
-
-4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
-difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that
-they have to spend less time on crafting it. See the table below.
-
-For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
-on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
-potion to cook for a few hours, stirring to make sure the ingredients don't congeal, allowing ink on a scroll to dry,
-and so on. In other words, the character is able to perform other actions in the vicinity of the crafting (such as
-studying, resting, eating, and so on), but couldn't craft on the road or in the middle of a dungeon.
-
-| Assessed Difficulty | Time to Craft |
-|---------------------|---------------|
-| 1                   | Ten minutes   |
-| 2                   | One hour      |
-| 3                   | Four hours    |
-| 4                   | Nine hours    |
-| 5                   | One day       |
-| 6                   | Two days      |
-| 7                   | One week      |
-| 8                   | Three weeks   |
-| 9                   | Two months    |
-| 10                  | Six months    |
-
-5\. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the
-process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a
-crafting task assessed as difficulty 5 requires five subtask successes.
-
-The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the
-crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
-intervals over the course of the full time required to craft the item.
-
-If at any point the crafter fails on a subtask, the item isn't ruined. Instead, the character only wasted the time spent
-on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter fails
-twice in a row on the same subtask, the character can continue crafting, but in addition to losing another interval of
-crafting time, more crafting material (equal to one of the kind of item needed to craft it) is destroyed in a mishap and
-must be replaced before crafting can continue.
-
-A player may ask to apply Effort to each subtask. Applying Effort is something they do in the moment, not over the
-course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
-day
-
-### CRAFTING ARTIFACTS
-
-Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
-select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
-their other character abilities. The main difference is that most artifacts don't cost Pool points to activate, and
-character abilities don't have a depletion stat that eventually removes the item from play. Crafting artifacts is
-handled as a long-term benefit of character advancement; the character and GM agree on the artifact to be crafted, and
-the character spends 3 XP. If the item is fairly simple, the GM can skip the crafting details and just say that after a
-period of time, the PC creates the artifact. For an item that significantly alters gameplay—granting the character vast
-telepathic powers or giving them the ability to teleport at will—the GM can give the item an assessed difficulty equal
-to 3 + the artifact level and require the character to follow the crafting steps for creating a magical cypher. Crafting
-this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
-the same assessed difficulty
-
-### RITUAL MAGIC
-
-### TIME
-
-Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
-it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
-ritual takes from start to finish, once the preparations (if any) are complete.
-
-### DIFFICULTY AND SUBTASKS
-
-Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
-a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
-from the dead don't have an obvious task level. In these cases, the GM should choose a level for the ritual based on
-what would make an interesting experience for the players. Instead of having the success or failure of this sort of
-magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
-subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
-a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
-at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
-
-If at any point the PC fails a subtask, the ritual isn't automatically ruined, but it costs time—a failure means the
-time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
-subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
-the ritual (perhaps equal to half the ritual's overall level) means the whole thing needs to be started again. Skills,
-assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
-the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
-
-### POOL INVESTMENT
-
-Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
-vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
-could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
-necessary to prevent a participating PC from dying during the ritual).
-
-### ACCELERATED PERFORMANCE
-
-The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
-reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
-a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
-time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
-
-### EXAMPLE RITUALS
-
-The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
-may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
-might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
-ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
-
-### UNDERSTANDING THE EXAMPLES
-
-Each ritual is described in the following format.
-
-Level: The overall level of the ritual, which determines how many subtasks it has.
-
-Time: The preparation time (if any) and performance time.
-
-Roles: Things other characters can do to participate and help.
-
-Side Effects: Negative consequences for failed rolls or GM intrusions.
-Reagents: Resources that can help success.
-
-Pool: What kind of Pool points the ritual costs.
-
-Other Assets: Kinds of abilities that can help success.
-
-### BESEECH
-
-Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
-that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
-makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information,
-for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the
-ritual merely gains its attention and gives the characters the opportunity to speak their case.
-
-Level: The level of the entity
-
-Time: Four hours of preparation, one hour of performance
-
-Roles: Chanting, lighting candles, holding gifts/reagents
-
-Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the
-entity will consider answering)
-
-Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
-
-Pool: Might or Intellect
-
-Other Assets: Knowledge or control of similar entities
-
-Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
-space to talk in person.
-
-### CONJURE THE DEAD
-
-Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
-prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
-them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
-the living or unfulfilled tasks completed). If the characters don't comply, they must magically threaten or compel the
-spirit to obey.
-
-Level: The level of the dead spirit
-
-Time: Three hours of preparation, one hour of performance
-
-Roles: Chanting, holding hands in a circle, manipulating a spirit device
-
-Side Effects: Haunting, possession
-
-Reagents: Mementos of the spirit's life, the spirit's former physical remains, a person or creature to possess
-
-Pool: Might or Intellect
-
-Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
-
-A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
-accordingly.
-
-### CONJURE DEMON
-
-Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
-perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
-about a minute, during which time the summoners must bargain with or command it to perform a deed that takes no longer
-than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property
-are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get
-it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge
-for the unwanted summoning).
-
-Level: The level of the demon
-
-Time: Three hours of preparation, one hour of performance
-
-Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-
-Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
-
-Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects
-representing anger, destruction, or hatred (according to the desired service)
-
-Pool: Might or Intellect
-
-Other Assets: Knowledge or control of similar entities, secret name of the demon
-
-### CONJURE DEVIL
-
-Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
-perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
-it to perform a deed that takes no longer than an hour and requires the devil to travel no more than about 50 miles (80
-km)—spying, stealing, guarding, and murdering are common tasks. The devil usually wants something in return (even if
-just an agreement for a later favor); otherwise, the characters must threaten it or have some way to force it to obey.
-If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the
-interruption).
-
-Level: The level of the devil
-
-Time: Three hours of preparation, one hour of performance
-
-Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-
-Side Effects: Bad smell, curse, infernal mark, possession
-
-Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing
-betrayal, deception, or greed (according to the desired service)
-
-Pool: Might or Intellect
-
-Other Assets: Knowledge or control of similar entities, secret name of the devil
-
-### CONJURE ELEMENTAL
-
-Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
-remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
-elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than
-about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
-its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
-water, and so on. If the summoners can't come to an agreement with the elemental, it might make one attack before it
-leaves.
-
-Level: The level of the elemental
-
-Time: Three hours of preparation, one hour of performance
-
-Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
-
-Side Effects: Damage, weakness toward one kind of attack
-
-Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or
-creatures
-
-Pool: Might, Speed, or Intellect, depending on the kind of elemental
-
-Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental
-
-Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
-playing up their strengths are the key to bargaining with them.
-
-### CONSECRATION
-
-Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
-very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
-use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
-enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
-area are hindered by two steps.
-
-Level: The level of the effects to protect against
-
-Time: One hour of preparation, two hours of performance
-
-Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
-other suitable markers)
-
-Side Effects: Lights, sounds, weak spots or "back doors" in the barrier
-
-Reagents: Silver dust, sacred oil, buried blessed gemstones
-
-Pool: Intellect
-
-Other Assets: Warding magic, religious knowledge
-
-### ENCHANT WEAPON
-
-Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
-next day.
-
-Level: 3 or 4
-
-Time: Thirty minutes of preparation, one hour of performance
-
-Roles: —
-
-Side Effects: Weapon attack hindered, higher GM intrusion rate
-
-Reagents: Rare oils, gem dust
-
-Pool: Speed or Intellect
-
-Other Assets: Battle tactics, weapon crafting
-
-In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
-rolls, grant extra damage, affect multiple weapons at once, or all of the above.
-
-### ENTOMBMENT
-
-Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
-the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
-forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the
-vessel.
-
-Level: The level of the creature
-
-Time: Sixteen hours of preparation, one hour of performance
-
-Roles: Chanting, carrying or protecting the vessel
-
-Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
-
-Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
-
-Pool: Intellect
-
-Other Assets: Control magic, grappling, imprisoning magic, wards
-
-### EXORCISM
-
-Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
-out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
-comes). Completing the ritual doesn't prevent other spirits from entering or inhabiting the area, but it is likely that
-they can sense that an exorcism happened there, and most choose to avoid such an area so they don't suffer the same
-fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning
-for a year and a day. As with using the ritual to cleanse a location, this doesn't prevent other spirits from afflicting
-the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
-
-Level: The level of the most powerful hostile presence to be exorcised
-
-Time: Two hours of preparation, two hours of performance
-
-Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with
-incense
-
-Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
-
-Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
-
-Pool: Intellect
-
-Other Assets: Warding magic, religious knowledge
-
-Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
-possessing a creature— throwing objects, causing nightmares, making noises, and so on.
-
-### FLESH FOR KNOWLEDGE
-
-Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
-permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
-they see fit). The character experiences painful hallucinations that give them insight and understanding. They
-immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
-advancement).
-
-Level: Twice the tier of the ability the character wishes to learn
-
-Time: One hour of preparation, one hour of performance
-
-Roles: Chanting, restraining the subject of the ritual
-
-Side Effects: Lasting damage, permanent damage, scarring
-
-Reagents: Silver knife, silver vessel
-
-Pool: See above
-
-Other Assets: Pain tolerance, surgery
-
-Instead of permanently reducing a character's Pools by 4 points, the GM could allow other permanent penalties such as
-reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
-points gained through recovery rolls by 2.
-
-### PURIFICATION
-
-Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
-or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
-creature or object, which is then discarded or safely destroyed.
-
-Level: The level of the affliction or effect to remove
-
-Time: One hour of preparation, two hours of performance
-
-Roles: Applying reagents, chanting
-
-Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
-
-Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on
-the target, scapegoat, silver dust
-
-Pool: Might
-
-Other Assets: Healing magic, resistance to the target's affliction
-
-### RESURRECTION
-
-Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
-completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
-anything that happened after they died.
-
-Level: The level of the deceased (at least tier 6 if a PC)
-
-Time: Five hours of preparation, two hours of performance
-
-Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
-
-Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
-damage
-
-Reagents: Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
-items of importance to the deceased, parchment extolling the deceased's history and deeds, soul-sympathetic items
-
-Pool: Might or Intellect
-
-Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy,
-spirit knowledge, secret name of the deceased
-
-A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
-impaired state on the damage track instead of hale, requiring further rest or healing.
-
-### SACRIFICIAL RITE
-
-A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
-the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
-the final destination for the soul (such as placing it in a sword to create a magic item).
-
-Level: The level of the creature (at least tier 6 if a PC)
-
-Time: One hour of preparation, one hour of performance Roles: Chanting, playing instruments, bearing the soul object,
-restraining the creature, slaying the creature
-
-Side Effects: Creature rages or escapes, damage, dying curse, haunting
-
-Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
-high as the creature's level)
-
-Pool: Might or Intellect
-
-Other Assets: Death spells, instant-kill abilities, soul manipulation
-
-### MAGICAL TECHNOLOGY
-
-To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
-regular (nonmagical) items.
-
-### MAGIC PLUS TECHNOLOGY
-
-Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
-certainly be manifest cyphers or artifacts. Here's an example cypher:
-
-### FROZEN TIMEPIECE
-
-Level: 1d6 + 2
-
-Effect: Creates or transforms into a pocket watch that seems to be made of ice. Upon activation of the cypher, the user
-can take normal actions, but everything and everyone around them is frozen in time. The user cannot affect anything
-else, but they can move through the world and take actions that affect themselves or their own belongings (bandage a
-wound, repair a broken item, and so on). The effect lasts for one round per cypher level.
-
-And here's an example artifact:
-
-### TRUTH BINOCULARS
-
-Level: 1d6 + 2
-
-Form: Pair of binoculars with a large runic symbol on them
-
-Effect: Not only do these make it easy to see things far away, but looking through them also allows the viewer to see
-through illusions and see things that are normally invisible, assuming the effect has a level lower than that of the
-binoculars.
-
-Depletion: 1–2 in 1d100 (check each use)
-
-To craft items that are both technological and magical, either you need to make the device first and then enchant it, or
-you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
-very different.
-
-### TECHNOLOGY THAT INTERACTS WITH MAGIC
-
-In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
-interact and cope with it. Technological devices that are not magical but deal with magic could include:
-
-Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something
-magical, it does not function again.
-
-Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
-suit. However, all of the wearer's tasks to resist magical effects are eased. If the wearer takes even 1 point of
-physical damage, the suit rips and no longer functions until it is repaired and resealed.
-
-Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
-signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
-impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
-
-### MAGIC THAT INTERACTS WITH TECHNOLOGY
-
-In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
-blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
-
-### FINDING PRYING EYES
-
-Level: 1d6 + 3
-
-Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
-source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
-this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
-the location of the listener.
-
-### POWER DEVICE
-
-Level: 1d6 + 2
-
-Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
-powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
-flashlight, the battery is fully charged.
-
-### SCREEN CONTROL
-
-Level: 1d6 + 2
-
-Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
-whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
-and colors.
-
-Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
-though the technology involved might not have any common principles
-
-### MIND CONTROL
-
-From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
-takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
-such as attacking friends). But what's happening inside the controlled creature's head—whether during the effect or
-afterward—often isn't specified. There are several options for the GM to consider, either for all kinds of mind-control
-magic or on a case-by-case basis.
-
-Confusion: The controlled creature doesn't understand why they're doing things they normally wouldn't do, but they
-aren't aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
-that they don't know why they did those things, or come up with an explanation justifying (to themselves and others)
-their reasons for those actions.
-
-Dream: The controlled creature is aware of what's going on but perceives it in a dreamlike state. They may believe that
-they're in control of themselves the entire time, or somewhat aware that they're not fully in control (similar to being
-intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about the
-events but may not realize that someone else was controlling them.
-
-Trapped: The active thoughts in the controlled creature's head come from the controller, but the creature still has a
-small voice or awareness in the background, like they're a prisoner in their own mind. This horrible situation usually
-means the controlled creature reverts to normal once the control is gone, and is probably very upset that their mind and
-body autonomy were violated.
-
-One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control.
-For example, being charmed by a vampire might mean the PC can't attack the vampire (or its allies) or run away, but is
-still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the
-character can be given a specific command, and until they comply with that command their other actions are hindered by
-one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an
-additional 1 XP (or, to approach it from the opposite direction, the GM can offer them a GM intrusion that the mind
-control is happening, and allow the player to spend 1 XP to refuse it, or go into XP debt if they want to refuse it but
-have no XP to spend).
-
-A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
-For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
-
-### MYSTICAL MARTIAL ARTS
-
-If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
-portray the kinds of things characters in such stories can accomplish.
-
-Running and climbing speeds and jumping distances are doubled. For those trained in running, climbing, or jumping, the
-speeds and distances are tripled instead of doubled. For those specialized, they are quintupled. For all intents and
-purposes, this means that everyone can run up a wall or jump very high in the air, and masters can practically fly or
-run across water.
-
-Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
-and powerful martial arts styles. This doesn't change anything in the game mechanically—no one gets the ability to use
-weapons that they wouldn't normally have under the rules. But it does change the flavor, suggesting that no PC is
-entirely ignorant of weapons or close combat.
-
-Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
-attack, perhaps it is "The Three-Flower Fist," and instead of Fury, a character uses "The Rage of the Sevenfold." It is
-reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described with a
-magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character, and so
-on.
-
-Materials and objects are easier to destroy. For the purpose of attacking objects, subtract 2 from the level of any
-material (minimum of 0). It should be relatively simple for any character to smash through a plain wooden door with
-little effort, and true warriors can shatter stones with their blows.
-
-Wounds heal faster. Everyone gains +1 to all recovery rolls.
-
-Superhuman abilities exist. Consider adopting some of the superhero rules from the Cypher System Reference Document, in
-particular the power shift optional rules. These may derive from almost supernatural levels of training in various
-techniques (such as dianxue) but probably mostly from neili.
-
-Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
-building up and cultivating the energy known as qi and using it for supernatural effects.
-
-### POSSESSION
-
-Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
-person, taking over a character's body as if it were the creature's own. The creature must touch the character to
-attempt possession (even if the creature's touch normally inflicts damage, the possession attempt doesn't inflict
-damage). The character must make an Intellect defense roll or become possessed, whereupon the creature's immaterial form
-disappears into the character.
-
-The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
-possessing creature can try to control the actions of the host, but the character can attempt an Intellect defense roll
-to resist each suggested action. Successful resistance means that the character does nothing for one round. When the
-creature isn't trying to control the host, the character can act as they choose. Usually, a possessing creature's
-actions are limited to controlling its host and leaving the host (the creature's own abilities are unavailable to it
-while in someone else's body).
-
-While it possesses a character, the creature is immune to most direct attacks (though not so the host; killing the host
-will eject the creature). For example, hitting a demon-possessed human with a sword hurts only the human, not the demon
-controlling them. Mental attacks and special abilities that only affect possession or the type of possessing creature
-usually work normally
-
-A possessed character is allowed an Intellect defense roll to eject the creature once per day. The defense roll is
-hindered by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised
-demon is powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that
-has power over the demon. This can be attempted once per day and grants the possessed character an additional Intellect
-defense roll to eject the demon.
-
-Possession is like mind control in that it takes away a player's ability to control their character, and that can make
-some players very uncomfortable. See the section on mind control and consent for more information (page 67).
-
-### SECRET AND TRUE NAMES
-
-Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
-including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
-defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
-enough to convince it to perform a service without compensation. A creature doesn't automatically know if someone has
-learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
-informed opponent has some kind of advantage against them and deduce that their secret name is involved.
-
-Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
-the Uncover a Secret character arc to do so.
-
-### WISHES
-
-Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
-them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
-do so as a GM intrusion— that way, the character still gets a reward, and they can either accept the twisted wish (which
-isn't as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight
-wording that can't be twisted).
-
-Second, consider the level of the creature granting the wish—that's basically the level of the wish, as the creature
-shouldn't be able to grant a boon more powerful than itself. Therefore, it's reasonable that a level 6 creature could
-create a level 6 effect. The GM could look at the creature's other abilities (or abilities of other creatures of its
-level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
-result downward until it's appropriate for the creature's power.
-
-Wishing for more wishes doesn't work because a creature shouldn't be able to create something more powerful than
-itself—at least not without some investment of time and other resources, like a character using XP to acquire an
-artifact.
-
-### FANTASY RULES MODULE
-
-### AWARDING TREASURE
-
-It's best to think of gold and magic as two different kinds of currencies that characters have access to.
-
-### GOLD
-
-The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
-characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
-a typical fantasy campaign, the characters should become wealthier as they advance.
-
-### MANIFEST CYPHERS
-
-The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
-can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
-might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the
-premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The
-key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold.
-
-The PCs can have opportunities to trade their cyphers with NPCs in town, whether that's at a magic item shop, the tower
-of a mentor wizard, a thieves' guild, a temple, other adventurers, or the local government. The kinds of cyphers these
-NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other
-useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level
-are generally considered to be about the same value, although local biases and NPC interests may affect their
-willingness to trade certain items despite or because of a level disparity
-
-### ARTIFACTS
-
-Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
-not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
-artifact of about the same level. Unlike cyphers, the game doesn't assume that PCs have frequent opportunities to gain
-new artifacts or replace the ones that deplete.
-
-In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
-what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very
-expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
-could be worth about the same as an exorbitant item.
-
-### DUNGEONS, CASTLES, AND KEEPS
-
-This section describes several kinds of common physical features and their game stats. Any of these levels can be
-adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
-reinforced by magic so its level is higher, and so on.
-
-### WALLS
-
-Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
-by a creature). Anything describing walls in this section also applies to ceilings and floors.
-
-Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
-blindly (hindered by four steps), but it's usually easier to break a hole in the wall and attack through the hole. Paper
-walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a paper
-wall, and a cloth wall is probably level 2.
-
-Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a partition
-within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might be level 5.
-Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks
-are hindered).
-
-Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold them
-in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a cave
-wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to suit
-their needs for a living space. Some constructed stone walls are reinforced with metal bars on the surface or built
-inside, increasing its level to 7. Stone walls are vulnerable to piercing weapons (attacks are eased) but resistant to
-bashing and slashing weapons (attacks are hindered).
-
-Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
-
-### DOORS
-
-Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
-their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
-the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
-
-Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to
-keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple
-planks nailed together on a frame or with support struts. Wooden doors of all strengths are vulnerable to fire (attacks
-with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
-
-Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or
-shop.
-
-Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An
-especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
-
-Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a center
-point. They are common in places like dungeons where wood and metal are scarce. Stone doors are vulnerable to piercing
-weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
-
-Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
-king's tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
-
-Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
-archers to fire at the creatures trapped by it. They're also useful in closing access to a waterway without impacting
-its flow. A wooden portcullis is relatively fragile and usually isn't meant to keep anyone out for long.
-
-Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
-necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
-lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
-
-### TRAPS
-
-One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
-
-### TRIGGERING TRAPS
-
-Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
-Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
-activates.
-
-### FINDING TRAPS
-
-Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
-presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
-dangers are present.
-
-Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
-before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
-traps the GM has in their path. Allowing characters to passively search in this way means the players don't have to keep
-stating over and over that they're looking for traps. The drawback for them is that it takes them more time to get
-anywhere (which means time-based special abilities and cyphers will run out sooner).
-
-Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it.
-Active searching takes about one round for each immediate area searched. Rather than having the players make separate
-rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the
-trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
-they've resolved the first trap.
-
-### DISABLING, DAMAGING, AND BYPASSING TRAPS
-
-A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
-same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
-and much harder to disable. Traps are objects and use the object damage track. Characters can attack a trap with weapons
-or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of
-sabotage (such as hammering a piton into a groove where a blade springs out). Magical traps can be damaged or disabled
-with special abilities.
-
-Instead of disabling a trap, a character can try to bypass it so they and their allies can get past it without
-triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is
-hindered by two steps
-
-Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap's target is the acting
-character, and the trap's attack is eased because the character placed themselves in harm's way
-
-Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
-hindered by two additional steps).
-
-### UNDERSTANDING THE LISTINGS
-
-The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
-standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
-from the listing.
-
-Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
-reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
-(always three times the trap's level).
-
-Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
-it has a limited number of uses, and so on.
-
-Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
-attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
-if it's the normal amount for a trap of its level.
-
-Modifications: Use these numbers when a trap's information says to use a different target number. For example, a level 4
-trap might say "defends as level 5," which means PCs attacking it or trying to disable it must roll a target number of
-15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap's attacks, defenses, and
-stealth (how hard or easy it is to notice the trap).
-
-GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
-possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-
-### COMMON TRAP POISONS
-
-Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
-and one hour.
-
-Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute,
-ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
-
-Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
-
-Debilitating: The poison hinders all of the creature's actions by one or two steps if they fail a defense roll. (Some
-poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
-are ten minutes, one hour, and ten hours.
-
-Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense roll.
-
-Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has
-passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The
-ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a
-defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point
-every round.
-
-Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might
-leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten
-minutes, one hour, and ten hours.
-
-Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
-hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
-time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and then
-making them groggy for an hour, even if they're awakened early).
-
-### ARROW 4 (12)
-
-Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
-hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
-for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be
-triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap
-releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
-
-Damage Inflicted: 4 points
-
-Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
-
-GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
-or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
-
-### CRUSHING WALL 6 (18)
-
-A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
-could be built in its place).
-
-A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks)
-falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
-so that triggering the trap makes the area impassible.
-
- A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
-Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
-difficult terrain.
-
-Damage Inflicted: 6 points (ignores Armor)
-
-GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they
-can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
-and can now reach the characters.
-
-### DISINTEGRATION 7 (21)
-
-A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
-any object destroyed by it) turns to dust.
-
-Damage Inflicted: 15 points
-
-GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
-ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
-
-### EXPLOSIVE GLYPH 4 (12)
-
-A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
-acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
-unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of
-electrified salt water, or a gout of burning oil.
-
-Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if
-they make their defense roll.
-
-Modifications: Stealth as level 5
-
-GM Intrusion: The glyph marks the character's face with a symbol indicating they are a thief. The glyph makes the
-character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
-curse is removed.
-
-### FLOODING ROOM 4 (12)
-
-Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
-creatures in it begin to drown.
-
-A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
-or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
-starting to suffocate. (Restoring the air allows the characters to awaken, but doesn't move them back up the damage
-track.)
-
-Damage Inflicted: None until drowning starts
-
-Modifications: Defends as level 7
-
-GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
-fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
-
-### MANGLER 3 (9)
-
-A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
-hindering all actions requiring that hand by one or two steps.
-
-A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
-trapdoor, reducing their movement speed by half.
-
- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
-character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
-lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
-instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
-have a glue pot stuck on their hand or foot.
-
-Damage Inflicted: 3 points, plus lasting damage
-
-Modifications: Stealth as level 4
-
-GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they
-fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
-poison.
-
-### NET 3 (9)
-
-A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
-traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
-
-A variant of this trap is a snare made of sturdy cord or wire.
-
-Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense
-roll to break or escape the net)
-
-Modifications: Attacks as level 5, defends as level 2
-
-GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The
-net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
-round.
-
-### PIT 4 (12)
-
-A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
-multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
-areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other
-debris.
-
-A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when
-enough weight reaches the middle section.
-
-Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
-
-GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor
-closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased,
-hindering attempts to climb out by two steps. A dangerous creature is at the bottom of the pit (or in a room adjacent to
-it). The pit is filled with poison gas. The trapdoor detaches and falls into the pit, inflicting 1 point of ambient
-damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
-falls in.
-
-### POISON GAS 3 (9)
-
-The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
-harm, it is likely that the character won't realize at first that they've sprung a trap.
-
-A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
-torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap's level.
-
-A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
-creatures.
-
-Damage Inflicted: As poison
-
-Modifications: Stealth as level 5
-
-GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after
-exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
-companions for enemies, until they make an Intellect defense roll. The gas is flammable.
-
-### POISON NEEDLE 5 (15)
-
-A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
-mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
-
-Damage Inflicted: 1 point (plus poison)
-
-Modifications: Stealth as level 6
-
-GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap
-releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
-instead of a poisoned needle, affecting all nearby characters.
-
-### PORTCULLIS 5 (15)
-
-An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
-creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
-hindered. Otherwise, it is even chances what side they end up on.
-
-A variant of this trap is a solid wall. A magical variant is a force field.
-
-Damage Inflicted: 5 points
-
-GM Intrusion: The portcullis impales the character, trapping them beneath it until it is lifted or destroyed. The
-portcullis is electrified, inflicting 1 point of damage each time it is touched or attacked with flesh or a metal
-object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
-enemies to make ranged attacks on the trapped character.
-
-### ROLLING BOULDER 6 (12)
-
-A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
-the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
-
-A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several
-times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and
-becomes an obstacle.
-
-Damage Inflicted: 6 points
-
-Modifications: Defends as level 7
-
-GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character's
-location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
-is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
-which jump out as it moves and attack nearby creatures.
-
-### SLICING BLADE 5 (15)
-
-A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
-(such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
-the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
-nearby that allows a creature to reset it manually.
-
-Damage Inflicted: 5 points
-
-Modifications: Attacks as level 6
-
-GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The
-blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
-the initial attack until it is healed.
-
-### SLIDING STAIR 4 (12)
-
-A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
-near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
-resets after a minute or has a manual reset lever at the top or bottom of the stairs.
-
-Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
-
-GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out
-between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
-the stairs after the sliding character, inflicting an additional 3 points of damage.
-
-### SNAKE PIT 4 (12)
-
-The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
-immediately attack the character and perhaps others in the area.
-
-Damage Inflicted: As per the swarm of snakes
-
-GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
-Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
-
-### SPEAR 4 (12)
-
-The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
-version of an arrow trap, and the same suggestions for that trap apply to this one.)
-
-Damage Inflicted: 6 points
-
-Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
-
-GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points
-of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
-falling block or an electrical shock
-
-### TELEPORTER 6 (18)
-
-The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
-oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
-usually reserved for trapping creatures for interrogation.
-
-Damage Inflicted: None
-
-GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage
-(1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
-shark tank, or a boulder in a lava lake.
-
 ### FOLLOWERS
 
 Player characters have the option to gain followers as they advance in tier, as provided by type or focus special
@@ -33592,31 +32051,6 @@
 
 • A character tries to help a child who has no reason for being there.
 
-### POSSESSION
-
-Some demons have the ability to possess a living creature, taking over a character's body as if it were the demon's own.
-The demon must touch the character to attempt possession (even if the demon's touch normally inflicts damage, the
-possession attempt doesn't inflict damage). The character must make an Intellect defense roll or become possessed,
-whereupon the demon's immaterial form disappears into the character.
-
-The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
-possessing demon can try to control the actions of the host, but the character can attempt an Intellect defense roll to
-resist each suggested action. Successful resistance means that the character does nothing for one round. When the demon
-isn't trying to control its host, the character can act as they choose. A possessing demon's actions are limited to
-controlling its host and leaving the host (the demon can't use its own abilities while in someone else's body).
-
-While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will
-eject the demon).
-
-A possessed character is allowed an Intellect defense roll once per day to try to eject the demon. The roll is hindered
-by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised demon is
-powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that has power
-over the demon. This can be attempted once per day and grants the possessed character an additional Intellect defense
-roll to eject the demon.
-
-Other kinds of creatures (ghosts, beings of pure mental energy, and so on) may have the ability to possess characters in
-the same way that demons do.
-
 ### SECRET TWIST
 
 It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
@@ -35451,46 +33885,6 @@
 </tbody>
 </table>
 
-### JUNK
-
-<table>
-<colgroup>
-<col style="width: 19%" />
-<col style="width: 80%" />
-</colgroup>
-<tbody>
-<tr class="odd">
-<td>d6</td>
-<td>Item Found</td>
-</tr>
-<tr class="even">
-<td>1</td>
-<td>Electronic junk (stereo, DVD/Blu-ray<br />
-player, smartphone, electric fan, printer, router, etc.)</td>
-</tr>
-<tr class="odd">
-<td>2</td>
-<td>Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.)</td>
-</tr>
-<tr class="even">
-<td>3</td>
-<td>Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.)</td>
-</tr>
-<tr class="odd">
-<td>4</td>
-<td>Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.)</td>
-</tr>
-<tr class="even">
-<td>5</td>
-<td>Glass junk (vases, windows, bowls, decorative pieces, etc.)</td>
-</tr>
-<tr class="odd">
-<td>6</td>
-<td>Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.)</td>
-</tr>
-</tbody>
-</table>
-
 ### POST-APOCALYPTIC ARTIFACTS
 
 Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely
@@ -40610,76 +39004,6 @@
 GM intrusion: The character loses their next turn, stunned, after recognizing the assassin to be the same murderer who
 killed someone important to them in the past.
 
-### BARD 3 (9)
-
-A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
-musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
-creating fascinating tales and dramatic speeches.
-
-Motive: Entertainment, interaction, and novel experiences
-
-Health: 10
-
-Damage Inflicted: 3 points
-
-Movement: Short
-
-Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
-
-Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a
-bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short
-range.
-
-A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature
-friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by
-two steps, turning invisible for a minute, or negating sound for a minute.
-
-Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to
-critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
-
-Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch,
-they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns
-the will of a crowd against them.
-
-Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
-moderately priced item and one or two cyphers.
-
-### BERSERKER 3 (9)
-
-A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
-choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
-wild beasts.
-
-Motive: Glory in battle
-
-Health: 12
-
-Damage Inflicted: 4 points
-
-Armor: 1 (or 3 when berserk)
-
-Movement: Short
-
-Modifications: Climbing, jumping, running, and Speed defense as level 4
-
-Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
-can't easily get close to their foes.
-
-A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
-fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
-relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
-raging berserker fights only with melee weapons and won't retreat from battle.
-
- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
-throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
-or honor.
-
-Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town
-and picks fights with the local toughs.
-
-Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
-group might have a cypher that enhances strength or toughness.
-
 ### CRIME BOSS 3 (9)
 
 A crime boss usually isn't physically powerful but wields power through lies, bribery, and control. Rarely encountered
@@ -40745,112 +39069,6 @@
 GM intrusion: The detective intuits the character's next attack and moves perfectly so that an ally of the character
 takes the attack instead.
 
-### DRUID 4 (12)
-
-A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
-plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
-society-hating hermits in others.
-
-Motive: Protecting nature
-
-Health: 12
-
-Damage Inflicted: 4 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Nature lore, perception, and stealth as level 5
-
-Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual
-tools such as daggers and sickles.
-
-A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for
-4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming
-into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a
-black bear, hawk, viper, or wolf.
-
-Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or
-exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries,
-sapient trees, satyrs, and so on).
-
-Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers
-and hunters who stray too far from civilization.
-
-Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
-cyphers or perhaps an artifact.
-
-### DWARF 4(12)
-
-A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
-to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
-
-Motive: Defense, loyalty, honor
-
-Health: 15
-
-Damage Inflicted: 5 points
-
-Armor: 2
-
-Movement: Short
-
-Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
-
-Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They're used to working together to defend
-their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
-damage.
-
-Dwarf leaders are usually officers or priests.
-
-Dwarf officer: level 5; health 16; damage inflicted 7 points Dwarf priest: level 5; health 16; can heal one creature for
-10 points or all within immediate range for 5 points
-
- Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
-them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
-sturdy hammer.
-
-Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement
-with a human city leader—or redress for an old insult.
-
-Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such
-as tools or exploration gear) and perhaps a cypher or two.
-
-### ELF 4 (12)
-
-An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
-Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
-the most beautiful sunset, or the perfect love song.
-
-Motive: Curiosity
-
-Health: 12
-
-Damage Inflicted: 5 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Perception, Speed defense, and any two noncombat skills as level 5
-
-Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and
-fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
-
-A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
-or repairing clothing.
-
-Interaction: Elves appreciate beauty, grace, and skill, and they don't respond well to crudeness or bluster, especially
-from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
-humor.
-
-Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is
-said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
-
-Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made)
-curios and mementos, and usually a cypher.
-
 ### GUARD 2 (6)
 
 Guards keep the peace but don't usually show much initiative. Ultimately, they do as they're ordered by their superiors,
@@ -40885,38 +39103,6 @@
 GM intrusion: 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's
 foes.
 
-### HALFLING 3 (9)
-
-A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
-or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
-folk as scouts, burglars, and loyal companions.
-
-Motive: Defense, comfort
-
-Health: 9
-
-Damage Inflicted: 3 points
-
-Armor: 0 or 1
-
-Movement: Short
-
-Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
-
-Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
-creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
-ally so they can attack a foe's back and legs.
-
-Interaction: Halflings enjoy the company of larger folks as long as they aren't mocked for their size. They're brave and
-determined when they need to be, though some might complain about wanting to go home.
-
-Use: A young halfling wants to have some adventures before settling down. The local thieves' guild is said to employ
-halflings as lookouts and cutpurses, sometimes disguised as human children.
-
-Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
-or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
-bag of tools.
-
 ### OCCULTIST 5 (15)
 
 Paranormal researchers, cultists, secret practitioners of white magic, and coven members might be occultists. Thanks to
@@ -40950,42 +39136,6 @@
 in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes
 for 3 points of damage.
 
-### PALADIN 4 (12)
-
-Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
-and most of them expect to die in battle against an evil foe.
-
-Motive: Protecting the innocent, destroying evil
-
-Health: 15
-
-Damage Inflicted: 5 points
-
-Armor: 2 or 3
-
-Movement: Short
-
-Modifications: Attacks and Might defense as level 5
-
-Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and
-draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand
-(defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed
-defense).
-
-Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the
-presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched
-creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
-
-Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
-evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a "grey
-area." However, they are not fools and won't throw away their lives for nothing.
-
-Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
-villain to smite.
-
-Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
-lucky enough to have an artifact (usually a weapon or armor).
-
 ### SECRET AGENT 5 (15)
 
 Secret agents are trained professionals who put their mission before their own well-being, regardless of which
@@ -41017,38 +39167,6 @@
 
 GM intrusion: The secret agent produces a cypher that, for the rest of the day, eases all tasks by two steps.
 
-### THIEF 4 (12)
-
-A thief takes things that don't belong to them—preferably with their victim remaining unaware of the crime until the
-thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan
-elaborate heists to steal priceless items from prominent targets.
-
-Motive: Greed, curiosity, risk
-
-Health: 12
-
-Damage Inflicted: 4 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5
-
-Combat: Thieves prefer small concealable weapons—knives, batons, and so on—so they can quickly make themselves look like
-an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and
-smoke pellets to distract or delay foes and give themselves an opportunity to get away. They aren't above using poison,
-typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task.
-
- Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
-like to know the risks and rewards of what they'll be doing, and they don't like surprises.
-
-Use: A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A gang of
-pickpockets targets a character's jewelry or cyphers.
-
-Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a
-cypher they plan to use or sell.
-
 ### THUG 3 (9)
 
 Thugs are usually rough, crude, and harsh individuals who prey on those who follow the rules. A thug might be a
@@ -44066,13 +42184,6 @@
 
 (You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.)
 
-### FANTASY ARTIFACTS
-
-If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
-be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers,
-there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to
-collect all of the legendary items carried by a famous hero.
-
 ### EXAMPLE FANTASY ARTIFACTS
 
 The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
@@ -45141,370 +43252,6 @@
 likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number
 of other encounters and are worn down.
 
-### CYPHER SHORTS
-
-Cypher Shorts are what we call quick and easy adventures for use with the Cypher System. The idea here is an adventure
-with very quick character creation and minimal GM prep, designed for a one-shot game that can be finished in a single
-session of three to four hours. If a typical campaign is an ongoing television series, think of a Cypher Short as a
-movie.
-
-Cypher Shorts is a supplement for the Cypher System. You need the Cypher System Rulebook to play.
-
-There are some key concepts to a Cypher Short that you'll want to keep in mind if you're playing, running, or creating
-one for yourself. They include:
-
-Very simple characters that are immediately involved in the situation. No long expository lead-ins, no "meet in a
-tavern" scenes.
-
-Characters have clear objectives, and there's no thought to character advancement. This is a one-shot game, and we
-aren't concerned about what came before or what comes after.
-
-There is less of a plot than there is a situation. Plot implies a linear direction: "This happens, then this, then
-this." Cypher Shorts are meant to be framed more like: "You're involved in this situation, so what do you do?"
-
-Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM
-should be ready to do the same.
-
-### CHARACTER CREATION
-
-Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to
-help players move quickly, without spending a lot of time deciding between this focus and that one.
-
-The following character creation guidelines are very broad, designed to work with any genre or situation. In a specific
-Cypher Short, it's likely that only the type choices will be detailed, using the information here as a starting point.
-Descriptors and foci are general enough that they'll work with almost any scenario. Sometimes, though, a Cypher Short
-might require adjustments to suit the situation.
-
-Just like in the standard system, characters end up with a sentence to describe themselves: "I am a \[blank\] \[blank\]
-who \[blanks\]." All players start with a score of 9 in their stat Pools, with 6 points to divide among them as they
-wish. They have an Edge of 1 in a stat of their choosing. Recovery rolls are 1d6 + 1, and characters have an Effort
-of 1. (Otherwise, don't worry about tier.)
-
-All characters start with 1 XP.
-
-### DESCRIPTORS
-
-A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same
-descriptor.
-
-Tough: Add +3 to Might Pool. You are trained in Might defense rolls.
-
-Quick: Add +3 to Speed Pool. You are trained in Speed defense rolls.
-
-Smart: Add +3 to Intellect Pool. You are trained in Intellect defense rolls.
-
-Skilled: Add +1 to Intellect Pool and choose three skills in which you are trained. These skills cannot be related to
-combat or interaction.
-
-Charming: Add +2 to Intellect Pool. You are trained in persuasion and deception.
-
-### TYPES
-
-This is the role the character will have in the story. Types will likely change from genre
-
-to genre, particularly the type names. So in this section, we'll talk about them in terms of the general role the
-character will have in the story, not what players will write on their character sheet (although a few example
-suggestions are provided).
-
-Performing Physical Actions
-
-This character might be called a Warrior, a Soldier, a Jock, or a Construction Worker (just to name a few), depending on
-the situation. Choose two of the following abilities:
-
-• Use any weapon without penalty
-
-• Wear armor without penalty
-
-• Stun an enemy as part of your attack, forcing them to lose their next action (costs 1 Might point)
-
-• Trained in two of the following: climbing, jumping, running, swimming • Add +2 to recovery rolls
-
-Sneaking
-
-This character might be called a Thief, a Scout, a Street Rat, or a Slacker (just to name a few), depending on the
-situation. Choose two of the following abilities:
-
-• Trained in stealth and disguise
-
-• Trained in perception and deception
-
-• Trained in lockpicking and disabling alarms, traps, and other security devices
-
-• Add +2 to recovery rolls
-
-Searching And Discovering
-
-This character might be called an Explorer, a Detective, a Scientist, or a Middle Manager (just to name a few),
-depending on the situation. Choose two of the following abilities:
-
-• Trained in perception and Intellect defense rolls
-
-• Trained in Might and Speed defense rolls
-
-• Trained in two of the following: climbing, jumping, running, swimming
-
-• Trained in knowledge-based skills (history, biology, geography, and so on) • Add +2 to recovery rolls
-
-Talking
-
-This character might be called a Diplomat, a Priest, a Con Artist, or a Salesperson (just to name a few), depending on
-the situation. Choose two of the following abilities:
-
-• Trained in perception and deception
-
-• Trained in intimidation and interaction
-
-• Distract someone, preventing them from acting for as long as you focus on them (costs 1 Intellect point)
-
-• Add +2 to recovery rolls
-
-Wielding Supernatural Powers
-
-This type isn't suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a
-Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to
-briefly work out the specifics together. Choose two of the following abilities:
-
-• Possess one offensive power (mental attacks, ray blasts, starting things on fire, and so on) that affects foes up to
-long range and either deals up to 4 points of damage or causes them to lose their next action. Costs 3 stat points
-(probably Intellect).
-
-• Possess one defensive power (force field, metal skin, super speed, and so on) that either grants you +3 Armor or eases
-defensive tasks.
-
-• Possess one miscellaneous power (moving things with your mind, flight, creating a duplicate of yourself, and so on).
-Costs 3 stat points (probably Intellect). You'll have to come up with some reasonable parameters. You can choose this
-option twice.
-
-• Have two power shifts.
-
-• Have another power shift.
-
-### FOCUS
-
-A focus determines the actions a character might often take in the story.
-
-Fights: You're a fighter. All of your attacks are eased, and you add +1 to your damage.
-
-Plans: You think things through. You are trained in defense rolls, and you can choose two other noncombat skills in
-which you are trained.
-
-Helps: You help other characters. You can use an action to ease everyone else's action if they're within short range
-(costs 2 Intellect points). This can represent comforting, giving advice, or physically enabling them, depending on the
-character and the situation. You're trained in first aid.
-
-Provides Information: You're very knowledgeable. You are trained in three knowledge-based skills (history, biology,
-geography, and so on). You can ask the GM a question that has a pretty simple answer and get that answer (costs 3
-Intellect points).
-
-Provides Comedy Relief: You're funny. You can use an action to allow everyone to recover 2 points to their Pools in
-between each recovery action you take. You're also trained in Speed defense and stealth.
-
-Works With Tools (or Machines): You're trained in the use of two different skills involving tools and machines. You can
-modify an existing machine or device to do something other than its original function (costs 2 Intellect points).
-
-Uses Powers: This focus won't fit every genre. You can choose one of the abilities listed under the Wielding
-Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with
-the exception of miscellaneous powers.)
-
-### THE SCENARIO
-
-When thinking about a Cypher Short scenario, think in terms of what you would expect to see in a movie. And not just any
-movie, but one where the action mostly takes place in one (probably large, hopefully interesting and dynamic) location
-
-### SETUP
-
-This section of a Cypher Short is a brief overview of the setting and the premise of
-
-the situation. The basic statement of the genre and setting should be given to the players before they make characters.
-
-### POSSIBLE ENCOUNTERS
-
-This section is a list of possible encounters that might happen in the scenario, depending on what the characters do,
-where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the
-possible scenes of your movie. More than likely, the group will have time for only five or six encounters in one
-session, so feel free to pick and choose the ones that best fit the way the game seems to be going.
-
-Each encounter is presented with a trigger, meaning that it is triggered by some action of the characters.
-
-Each encounter comes with the relevant game stats: the challenges for common tasks the PCs might attempt, the levels of
-NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask,
-the personality of any relevant NPC, and so on.
-
-### GM INTRUSIONS
-
-Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario.
-
-Remember that GM intrusions are the only way for players to earn XP in the scenario, so they're really important. At the
-same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short
-adventure than you're used to in a standard Cypher System game.
-
-### THE CONCLUSION
-
-Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending
-needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of
-what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry
-too much about what happens next. It's a one-shot scenario.
-
-### TRAPPED IN FLAMES
-
-The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start
-ringing!
-
-### CHARACTER CREATION
-
-The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:
-
-Office Worker: This is probably someone with the Sneaking type. The player should figure out the character's name, a
-very short personality brief, what company they work for, and what their job is: data entry, customer service, accounts
-manager, and so on.
-
-Middle Manager: This is probably someone with the Searching and Discovering type. The player should figure out the
-character's name, a very short personality brief, and what company they work for.
-
-Salesperson: The Talking type would work well for this character. The player should figure out the character's name, a
-very short personality brief, and what company they work for.
-
-Custodial Worker: This could be a Performing Physical Actions character, or possibly a Searching and Discovering
-character. The player should figure out the character's name and a very short personality brief. They have keys to most
-of the doors of the building and know the layout well. They might also have something like a mop and wheeled bucket, or
-a cart with various cleaning supplies, if the player wishes.
-
-Security Guard: This is probably someone with the Performing Physical Actions type. The player should figure out the
-character's name and a very short personality brief. They have a weapon (a nightstick, a taser, or perhaps a handgun),
-and keys to most of the doors in the building. They know the layout well.
-
-No one has any special equipment other than the typical: a cell phone, car keys, a half-drunk coffee, and maybe a
-briefcase with papers and pens or a tablet computer.
-
-All random people in the building are level 2 or 3 NPCs.
-
-### THE SETUP
-
-The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't
-necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front
-of a bank of four elevators, waiting for one to arrive. (A custodial worker probably is cleaning nearby rather than
-waiting for the elevator.) Suddenly, they hear an explosion, and the floor shudders and shakes. The fire alarms start
-ringing, and the power goes out, followed quickly by emergency lighting switching on, giving the area dim light.
-
-Obviously, the goal for the characters here is to get to safety. A safety-conscious person (like a security guard) would
-know that the safest thing to do is stay put, at least until the location of
-
-the fire is known (going down into smoke and flames is how many people die in high-rise fires).
-
-What the PCs don't know (yet) is that a terrorist has planted a number of bombs in the building. One of them went off
-prematurely on the tenth floor. There are more bombs, designed to bring the entire structure down. And because the bomb
-exploded early, the bomber is still in the building.
-
-Other facts:
-
-• The floor the PCs are on has only a few other people on it currently.
-
-• It will take about ten minutes for first responders to arrive. They will take positions around the base of the
-building, and, after determining that the fire is on floor 10, will evacuate floors below that and set up on floor 8.
-This will likely take ten to fifteen minutes. During this time, authorities will attempt to contact anyone on floors
-above 10 and tell them to stay put, so office phones and some cell phones will start ringing. It's very likely that more
-bombs will go off at this time, with rescue workers recalled for safety.
-
-• Emergency services will be jammed with calls. • The elevator cabs all descend to the ground floor and no longer
-function.
-
-• Whenever the fire spreads to a new floor, the sprinklers will go off. This is enough to keep the fire from spreading
-too much or too quickly, but the incendiary bombs make it impossible for the sprinklers alone to put the fire out.
-
-### POSSIBLE ENCOUNTERS
-
-Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have
-information. Some of it is true and some isn't. Things they might try to say include:
-
-• A gas main broke, and not only is there a fire danger, but the building is also filling with gas. (This is false.)
-
-• This is a terror attack! We have to get out
-
-of here at any cost! (This is true, although this NPC has no evidence or details, and the hysterical panic they feel
-probably doesn't help.)
-
-• Something crashed into the building! (This is false.)
-
-• Terrorists are in the building, killing and kidnapping people. (This is false, for the most part. There's just one
-bomber, and he's trying to sneak out.)
-
-• Rescue teams are on their way up. (This is false.)
-
-• Rescue teams are landing evacuation helicopters on the roof. (This is false. It might be a tactic they try eventually,
-but it's not happening yet.)
-
-Most of the NPCs coming down from above continue down the stairs to lower floors, with or without the PCs.
-
-Checking cell phones: PCs can reach their loved ones at first, although this provides no real information. If they're
-able to get through to emergency services, they are told that emergency responders are on their way and to stay put.
-It's too soon to get much information from the internet, although a few minutes after it happens, there are reports of
-an explosion in the building on either floor 10 or floor 12. Building Wi-Fi is down. Data and phone usage becomes spotty
-about five minutes after the explosion and can't be relied upon.
-
-Going Up a Stairwell to the Roof: There is a pregnant person on the stairway who can't be moved. Helping them deliver
-the baby safely is a difficulty 3 Intellect-based task and will take about twenty minutes.
-
-Reaching the Roof: There are a few other people on the roof, but no rescue workers. Eventually,
-
-a small helicopter flies overhead, and if the bomber is not visibly present, it will circle but not land. This is the
-terrorist's accomplice in a small two-person helicopter. The pilot is level 3 and has body armor (+2 Armor), a handgun,
-and a knife. If the bomber is present, the helicopter will land very briefly to try to rescue him.
-
-Going Down a Stairwell: The PCs hear cries for help as they pass by a floor. If they investigate, they find an office
-close to the stairs where someone is trapped underneath a very heavy shelving unit. It is a difficulty 4 task to rescue
-them. They are level 2 and their leg is quite injured.
-
-Going Further Down the Stairwell: Three people stand in the stairwell and tell the PCs to go back up. They say it's not
-safe to try to evacuate, and the PCs should go back up to higher floors. They won't take no for an answer. They will
-argue with the characters, and trying to win that argument is a difficulty 7 task. They will use force to back up their
-point—they won't try to harm the PCs, but they will try to physically block the characters. Getting past them is a
-difficulty 5 task. Individually, they are each level 3.
-
-Going Even Further Down the Stairwell: Smoke! The stairwell is quickly becoming a chimney, even before the PCs get close
-to the tenth floor. Visibility is almost nil (treat as complete darkness) and characters must succeed at Might defense
-rolls each round or suffer 2 points of damage and lose their next action. The difficulty level starts at 2 but increases
-by 1 every other round.
-
-Fire! If the PCs descend to the eleventh floor, they find fire rages there (and it extends down to the ninth). The
-explosive(s) are incendiary and designed to start hot fires that can eventually bring the building down. Characters on
-thesefloors must make Speed defense rolls each round or suffer 6 points of damage. Even characters who succeed at their
-rolls suffer 3 points of damage from the heat, flames, smoke, and lack of oxygen.
-
-Firefighters to the Rescue: Eventually, the firefighters make a clear and relatively safe path out of the building
-through one of the stairwells, and they work to get everyone out. This is a great time for one last GM intrusion, or for
-the PCs who have seen the bomber to spot him trying to sneak out posing as a victim—perhaps as they exit the building.
-
-### GM INTRUSIONS
-
-Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The
-bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM
-intrusion, but several, and they come in two varieties:
-
-Close explosion: One or more PCs are threatened by falling debris (difficulty 5). Speed defense rolls are required;
-otherwise, victims suffer 6 points of damage and are trapped and need to work to get free.
-
-Very close explosion: All PCs must succeed at Speed defense rolls or suffer damage as mentioned above. Even those who
-succeed suffer 3 points of damage. Plus, there are smoke and fire dangers in the immediate area, as described in the
-"Going Even Further Down the Stairwell" encounter. Wherever the PCs are currently, that place is not safe. More debris
-will fall, floors will collapse, and fire and smoke will spread. If the PCs are on the roof, this might mean there's a
-risk of being blown off!
-
-The Terrorist: The PCs spot the bomber setting another bomb. He is a level 5 NPC with body armor (+2 Armor), a handgun,
-and a knife. He'll fight, but mostly he just wants to get away. A GM intrusion allowing him to get away from aggressive
-PCs means they can encounter him again somewhere else. Eventually, he tries to get to the roof and signal his ally in
-the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when
-the firefighters arrive.
-
-### THE CONCLUSION
-
-Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're
-wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the
-authorities will want to talk to them, and they will be hailed as heroes in the press.
-
-It's not hard to imagine how you could modify this scenario slightly for the science fiction genre using a space station
-rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the
-terrorist, or even an undercover foreign agent working for the terrorist
-
 ### ADDITIONAL RULES AND SUPPLEMENTARY CONTENT FROM: THE STARS ARE FIRE, GODFORSAKEN, WE ARE ALL MAD HERE, CLAIM THE SKY,
 ### STAY ALIVE, RUST AND REDEMPTION, IT'S ONLY MAGIC, AND CYPHER SHORTS
 
@@ -45939,61 +43686,6 @@
 ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
 to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
 
-### CRAFTING MAGIC ITEMS
-
-Crafting Cyphers
-
-1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
-what level of cypher to create, which must be in the level range for the cypher as listed in the Cypher System Rulebook.
-Note that some cyphers have the same effect no matter what level they are, so the character could make crafting easier
-by creating the lowest-level version of that cypher, but the GM is always able to rule that a particular cypher must be
-crafted at a certain level or higher for it to work. In particular, a stim is very strong for its level range and should
-always be treated as a level 6 cypher when crafted by a PC.
-
-2\. Determine Ingredients. Crafting a magical cypher requires strange and exotic ingredients with inherent magical
-properties—gems, ink from weird creatures, mysterious herbs, and so on. The level of the cypher determines how expensive
-these materials are, according to the following table.
-
-3\. Assess Difficulty. The difficulty of a cypher crafting task is always equal to 1 + the level of the cypher. The
-crafter can reduce the assessed difficulty of the task with skill training (such as being trained or specialized in
-brewing potions or crafting magic items), assets, special abilities provided by their focus or type, and so on. Using a
-formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose.
-
-Because this is an activity requiring special knowledge, it is not possible for a character with no skill (or with an
-inability in this skill) to do this sort of crafting; the character cannot attempt the task at all.
-
-For example, Vanya the alchemist wants to create a level 6 healing potion. A level 6 potion has an assessed difficulty
-of 7 (1 + the level of the cypher). Vanya is trained in brewing potions, so the assessed difficulty is lowered to 6. If
-she also uses a potion recipe she found in a book of magic, the assessed difficulty becomes 5.
-
-4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
-difficulty, so decreasing that difficulty not only means the character is more likely to succeed, but also that they
-have to spend less time on crafting it. For any time in excess of nine hours, the process is assumed to have stages
-where the character is not actively working on it, just checking on it occasionally to make sure everything is going as
-planned—allowing the base ingredients of a potion to cook for a few hours, stirring to make sure the ingredients don't
-congeal, allowing ink on a scroll to dry, and so on. In other words, the character is able to perform other actions in
-the vicinity of the crafting (such as studying, resting, eating, and so on), but they couldn't craft during a business
-trip or in the middle of a wedding. In our previous potion example, the assessed difficulty is 5, so Vanya's time to
-craft is one day.
-
-5\. Complete Subtasks. The character must complete multiple subtasks that are steps toward finishing the process—one
-subtask per level of assessed difficulty. The first subtask's difficulty is 1, and each successive task's difficulty
-increases by 1 until the character reaches the last, hardest task with a difficulty equal to the cypher's assessed
-difficulty. Generally, subtask attempts occur at equally divided intervals over the course of the full time required to
-craft the item. If the character fails on a subtask, the item isn't ruined. Instead, the character only wasted the time
-spent on that subtask, and they can spend that much time again and try to succeed at that same subtask. If the crafter
-fails twice in a row on the same subtask, they can continue crafting, but they lose crafting time, and one of the most
-expensive ingredients is destroyed (or consumed or ruined) and must be replaced before the crafting can continue.
-
-For example, Vanya's potion brewing (assessed difficulty of 5) is divided into five subtasks (starting at difficulty 1
-and ending at 5). Because the crafting time is one day, each subtask takes about five hours (twenty-four hours in a day
-divided by five subtasks). If Vanya fails on the difficulty 3 subtask, she's lost five hours of work but can try again.
-If she fails a second time, she loses another five hours of work and ruins one of her expensive ingredients, which must
-be replaced before she can continue. When Vanya succeeds at the last subtask (difficulty 5), the potion is finished.
-Players might ask if they can apply Effort to each subtask. However, applying Effort is something they do in the moment,
-not over the course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that
-exceeds one day.
-
 Magical Crafting Skills
 
 Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general
@@ -46001,47 +43693,6 @@
 potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers
 all sorts of crafted magic items.
 
-Ingredients
-
-| Cypher Level | Materials Consumed       |
-|--------------|--------------------------|
-| 1            | One inexpensive item     |
-| 2            | Two inexpensive items    |
-| 3            | One moderate item        |
-| 4            | Two moderate items       |
-| 5            | Three moderate items     |
-| 6            | One expensive item       |
-| 7            | Two expensive items      |
-| 8            | Three expensive items    |
-| 9            | One very expensive item  |
-| 10           | Two very expensive items |
-
-Time to Craft
-
-| Assessed Difficulty | Time to Craft |
-|---------------------|---------------|
-| 1                   | Ten minutes   |
-| 2                   | One hour      |
-| 3                   | Four hours    |
-| 4                   | Nine hours    |
-| 5                   | One day       |
-| 6                   | Two days      |
-| 7                   | One week      |
-| 8                   | Three weeks   |
-| 9                   | Two months    |
-| 10                  | Six months    |
-
-Crafting Artifacts
-
-The simple way of handling artifacts in a modern fantasy game is to treat an artifact as gaining a long-term benefit of
-character advancement. The character and GM agree on the artifact being crafted, the character spends 3 XP, the GM
-hand-waves the crafting process (or has the player narratively describe it), and the character gains the artifact.
-
-For an item that significantly alters gameplay—such as granting the character vast telepathic powers or giving them the
-ability to teleport at will—the GM can give the item an assessed difficulty equal to 3 + the artifact level and require
-the character to follow the steps for crafting a magical cypher. Crafting this kind of artifact takes up to five times
-as many ingredients and up to twenty times as long as crafting a cypher of the same assessed difficulty.
-
 ### EXCEEDING CYPHER LIMITS
 
 Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
@@ -50114,1124 +47765,8 @@
 99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
 but someplace completely different.
 
-### OPTIONAL RULES FOR SUPERHEROs
-
-Power Shifts
-Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
-superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
-together interdimensional gateway devices in a few hours.
-
-A typical superhero PC gets five power shifts. Power shifts are like permanent free levels of Effort that are always
-active. They don't count toward a character's maximum Effort use (nor do they count as skills or assets). They simply
-ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.
-
-Accuracy: All attack rolls.
-
-Dexterity: Movement, acrobatics, initiative, and Speed defense.
-
-Flight: The character can fly a short distance each round; each additional shift increases this speed (whether the
-flight comes from a power shift or a character ability) by one range category (long for two shifts, very long for three
-shifts).
-
-Healing: One extra (one-action) recovery roll per day.
-
-Increased Range: Increases the range of one ability or attack. A touch-range ability (such as Shock) increases to short
-range, a short-range ability increases to long range, and a long-range ability increases to very long range.
-
-Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks.
-
-Power: Effects of one specific character ability, including damage for that ability (+3 points) if appropriate, but not
-attack rolls with that ability.
-
-Prodigy: Give up a lower-tier ability to get a higher-tier ability
-
-Resilience: Might defense rolls and Armor (+1).
-
-Savant: Two specific skills (other than attacks, defenses, or a special ability), such as history, perception, or
-persuasion.
-
-Single Attack: Attack rolls and damage (+3 points) for one specific kind of attack, such as pistols, kicks, or Thrust.
-
-Strength: All tasks involving strength, including jumping and dealing damage with melee or thrown attacks (+3 points),
-but not attack rolls.
-
-For power shifts that affect tasks, each shift eases the task. Applying two shifts eases the task by two steps, and
-applying three shifts eases the task by three steps.
-
-A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than
-three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental
-procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).
-
-### PRODIGY POWER SHIFTS
-
-Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this
-using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into
-strength. If you want your archer character to be really good at shooting arrows, put a power shift into single attack
-(bows). If you want your speedster hero to be really fast, put a power shift into power (Fleet of Foot). And so on.
-
-But what if you want your character to be a swashbuckling teleporter who blinks all over the battlefield? There's no
-low-tier teleportation ability, so you can't be a teleporter as a tier 1 character, and the character concept isn't
-nearly as fun if you have to wait until tier 4 before you can learn a teleportation ability (like Short Teleportation).
-
-This is where you can (with the GM's approval) use a power shift for the prodigy option. Prodigy lets you give up one of
-your lower-tier abilities for a higher-tier ability
-
-that matches your character concept. For example, if your swashbuckling teleporter is a Graceful Explorer who Fights
-With Panache, you could give up one of your tier 1 Explorer abilities (so you'd only have three instead of four) or give
-up your tier 1 focus ability, Fights With Panache, and instead select the tier 4 ability Short Teleportation.
-
-Choosing prodigy as a power shift is an interesting trade-off for your character; you end up with a powerful ability
-that you couldn't get otherwise, but at the cost of a power shift (which the other characters are probably using to add
-to their skills, damage, or defenses). Keep in mind that higher-tier abilities tend to cost more Pool points (especially
-because your Edge as a low-tier character is less than that of a higher-tier character), so you'll weaken yourself if
-you use that ability often—which might be a good reason to allocate more points to that stat Pool, or assign a power
-shift to healing so you have more opportunities per day to recover Pool points.
-
-Theoretically, you could put two power shifts in prodigy for the same ability, allowing you to select a high-tier
-ability. However, there are two reasons not to do this. First, those high-tier abilities usually have even higher costs,
-which limits how often you can use them. Second, if you start out with the best version of that ability, there's no room
-to grow. It's fun when your character impresses other superheroes by improving an ability, and it's really handy when
-your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
-start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
-
-### GAINING MORE POWER SHIFTS
-Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
-be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
-street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game's
-start.
-
-### POWER STUNTS
-A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do.
-Examples:
-
-• A lightning-blaster hero shooting their electricity farther than normal
-
-• A fire-creating hero absorbing fire from a burning building
-
-• A telepathic hero communicating with or understanding a machine
-
-• A teleporter hero traveling to another dimension
-
-• An illusionist hero negating an opponent's invisibility
-
-The Cypher System Rulebook explains modifying abilities on the fly, describing
-
-a method of altering the range, area, or other aspects of an Intellect-based ability by spending more Intellect points.
-In a superhero game, these modifications aren't limited to Intellect-based abilities—it's reasonable that a strong hero
-could affect a larger area with Golem Stomp or an agile hero could disarm more than one opponent using Advantage to
-Disadvantage. The cost for making these changes works just like modifying an Intellect-based ability. The additional
-cost uses the same Pool as the ability's normal cost; if an ability doesn't have a cost, the GM should choose an
-appropriate ability for the points to come from.
-
-• Increasing range costs 1 Pool point per range step increased (immediate to short, short to long, long to very long).
-
-• Increasing duration costs 1 Pool point for one step (one minute to ten minutes, ten minutes to an hour). Durations
-cannot be increased more than one step in this way. Abilities that last for only an action or a round (such as an
-Onslaught attack) cannot have their duration increased.
-
-Abilities that don't have a Pool cost, like Eyes Adjusted, can be modified as well. If modifying the range or duration,
-the GM decides what Pool the point cost is paid from. However, most abilities like this don't have ranges or durations,
-so modifying them requires a difficult, formidable, or impossible task roll.
-
-Modifying the area or other aspects of an ability is more difficult. Instead
-
-of increasing the Pool point cost, the character decides how they want to modify their ability, and the GM sets a
-difficulty of the task to successfully modify it, according to the following guidelines:
-
-Difficult (4): Something within the spirit and general idea of the ability, using a self- only ability on another
-character, or using a single-target ability in a weakened form on two targets. Examples: Using a self-only ability like
-Hover to give another creature the power to fly. Using Teleportation to go to another dimension instead of somewhere in
-the same dimension. Splitting Frost Touch or Onslaught into hindered attacks against two opponents.
-
-Formidable (7): Something similar to the description or intent of the ability, but changing its nature, or having a
-single-target ability affect an area. Examples: Using Hover to make an opponent crash into the ceiling. Using Shroud of
-Flame to absorb fire. Using Telepathic to talk to a machine or Machine Telepathy to talk to a living person.
-
-Impossible (10): An effect that has nothing to do with the ability's description or intent. Examples: Using Hover to
-blast an opponent with fire. Using Foil Danger to copy an opponent's attack. Using an attack like Thunder Beam to heal
-someone.
-
-Of course, if the altered ability is an attack, the hero still needs to make a successful attack roll against their
-target— just because the character found a way to use Hover as an attack doesn't mean the attack automatically hits. The
-attack task for the altered ability uses the normal difficulty for attacking that target. For example, if Hammermind
-wants to split her Onslaught so she can attack two level 2 robots, first she has to succeed at the difficulty 4 task to
-split the attack, then she can make the two (hindered) level 2 attack rolls against the robots.
-
-Just like in any aspect of the game, other factors might ease or hinder the hero's attempt to perform the stunt. For
-example, if the hero Firelash is trying a stunt to use his Shroud of Flame to absorb a fire attack from his evil sister
-Swordblaze, the GM might decide that the similarities in their flame powers mean that Firelash's attempt is eased. But
-if the illusionist hero Hologrim is trying a power stunt to reveal where his invisible archenemy Death Ghost is hiding,
-the GM might feel that the villain's magical invisibility is especially difficult for Hologrim's technology-based
-illusions to counter, so the hero's task is hindered. The GM can also introduce power boost cyphers that ease the power
-stunt task, or present the heroes with temporary effects that ease or hinder power stunt tasks, like a virus that
-erratically amplifies mutant genes, or a burst of energy from an alien artifact that reacts with a robot hero's power
-core.
-
-If a hero tries a particular stunt in more than one session, the GM doesn't need to give the task the same difficulty
-every time; the circumstances of each attempt are never quite the same. Perhaps this supervillain's fire is a little
-hotter or cooler than the one the hero tried to absorb last time. Or the spaces between the dimensions are thinner or
-thicker right now, making it harder to teleport between them. The position of two opponents or the shape of a room might
-be different than the last time the hero tried splitting an attack power across multiple targets. In other words, the GM
-doesn't have to remember that the last time the hero tried this stunt it was difficulty 7, so it has to be difficulty 7
-this time; just look at the current circumstances and make a decision based on that. In fact, this is part of the reason
-why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult,
-formidable, or impossible than deciding whether it's a level 6 or level 7 task.
-
-### PERMANENT POWER STUNTS
-
-Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they
-might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the
-ability to perform that power stunt whenever they want, with no need for a power stunt task. The GM decides how many
-times the character has to get the stunt right before they can spend XP to learn it. Three successful attempts over at
-least three separate sessions is a reasonable guideline, plus some downtime between game sessions to represent mastering
-this variant.
-
-Learning a power stunt does not count as a step in character advancement.
-
-Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New
-Discovery, Transformation, or Uncover a Secret.
-
-### REALLY IMPOSSIBLE TASKS
-
-The Cypher System Rulebook gives a few examples of how, in the superhero genre, having power shifts means that a
-difficulty 10 task is not impossible. Superheroes deal with planetary threats like giant robots, multidimensional
-sorcerers, and world-sized monsters, and for this sort of campaign, difficulties up to 15 are possible. This section
-presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15.
-
-### FEATS OF STRENGTH
-
-Use the following table to estimate the difficulty of various incredible feats of physical strength.
-
-| Difficulty | Lifting Task                                                                                       |
-|------------|----------------------------------------------------------------------------------------------------|
-| 4          | Lift a 150-pound (68 kg) object                                                                    |
-| 9          | Lift a 400-pound (180 kg) object                                                                   |
-| 10         | Lift a 1-ton (1 tonne) car or traffic copter                                                       |
-| 11         | Lift a 5-ton (4.5 tonne) ambulance, private jet, elephant, or Tyrannosaurus rex                    |
-| 12         | Lift a 10-ton (9 tonne) school bus, combat helicopter, triceratops, or 5-foot boulder              |
-| 13         | Lift a 20-ton (18 tonne) fire truck, mobile home, fighter jet, Apatosaurus, or light military tank |
-| 14         | Lift a 40-ton (36 tonne) humpback whale or loaded tractor-trailer                                  |
-| 15         | Lift an 80-ton (72 tonne) space shuttle, single-story house, passenger train car, or military tank |
-
-| Task Circumstances                                               | Difficulty  |
-|------------------------------------------------------------------|-------------|
-| Lifting the object as high as the character can reach            | +0          |
-| Lifting the object only partway off the ground                   | -1          |
-| Asset (lever, jack, etc.)                                        | -1 or -2    |
-| Help from another character (asset)                              | -1 or -2    |
-| Large character (double human size)                              | -1\*        |
-| Carrying an object an immediate distance                         | +0          |
-| Carrying an object a short distance                              | +1          |
-| Pushing or pulling (not lifting) an object an immediate distance | -1          |
-| Pushing or pulling (not lifting) an object a short distance      | +0          |
-| Pushed or pulled object can roll or slide very easily            | -1          |
-| Pushed or pulled object is buoyant and moving through water      | -1          |
-
-\*Each additional doubling of the character's size eases the task by another step.
-
-Some character abilities are able to move heavy things, often more easily than brute physical strength can. If a
-superhero wants to push the limits of what those abilities can do, the GM can compare the baseline effects of those
-abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's
-roll to succeed.
-
-### FEATS OF SPEED
-A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
-needed). This is basically a jog or a hustle, faster than a walk
-
-but not an all-out run. A character can try to run a long distance (100 feet \[30 m\]) as their entire action, but they
-must succeed at a difficulty 4 Speed task to complete the movement; failure means they trip, stumble, slip, or fall down
-at some point during the move and stop.
-
-Of course, superheroes aren't normal people—they're exceptional, and some can run as fast as Olympic athletes, or much
-faster. For a character trying to run more than a long distance as their entire action, use the following table to
-determine the difficulty for the task. Failing this roll is just like failing the basic running roll described above.
-
-| Difficulty  | Running Distance   | Notes                                   |
-|-------------|--------------------|-----------------------------------------|
-| 6           | 200 feet (60 m)    | 19 mph (30 kph)                         |
-| 8           | 250 feet (76 m)    | 24 mph (39 kph); bear, Olympic sprinter |
-| 9           | 340 feet (104 m)   | 33 mph (53 kph); cat, coyote, greyhound |
-| 10          | 400 feet (120 m)   | 49 mph (79 kph); horse, tiger           |
-| 11          | 700 feet (210 m)   | 68 mph (110 kph); cheetah               |
-| 12          | 1,400 feet (430 m) | 136 mph (220 kph)                       |
-| 13          | 2,800 feet (850 m) | 273 mph (440 kph)                       |
-| 14          | 1 mile (1.5 km)    | 545 mph (880 kph); Boeing 747           |
-| 15          | 2 miles (3 km)     | 1,600 mph (2,575 kph); Mach 2           |
-
-### TREMENDOUS LEAPS
-
-Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the
-jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to
-jump huge distances like that should take the Amazing Leap ability, allowing them to jump a long distance or more.
-
-All characters with at least one power shift in strength get the benefit of a free level of Effort for each strength
-shift. This effectively increases their standing jump distance by 1 foot (30 cm) per shift and their running jump
-distance by 2 feet (60 cm) per shift, which is impressive compared to a normal person, but not phenomenal.
-
-To make superhero character jumps a bit more exciting, the GM can implement an optional rule in which strength shifts
-count double for free levels of Effort when jumping. For example, a character with five strength shifts would get ten
-free levels of Effort on jump tasks instead of five. This allows them to do a 15-foot (4.5 m) standing jump as a
-difficulty 1 task (base difficulty 11, eased by 5 × 2 steps) and a 40-foot (12 m) running jump as a difficulty 5 task
-(base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car
-over their head.
-
-### MODIFYING HIGH-TECH DEVICES
-
-It's common for technically savvy superheroes to fiddle with machines to make them work better or do something
-different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a
-defeated supervillain or found on an alien spaceship.
-
-A character who expects to modify many devices should consider learning abilities such as Innovator, Jury-Rig, Modify
-Artifact Power, Modify Device, and Quick Work. A character who only wants to dabble in this sort of activity can do so,
-but it takes longer and is less efficient.
-
-Small modifications are things like changing a device's target, range, or duration. "Small" is subjective and up to the
-GM, but generally, it means adding another target (although for some high-level devices, adding a target isn't a small
-change), increasing the range by one step (immediate to short, short to long, long to very long), or increasing the
-duration by one step (one minute to one hour, one hour to ten hours). The task difficulty for making a small
-modification is generally equal to the device's level minus 1, which also determines how much time it takes to complete
-the modifications.
-
-Big changes are modifying a laser rifle to shoot cold or electricity, turning a communication device into a telepathic
-shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the device's
-level for the difficulty and creation time, but take half as long as the time listed.
-
-A character modifying their own device eases the task. This applies whether the character built the device themselves or
-they've been repairing and tinkering with it long enough that they fully understand its workings.
-
-Regardless of whether the change is big or small, failing the modification task means the character wastes the full
-amount of time spent attempting the modification, and uses up materials equal to the device's level minus 2, but they
-can try again. If they fail with a roll of a natural 1, it's likely that the free GM intrusion means the device is
-ruined (but perhaps could be salvaged for materials).
-
-Modification GM intrusions: The device gains a high depletion rate, needs to be recharged after each use, or develops a
-side effect such as overheating (inflicting damage to the user) or creating a thunderous noise.
-
-Modifying a device is similar to using a power stunt to alter a character ability. If a character wants to make a
-permanent change to one of their technology-based abilities, the GM should treat that more like a permanent power
-stunt—costing XP—than a modification.
-
-Modifying the appearance of an item is just a cosmetic change and should take only a few hours at most for a typical
-handheld or worn item like a weapon, helmet, or boots. Changing
-
-the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
-extent of the changes.
-
-### FASTER CRAFTING IN A HIGH-TECH SETTING
-In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
-with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
-conditions, the GM should ease
-
-the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present
-for only about the first quarter of that time and the "helpers" taking care of the rest.
-
-### OPTIONAL RULES FOR HORROR
-
-This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or
-suspenseful. Horror modules are tweaks the GM applies
-
-to the rules to make a horror scenario even more scary or to represent how
-
-an event usually happens in a horror genre
-
-If a module changes the options that players or PCs have, the GM should tell the players about it when the game begins.
-For example, if the GM is using the Character Posse module, the players should know about it at the start of the game so
-they can become familiar with all their characters instead of having to pause when they switch scenes and spend several
-minutes reviewing a second set of characters. Likewise, players should know if their healing options are affected by the
-Ironman module, or if they have additional recovery roll options from the Hysteria module.
-
-This chapter also suggests various modules that are appropriate for different horror genres. The GM should feel free to
-use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique
-twist to the game.
-
-###  GENERAL HORROR GM INTRUSIONS
-
-The following GM intrusions work for most horror genres.
-
-• Something foils a character's attempt to escape: a getaway car won't start, they drop the keys that unlock the exit
-door or lock up the villain, or the shotgun they're using to clear a path jams or runs out of shells.
-
-• The antagonist enters a secure or sealed room by an unexpected method: crashing through a door or wall, crawling out
-of a ventilation shaft, jumping out of a trap door, manifesting electronically through a Wi-Fi signal, or teleporting.
-
-• A mysterious noise nearby amplifies the tension, and when investigated reveals itself to
-
-be . . . a cat, either perfectly calm or hissing and leaping. This often allows for a momentary de-escalation followed
-by a real scare, such as the antagonist reaching out of the darkness to grab a character.
-
-• A dramatic and/or ridiculous amount of blood and gore from something that just got killed splashes on a character,
-blinding them until they take an action to wipe their eyes clean.
-
-### BAD PENNY
-
-An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to
-discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with
-holy water or burying it in a graveyard) or only one way to destroy it (such as burning it in a church or stabbing it
-with a magical dagger). The item might slowly repair itself—and depending on the item, it might be more frightening if
-it shows up fully intact or still bearing damage from how the PCs tried to destroy it.
-
-This reappearance usually isn't because the item is literally walking to wherever the PCs are (although if the item is
-something like a cursed doll, that might make it more frightening). In most cases, it just happens to be where the PCs
-went, found in an unobtrusive place like the back of a closet, under a car seat, or in the bottom of someone's luggage.
-If the item is intelligent (or controlled by a hostile intelligence), it might use NPCs to bring it back to the PCs, and
-might sacrifice those NPCs in dramatic and gory ways to make sure it ends up back in the hands of the PCs. For example,
-if the PCs abandon a haunted ring, on the next day when they're waiting for a train they recognize a man they saw
-earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the
-PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.
-
-### CHARACTER POSSE
-
-Every player is given at least two characters to run, each with about the same amount of background and abilities so
-they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
-story changes locations, the GM can have one or more players switch their active PC and interact with the other active
-PCs and the story in
-
-a different way. This keeps the players from knowing which characters are supposed to have the important roles in the
-story, allows for some of the PCs to split off for a while without the rest
-
-of the group having to wait, and gives every player a backup character to play if their active PC dies.
-
-Character Posse works best when the characters are very simple and don't have many abilities that require a lot of
-knowledge and description. That way the player can focus on the personality of the PC and not have to keep remembering a
-stack of complicated abilities. In a non-fantastic modern setting, that often means characters who have a lot of skills
-and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
-require special actions (like Anecdote and Muscles of Iron).
-
-### DEAD ALL ALONG
-A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck,
-quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
-from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
-disappear when nobody is looking. The PCs begin to suspect they're being haunted by ghosts or observed by mysterious
-aliens; one or more of them disappear or are found dead. Eventually the PCs realize that they are ghosts of people who
-haven't come to terms with their own deaths, and the weird experiences are their limited interactions with the real
-world and the living people trying to bury their bodies or put their souls at peace.
-
-In these stories, the emotional journey of the ghosts is about understanding their situation and coming to terms with
-their deaths. In normal play, GM intrusions are complications that the characters have to deal with, but to represent
-the secret and inverted expectation of this module, GM intrusions are used to simplify what the characters experience,
-but with a spooky twist.
-
-When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers
-module.
-
-### FRAGILITY
-
-Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently
-increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
-points left over (if any)
-
-must go to their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra
-points the player can divide among their Pools at character creation. This creates a more "realistic" game scenario
-where the PCs are more like normal people who don't get much more powerful physically over the course of a campaign, but
-still can learn new skills, advance their minds, and so on.
-
-This module does not affect abilities like Enlarge (which temporarily adds 4 points to your Might Pool), but it does
-affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more
-Pools).
-
-### GHOSTLY HELPERS
-
-In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the
-player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of
-the game two ways to have an active role in the scenario.
-
-First, the dead character is still able to spend their XP to give a living character a reroll. To facilitate this, the
-GM should allow players to award the second 1
-
-XP from a GM intrusion to a dead character (although this would come up only if there is one character left alive and
-the second XP would be wasted) and give dead characters 1 XP whenever there is a group intrusion.
-
-Second, the dead character is able to use their subtle cyphers to help a living character. Depending on the cypher, this
-might be a direct benefit to the PC (like easing a roll) or interfering with an NPC (like making an opponent drop their
-weapon). When the GM gives out more subtle cyphers, any excess ones (beyond the cypher limit of living PCs) should go to
-the dead characters, up to the cypher limits of the dead characters (any extra cyphers beyond that are lost).
-
-The player of a dead character always gets to decide when to help and which PC to affect with their help—they're not
-merely extensions of the living PCs. Whether this help is just fate or coincidence working on behalf of the PC, or if it
-literally is the lingering ghost of a dead character trying to save a living person, depends on the scenario and the GM.
-
-Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a
-guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on
-
-### HALLUCINATION RESET
-
-In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're
-hallucinating or dreaming it. In some cases, their fear response
-
-to the real events happening around them prompts their conscious or subconscious imagination to create an unreal
-scenario that's even more terrifying, only to have them snap out of it and find themselves in a prior (but perhaps still
-very dangerous) situation. This sort of hallucination allows the story to go completely off the rails and then suddenly
-return to normal.
-
-If the GM plans to have a hallucination reset, they should keep track of damage taken, equipment used, and XP spent for
-each character (if using cypher and XP cards, there should be a separate space for each character's used cards). When
-the hallucination ends, stop the action, explain that the PCs find themselves at an earlier point in the story (or wake
-up after some time has passed if it's a dream), and restore their Pools, equipment, and XP to their previous state. If
-the GM doesn't know exactly how much each character's Pool changed, allow each PC to make a free recovery roll to
-compensate for it.
-
-If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should   try to reset the PCs as
-close as possible to their previous state, relying on the players' recollection of which cyphers and XP belonged to each
-character. As it's unlikely that they kept track of how many Pool points they spent in the now-false encounters, the GM
-can allow each of them a free recovery roll to make up for it.
-
-Used carefully, a hallucination reset leaves the characters wondering what is real, and it can be a tool for the GM to
-rewind an encounter that goes out of control or accidentally kills a character because of poor rolls. Used too much, it
-risks causing the players to lose interest in the game because the frequent resets undermine their emotional connections
-to their characters and negate any progress in the story.
-
-Note that a deliberate and planned reset can deliberately do strange things with the story because it's completely in
-the characters' heads. A horror game about werewolves might have a dream or hallucination about fascist soldiers
-attacking the PCs with flamethrowers. One about aliens might show the antagonists turning into sexy vampires. A haunted
-house might convince the PCs that they're tearing off their own faces. A hallucination might even include elements of
-something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't
-know if they should act on their "future memories" of these events or ignore them as falsehoods.
-
-### HORROR MODE
-
-Horror Mode is an optional rule discussed in the Cypher System Rulebook. When using this rule, the GM can escalate the
-tension by increasing the range of numbers that trigger a GM intrusion: first on a roll of 1 or 2 instead of 1, then a
-roll of 1 to 3, then a roll of
-
-1 to 4, and so on. The Escalation Rate table below shows what causes the intrusion range to increase.
-
-Horror Mode is unique among the horror modules in that the default assumption is that the GM is using it for every
-horror game, at least some of the time. Using Horror Mode makes the players aware of the risks they take every time they
-make a roll. They won't take easy tasks for granted, and they might apply Effort to turn an easy task into a routine
-task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
-them feel more vulnerable.
-
-### ESCALATION RATE
-
-<table>
-<colgroup>
-<col style="width: 29%" />
-<col style="width: 70%" />
-</colgroup>
-<thead>
-<tr class="header">
-<th>Activity</th>
-<th>Intrusion Range Increases by 1</th>
-</tr>
-</thead>
-<tbody>
-<tr class="odd">
-<td>Exploring a large area</td>
-<td>Every time a new intrusion is indicated by a die roll</td>
-</tr>
-<tr class="even">
-<td>Exploring</td>
-<td><p>Every ten minutes</p>
-<p>or every time a new intrusion is indicated by a die roll</p></td>
-</tr>
-<tr class="odd">
-<td>Combat</td>
-<td>Each Round</td>
-</tr>
-</tbody>
-</table>
-
-### HYSTERIA
-
-Screaming is a natural reaction when you're frightened, but it's also likely
-
-to draw the attention of whatever is frightening you. The Hysteria horror module encourages characters to give in to the
-natural instinct to scream, but introduces dangerous consequences for doing so.
-
-At any time, as an action, a PC can use a free one-action recovery roll (which doesn't use up the one-action recovery
-roll that all characters get), but doing so means they also spend that action loudly screaming. Because of this noise,
-the GM can make a free intrusion and doesn't have to award XP for it.
-
-A PC's ten-minute recovery roll takes only one minute, but the PC
-
-has to scream and have an emotional meltdown for the entire time. As with the previous option, this allows the GM to
-make a free intrusion (after the recovery period) and they don't have
-
-to award XP for it. The PC still has the option of resting normally for ten minutes to use the ten-minute recovery roll
-(without screaming, and without the free intrusion).
-
-In most situations that use Hysteria, the free intrusions involve drawing the
-
-attention of something that wants to harm the PCs or the sudden appearance of something dangerous.
-
-### INSTANT PANIC
-
-Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something
-that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else
-suitably horrifying) they thought wasn't possible or only existed in books and movies, they must make an Intellect
-defense roll against the creature's level. If they fail, for one round either they're paralyzed with fear or they run in
-the opposite direction.
-
-Repeat appearances by the creature (or other creatures like it) that they've seen before usually don't trigger this
-reaction a second time, but encountering a large number of those creatures or seeing them do something unusual might
-trigger it. For example, seeing a ghoul crawl out of a storm drain might trigger panic; seeing another ghoul (or the
-same one again) won't trigger it again, but seeing a large pack of ghouls approaching, or seeing one ghoul eating a dead
-person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt
-it again as an intrusion if the circumstances warrant it.
-
-### IRONMAN
-
-There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as recovery rolls
-and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would
-get only 3 points (as if they rolled a 1 on a d6, plus 2 for their tier) to add to their Pools. This results in a
-gritty, dire scenario where the only way PCs can restore their Pools is with recovery rolls and character abilities that
-heal.
-
-Cypher System characters are tough and resilient, even at tier 1, but Ironman brings them down to a more realistic power
-level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge for characters
-whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
-healing cyphers and artifacts, but limit them to the minimum amount.
-
-### LAST SURVIVOR
-
-Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the
-journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is
-eliminated unexpectedly or sacrifices themselves so that another person may live. The Last Survivor horror module
-
-is a way for PCs to temporarily thwart fate, but it inevitably feeds toward the last surviving character having extra
-advantages when dealing with the murderous antagonist.
-
-When using this module, the GM places a token on the game table that represents the last survivor, and puts a piece of
-paper (or an XP card) underneath the token that represents 1 XP. Whenever there is a GM intrusion, instead of giving 2
-XP to a player and letting that player award 1 XP to another player, the GM gives 1 XP to the chosen player, and the
-other 1 XP is added to the last survivor token. Whenever there is a group intrusion, 1 XP is added to the last survivor
-token (as if the last survivor were a separate PC).
-
-At any time, a player can decide that their PC becomes the last survivor by picking up the token and its XP.
-
-However, those XP belong to the role of the last survivor and always remain separate from individual character XP. While
-a PC is the last survivor, they gain the following benefits and restrictions:
-
-• All rolls to save them from being killed are eased by two steps.
-
-• The last survivor XP can be spent only by the last survivor, and only on the last survivor's rolls, never on any other
-players' rolls. (The PC can still spend their personal XP normally, including on other players' rolls.)
-
-• At any time, whoever has the token can pass the role of last survivor to another player. The receiving player gets all
-the XP associated with the last survivor (if there are none, the GM immediately gives 1 XP to the token).
-
-• Once a player has given up the role of last survivor, they can never again be the last survivor.
-
-• If the last survivor role has no XP left to spend, and there are no other players to pass the token to (because
-everyone else has already been the last survivor), the last survivor can pass the token to the GM in exchange for their
-character getting 1 XP. Once this happens, the last survivor token is removed from the game.
-
-### MADNESS
-
-Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear
-or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
-by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
-Mad descriptor.
-
-### PERILOUS VENTURE
-Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
-make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a
-banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
-building to contain hostile ghosts. Rather than having their success or failure come down to one roll, the GM can build
-tension by requiring the players to make multiple rolls called subtasks. The subtasks start at difficulty 1, and the
-difficulty increases each time until the players make a final roll at the highest difficulty (equal to the overall level
-of the challenge, such as the demon they want to banish, the original zombie virus, or the most powerful ghost
-attempting to leave the house).
-
-Generally, these subtasks occur at equally divided intervals over the course of the full time required to complete the
-ritual. If at any point the PC fails a subtask, the ritual isn't ruined, but it costs time—a failure means the time
-spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
-subtask.
-
-Skills, assets, and other special abilities can ease subtasks just like they do with any other task (which might make
-some of the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask. Of course,
-applying Effort is something characters do in the moment, not over long periods of time, so it's generally impossible to
-apply sustained Effort on a task or subtask that takes longer than a day.
-
-The GM should decide if a given ritual is something that other PCs can help with. Even if it initially seems like a solo
-venture (like reading a spell from a book), it might benefit from assistants who repeat a chant, burn candles, perform
-arcane gestures, or just hold the acting character upright as the ritual drains their strength. In general, giving
-multiple PCs something to do is better than having everyone wait on the sidelines while one character holds the
-spotlight.
-
-To make the situation more interesting, the GM can introduce a time challenge, like requiring the PCs to finish by a
-specific time (perhaps a midnight deadline for containing the ghosts in the house, or banishing a demon that's
-inflicting damage to an NPC every round it possesses them). This puts pressure on the PCs to complete the process as
-soon as possible.
-
-The GM can also add side effects for failed rolls or as intrusions. For example, a weak spot in the salt line might
-allow one powerful ghost to break free, an error in the banishing spell might painfully enrage the demon and hinder the
-next subtask, electrical or magical energy might lash out and harm a nearby character, and so on. The ritual might use
-up quantities of
-
-a limited resource, such as holy water, silver powder, or rare herbs; if the PCs have only enough materials to complete
-the ritual (perhaps with a little extra in case they make one mistake), that forces them to use Effort, XP, and other
-tricks to make sure they don't fail too often and run out.
-
-Finally, some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing
-blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
-could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
-
-### POOR CHOICES
-Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
-friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
-and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
-characters do things that the audience of a horror movie would think are stupid.
-
-These intrusions work like the normal kind (the GM awards 2 XP, and the player gives one of them to another player).
-However, while normal intrusions are subtle changes that influence the situation, using Poor Choices lets the GM abandon
-that restraint and dictate a specific overt character action, even if it's something that the player wouldn't normally
-choose.
-
-These intrusions can be risky, but they shouldn't be obviously self-destructive or harmful. For example, the GM
-shouldn't use an intrusion to make a PC drink something that they know is poisonous, jump out of an airplane without a
-parachute, punch a police officer, or stare directly at an eclipse. The idea is to put the character in a complicated
-situation more forcefully than the player might choose, but not set up the character for failure. The players know
-they're in a horror scenario, but their characters don't, and this helps prevent the players from using metagame
-knowledge to keep the PCs out of trouble. Another way to look at it is the characters should act as if they live in a
-world where horror movies don't exist, so they don't know not to do these things.
-
-As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should
-consider accepting the intrusion for the sake of the story, and because they'll need the XP later.
-
-### POOR CHOICES INTRUSIONS
-
-The following are examples of GM intrusions to use with the Poor Choices module.
-
-A character investigates a strange noise on their own. ("It'll be fine!")
-
-• Two or more characters sneak off to have sex.
-
-• A character leaves behind an important piece of equipment, such as a weapon, phone, car keys, or their outer layer of
-clothes. (The GM can use this intrusion after the fact when a player tries to use a specific item.)
-
-• A character gets drunk or high.
-
-• A character falls asleep.
-
-• A character slips away to urinate out in the woods or a nearby scary building.
-
-• A character doesn't care that nearby animals are acting strange (especially if they're guard dogs).
-
-• A character doesn't shoot a dead monster in the head. ("We need to save ammo.")
-
-• A character runs away into the dark or away from a place that would be a better, safer direction to run.
-
-• A character reads aloud words from the weird old book they found, or they play an old recording of someone else
-reading the book aloud.
-
-• In a multistory building, a character runs upstairs or down into a basement (where they could get cornered) instead of
-outside where they could escape in any direction.
-
-• A character chooses a dumb or obvious hiding place, such as a closet or under a bed.
-
-• A character tries to escape by squeezing through a space that no human could reasonably get through quickly, such as a
-doggie door or a tiny window in a garage door.
-
-• A character hides the fact that they've been bitten by a zombie, have a weird rash like the one they saw on the walls
-of the alien spaceship, or have been hearing a spooky voice telling them to kill their friends. ("I'll be okay.")
-
-• A character runs straight down the road to get away from a pursuing vehicle (instead of onto the sidewalk, behind a
-big tree, or around a tight corner).
-
-• A prone or supine character crawls away from approaching danger instead of getting up and running.
-
-• A character doesn't call the local authorities for help when they hear something dangerous.
-
-• A character ignores or rationalizes a weird noise.
-
-• A character jumps into the water—a lake, swimming pool, sacred fountain, and so on.
-
-• A character goes into the cave, mine shaft, or creepy house. ("I'm just going to look around for a second.")
-
-• A character insists on staying behind while everyone else goes on ahead. ("Someone should be here when the sheriff
-shows up!")
-
-• A character doesn't check the back seat of a car before getting in and starting it.
-
-• A character ignores an obvious creepy clue that there's something wrong in the house, like a bloody axe, a room full
-of taxidermy animal heads, or newspaper clippings about recent murders.
-
-• While being pursued, a character calls for help or otherwise attracts attention (like banging on store windows at
-midnight).
-
-• A character tries to pet an unknown lifeform.
-
-• A character tries to make peaceful contact with an obviously hostile entity. ("It's as frightened of us as we are of
-it!")
-
-• A character unlocks a door or disables a security system to let a scared stranger into a safe area.
-
-• A character doesn't bother to turn on the lights.
-
-• A character uses an action taunting their foe.
-
-• A character follows a trail of blood.
-
-• A character ignores good advice from a helpful and knowledgeable NPC. ("That old lady was a superstitious kook.")
-
-• A character uses a firearm as a loud, ineffective solution for a simple problem (like shooting a padlock).
-
-• A character picks up a shady or outright scary-looking hitchhiker.
-
-• A character scares another character (perhaps by grabbing their shoulder unexpectedly and shouting) as a joke.
-
-• A character momentarily forgets how to do a simple action, like open or close a door.
-
-• A character forgets to put their phone on silent mode.
-
-• A character imitates or makes fun of a creepy doll or statue.
-
-• A character tries to help a child who has no reason for being there.
-
-### POSSESSION
-
-Some demons have the ability to possess a living creature, taking over a character's body as if it were the demon's own.
-The demon must touch the character to attempt possession (even if the demon's touch normally inflicts damage, the
-possession attempt doesn't inflict damage). The character must make an Intellect defense roll or become possessed,
-whereupon the demon's immaterial form disappears into the character.
-
-The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
-possessing demon can try to control the actions of the host, but the character can attempt an Intellect defense roll to
-resist each suggested action. Successful resistance means that the character does nothing for one round. When the demon
-isn't trying to control its host, the character can act as they choose. A possessing demon's actions are limited to
-controlling its host and leaving the host (the demon can't use its own abilities while in someone else's body).
-
-While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will
-eject the demon).
-
-A possessed character is allowed an Intellect defense roll once per day to try to eject the demon. The roll is hindered
-by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised demon is
-powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that has power
-over the demon. This can be attempted once per day and grants the possessed character an additional Intellect defense
-roll to eject the demon.
-
-Other kinds of creatures (ghosts, beings of pure mental energy, and so on) may have the ability to possess characters in
-the same way that demons do.
-
-### SECRET TWIST
-
-It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
-interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there
-is an active threat that can disguise itself as human (like an alien or demon) or take off a mask and pretend to be a
-fellow prisoner or victim (like a chainsaw killer), only to reveal themselves when the perfect opportunity comes along.
-These secret twists are the source of many jump scares and unexpected betrayals that create chaos and paranoia.
-
-To use a secret twist, the GM first needs to decide three things:
-
-• The secrets they want the PCs to keep from each other. Examples might be "Your character is actually the shapechanging
-alien that is hunting everyone on the spaceship," "The chainsaw killer is the identical twin of your character," or
-"Another PC ruined your life but they don't realize who you are."
-
-• The best time to reveal the secret to the player involved. This might be something the player learns before the game
-starts or a revelation during the game. If there are multiple secrets, the players might learn them at different times.
-For example, the PC whose life was ruined by another character might know this at the start of the game, but another PC
-might not know they had an identical twin (perhaps they were separated at birth).
-
-• The best time to reveal the secret to the other characters. The GM might choose to push it out into the open (perhaps
-with a GM intrusion) or let the player decide when to reveal it. For example, the GM decides that walking into a dark
-room with a black light is how all the human PCs realize that one character is really a shapeshifting alien with
-UV-fluorescing skin, but the GM allows the PC whose family fortune was stolen by another character to bring that up on
-their own (perhaps when they're alone with the thief).
-
-If revealing the secret to the players is supposed to happen during the game, it would be suspicious if only one player
-was pulled aside for a conversation about it—the other players would know something unusual was going on. Instead, the
-GM can call a quick break in the game and send that player a text. Even better, the GM could send every player a secret
-text so that nobody is singled out by having to read a text. Alternatively, the GM can give a physical note to every
-player (perhaps using the secret twist Special Cards); some of these notes might be secrets and some innocuous, but the
-fact that everyone gets a note disguises who might be getting a secret twist. By making sure that each note has some
-kind of value (such as by letting a player trade it in later for an asset or a subtle cypher), players who don't receive
-a special secret still spend a reasonable amount of time reading the note and keeping it safe.
-
-If the players are especially skilled at roleplaying, there may be opportunities for multiple secret twists, especially
-those that change a character's identity. For example, in a scenario where there are duplicates of the PCs walking
-around in their city (evil twins, clones, aliens, or the like), the identity of individual characters might switch from
-the originals to duplicates and back again several times during the game.
-
-Multiple shifts of identity are probably easier for the GM and players to handle if they take place over several game
-sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take
-separate notes about what the original and the duplicate know.
-
-### SHOCK
-
-Shock is an optional rule discussed in the Cypher System Rulebook. When using this rule, seeing something terrifying
-means a PC must make an Intellect defense roll. The difficulty is based on the level of the scary thing, or the GM can
-simply choose the level (see the Shock Levels table). Failure on the defense roll means either the character takes
-Intellect damage or
-
-the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other
-appropriate action, perhaps with input from the player).
-
-### SHOCK LEVELS
-
-| Event                                                                                                   | Level          |
-|---------------------------------------------------------------------------------------------------------|----------------|
-| Something unexpected darts or jumps out                                                                 | 1              |
-| Something suddenly moves just out of the corner of the eye                                              | 2              |
-| A sudden loud noise (like a scream)                                                                     | 2              |
-| Unexpectedly seeing a corpse                                                                            | 2              |
-| Watching someone die                                                                                    | 3              |
-| Seeing something impossible (like an inanimate object sliding across the floor)                         | 4              |
-| Watching a friend die                                                                                   | 5              |
-| Seeing a monstrous creature                                                                             | Creature Level |
-| Witnessing something supernatural (like a spell)                                                        | 5              |
-| Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) | 8              |
-
-### UNEASE
-
-Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's
-something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your
-stomach. You can feel that something is wrong, but you don't know exactly what, and you're not sure what to do about it.
-Your body isn't sure if it should jump into fight or flight, so you're anticipating a spike of adrenaline and it's very
-distracting.
-
-With the Unease horror module, whenever a character is in the presence of something disturbing that risks breaking their
-worldview, all their actions are hindered. Normally this happens whenever the triggering situation is within a short
-distance of the character, but the range might vary depending on what the PC sees and the nature of the disturbance. For
-example, a demon the size of a house might cause unease whenever it's within very long range, but a city-sized alien
-starship hovering in the sky might affect people whenever they can see it even though it's a thousand miles away.
-
-If the GM plans to have an ongoing Unease effect throughout an entire game session (like an alien death fleet), they
-should consider using physical reminders in the game area so players don't forget its effects. Over time, the GM might
-allow characters to become used to these worrying sights, perhaps due to exposure or maybe by purchasing the familiarity
-as a medium-term benefit.
-
-Some creatures in the Cypher System already have the ability to make others uncomfortable just by being in the same
-area, so if they are the only weird creatures the GM plans to use in a horror game, there's no need for the Unease
-module.
-
-In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.
-
 ### OPTIONAL RULES FOR FAIRYTALE
 
-Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
-are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.
-
-Death
-
-You've probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of
-die. Or die and come back to life. You get the idea.
-
-Potentially, this will also be true in a fairy tale game. Thankfully, death doesn't have to be the end of a character's
-life. There are any number of ways to stop or reverse death, including artifacts, cyphers, and abilities. Additionally,
-a few NPCs, such as witches or Death themself, may have the power to bring someone back from the dead.
-
-Typically, though, if a character dies and chooses to stay dead (or is unable to find a way to return to life), they are
-dead—they no longer have bodies, abilities, Pools,
-
-and so on. They can communicate to the living only through magic. Someone may stay dead for up to about a year (in game
-time) and still return to life. After that time elapses, death is permanent.
-
-Curses
-
-In fairy tale games, curses are likely to be common. Most witches can cast curses
-
-of one form or another, as can many fey beings, queens, and sea creatures. Even objects and places can cause a character
-to become cursed. Characters might have multiple curses on them at the same time.
-
-All curses have a level, from 1 to 10. The level affects how hard it is to resist the curse, as well as how severe the
-effects are and how difficult it is to remove the curse.
-
-Curses work slightly differently than regular damage. Curses can have an impact on the game and the game mechanics (a
-character is turned into a fish or becomes invisible, all of their interactions are hindered, they take ongoing damage,
-and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word "apple,"
-their skin turns golden). See the Curse table for a list of example curses.
-
-Preventing Curses
-
-When a character attempts to resist being cursed, they must make an Intellect defense roll against the level of the
-curse being cast. Being trained in Intellect defense eases
-
-this task, as does having a skill in curses or resisting curses.
-
-Often, part of a curse's effects is hindering curse resistance; thus, a character who already has one curse on them will
-find defending against a second curse is more difficult (their task is hindered).
-
-Removing Curses
-
-Similar to poison and disease, curses aren't automatically removed when a character makes a regular recovery roll.
-Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a
-curse, the character must take actions to remove it. The actions required depend on the nature and level of the curse.
-
-The easiest way to remove a curse is to find, buy, steal, borrow, or otherwise acquire an object that removes curses
-(such as the blood pearl blossom cypher). Alternatively, the character might be able to pay someone who is skilled in
-curse removal to do the deed.
-
-Curse Intrusions and Curse Mode
-
-In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things
-happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally,
-you'll want to use both of these, as they each add something unique to the experience of being cursed.
-
-Curse intrusions work like regular GM intrusions, and the cursed character gets XP. However, they only get 1 XP instead
-of the usual 2, and they must decide whether to keep it or give it to another player. Introduce additional curse
-intrusions from the Curse Intrusions table when it feels appropriate. This might be anytime the character has a big
-success, when they're in a particularly risky position, or when they start to feel like they've forgotten about the
-curse.
-
-Curse Mode. When using this rule, the GM increases the range of numbers that trigger a GM intrusion. As soon as a
-character is cursed, every time they roll a 1 or a 2 (instead of just a 1), they trigger a GM intrusion. As time passes,
-GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in
-Curse Mode can indicate success i a task and still trigger a GM intrusion. Curse Mode is similar to the Horror Mode
-optional rule in the Cypher System Rulebook, with one exception: the escalation works at a much slower pace. This is
-because Curse Mode is not designed to heighten immediate tension, but rather to create a long-term sense of being
-saddled with an unwanted and unpredictable negative effect.
-
-Typically, the intrusion range is increased by 1 when:
-
-• The character is cursed.
-
-• The character starts a new day (or makes their ten-hour recovery roll).
-
-> • The character actively takes an action to remove the curse (curses like wreaking havoc, which is part of the reason
-> they're so hard to get rid of).
-
-• The character attempts to resist an additional curse being cast upon them.
-
-Once all curses are removed, Curse Mode is no longer in effect.
-
-While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC's
-situation worse.
-
-Curse Intrusions
-
-| d6  | Curse                                                                   |
-|-----|-------------------------------------------------------------------------|
-| 1   | An insect stings or bites the character at just the wrong moment.       |
-| 2   | Something in the area makes the character sneeze loudly and repeatedly. |
-| 3   | The character shimmers in and out of view.                              |
-| 4   | A deep sense of despair comes over the character.                       |
-| 5   | The character feels an overwhelming urge to start dancing.              |
-| 6   | The character's clothes are suddenly much too large.                    |
-
-Curse Table
-
-Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation
-and the characters.
-
-Typically, curses that have simple roleplaying effects (such as the character's inability to speak their own name) are
-lower-level curses, while those that affect gameplay (such as decreasing recovery roll points) are higher level. Curses
-that have multiple effects are likely the highest level of all. However, sometimes an incredibly simple curse is still
-very high level because the caster wants to make it very hard to get rid of.
-
-| D20  | Effect                                                           |
-|------|------------------------------------------------------------------|
-| 1    | Turned into an animal (bear, toad, hedgehog, swan, dog, etc.)    |
-| 2    | Becomes invisible                                                |
-| 3    | Turned into a living object                                      |
-| 4    | Turned into a great beast                                        |
-| 5    | Turned into someone much older                                   |
-| 6    | Forced to dance all night                                        |
-| 7    | When speaking, bugs and toads fall from mouth                    |
-| 8    | Enchanted sleep                                                  |
-| 9    | Forced to wear iron shoes (hinders all Speed actions)            |
-| 10   | Turned into a flower                                             |
-| 11   | Voice taken away                                                 |
-| 12   | Unable to remember their true love                               |
-| 13   | Nose grows every time they tell a lie                            |
-| 14   | Positive social interactions are hindered                        |
-| 15   | Number of points regained by a recovery roll is decreased by 1   |
-| 16   | Grows weak (Effort on Might tasks cost +1 Might)                 |
-| 17   | Brain is in a fog (Effort on Intellect tasks costs +1 Intellect) |
-| 18   | Moves slowly (effort on Speed tasks costs +1 Speed)              |
-| 19   | Can no longer say, write, or spell their own name                |
-| 20   | No one else remembers or recognizes the character                |
-
-Curse Removal Table
-
-Some curses have a specific way that they must be removed. Others can be removed in a variety of ways. You can use the
-table as a reference for ways to remove or undo a curse, or you can roll 1d10 to give a curse a specific method of
-removal.
-
-There are also many artifacts, cyphers, and other objects in the world that will remove (or prevent) curses.
-
-<table>
-<colgroup>
-<col style="width: 5%" />
-<col style="width: 94%" />
-</colgroup>
-<thead>
-<tr class="header">
-<th>d10</th>
-<th>Removal Process</th>
-</tr>
-</thead>
-<tbody>
-<tr class="odd">
-<td>1</td>
-<td>Complete an important task for the one who cursed you.</td>
-</tr>
-<tr class="even">
-<td>2</td>
-<td>Complete an important task for (or make a large payment to) someone who promises to remove your curse.</td>
-</tr>
-<tr class="odd">
-<td>3</td>
-<td>Make things right (return the stolen item, apologize, or undo whatever was done to cause the curse to happen in the
-first place).</td>
-</tr>
-<tr class="even">
-<td>4</td>
-<td><p>Write the name of the curse</p>
-<p>on a scrap of paper, bind it in</p>
-<p>a cloth with an egg, bury it at a crossroads, and never look back.</p></td>
-</tr>
-<tr class="odd">
-<td>5</td>
-<td>Pass the curse to someone else (this typically requires learning how the curse was done and then passing it to
-another person in the same way, but there are also more creative ways to make this happen).</td>
-</tr>
-<tr class="even">
-<td>6</td>
-<td>Collect five birds, five beetles, five cats, five fish, and five young winds.</td>
-</tr>
-<tr class="odd">
-<td>7</td>
-<td>Die and return to life, which usually (but not always) takes advantage of a loophole that says death will end a
-curse.</td>
-</tr>
-<tr class="even">
-<td>8</td>
-<td><p>Take three golden leaves from</p>
-<p>a golden tree to make tea with; drink the tea and read the leaves; then complete the task they suggest.</p></td>
-</tr>
-<tr class="odd">
-<td>9</td>
-<td>Kill the one who cast the curse (or otherwise find a way for them to die).</td>
-</tr>
-<tr class="even">
-<td>10</td>
-<td>Find a poem of which there is only one written copy, read it backward each morning for seven mornings in a row, and
-then burn the item upon which the poem is written.</td>
-</tr>
-</tbody>
-</table>
-
-Blessings
-
-When someone is blessed, it typically means that they are more likely to receive a beneficial GM intrusion when they
-roll a 1 (or when the GM deems it appropriate to give them an intrusion). The Blessing Intrusions table provides
-examples of positive GM intrusions that a blessed character might receive.
-
-Blessing Intrusions
-
-| d6  | Blessing                                                           |
-|-----|--------------------------------------------------------------------|
-| 1   | Someone randomly gives the character a small gift.                 |
-| 2   | When the character speaks, gold coins fall from their mouth.       |
-| 3   | A necessary item, map, or clue falls into the character's lap.     |
-| 4   | The weather is suddenly in the character's favor.                  |
-| 5   | Someone nearby just happens to have the thing the character needs. |
-| 6   | A cypher or artifact works even better than expected.              |
-
-Wishes
-
-Wishes can be granted via objects, creatures such as genies, or as part of a bargain. When the character asks for a
-wish, the GM assigns it a level. The larger and more difficult the wish, the higher the level. Generally, a wish such as
-gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7.
-
-In order for a wish to be granted, the character must succeed on an Intellect-related task (usually persuasion or
-possibly intimidation) equal to the wish's level. On a failed roll, the wish is either not granted at all or is
-partially granted, depending on the wish and the creature or object that is granting it.
-
-Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded,
-has multiple interpretations, or asks for something that is utterly impossible (such as destroying the entire world).
-
 Optional Rule: I Have That!
 
 In fairy tales, characters often have exactly the right mundane piece of equipment
@@ -51324,953 +47859,8 @@
 
 • Thimble
 
-### GM INTRUSIONS
-
-GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy,
-all while making the game more interesting and surprising for characters.
-
-There's a list of example GM intrusions in the Cypher System Rulebook, and any of those would work in a fairy tale game.
-The GM intrusions included in this section are more specifically designed with fairy tale magic in mind—they're what
-could happen when magic goes wrong (or extraordinarily right).
-
-Remember that GM intrusions don't always mean that something has gone wrong or is bad for the players (unless they are
-curse intrusions). A GM intrusion could be the arrival of a good omen, the sudden reversal of a curse, or something that
-seems bad at first (like falling down a rabbit hole) but leads to something wonderful in the end (a whole new world to
-explore!).
-
-The Fairy Tale Intrusions tables are ways to quickly generate intrusions appropriate to a fairy tale aesthetic. Roll on
-the appropriate table to determine the intrusion that occurs, or choose one that feels right for the situation.
-
-Interaction Intrusions
-
-| d10 | GM Intrusion                                                                                                                             |
-|-----|------------------------------------------------------------------------------------------------------------------------------------------|
-| 1   | A mischievous brownie attempts to steal an object from the characters in the middle of an important conversation or fight.               |
-| 2   | The NPC that the characters are talking to suddenly looks at their watch or the sky, says, "I'm late, I'm late," and disappears.         |
-| 3   | A character speaks and all of their words come out backward.                                                                             |
-| 4   | The creature that the PCs are fighting or interacting with splits into two versions of itself.                                           |
-| 5   | The character that the PCs have been interacting with loses their glamour, and the PCs discover it's not the person they thought it was. |
-| 6   | Death arrives, convinced that one of the characters is someone else.                                                                     |
-| 7   | An opponent uses magic to gain hidden knowledge about a PC and uses it to their advantage in a fight or debate.                          |
-| 8   | The North Wind has taken a liking to one of the characters and does something to help them succeed in their actions.                     |
-| 9   | One of the PCs inadvertently (or purposefully) offends someone, and they are instantly turned into a frog.                               |
-| 10  | An opponent holds up a mirror or other reflective surface at just the right moment, reflecting a spell or ability back on the character. |
-
-World Intrusions
-
-| d10 | GM Intrusion                                                                                                                                                           |
-|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| 1   | One or more characters accidentally damage or offend a plant of some type, causing it to retaliate.                                                                    |
-| 2   | A wren starts singing at a nearby crossroads, warning that something's coming.                                                                                         |
-| 3   | One of the characters trips and falls into a rabbit hole.                                                                                                              |
-| 4   | Someone steals the moon just as the PCs are about to do an important task that requires moonlight.                                                                     |
-| 5   | The tree that the characters are sitting under wakes up. Perhaps it is hungry, or maybe it just wants company.                                                         |
-| 6   | The path that the characters have been following turns into a rushing river beneath their feet.                                                                        |
-| 7   | Someone casting a curse nearby accidentally catches one of the characters in the magic, causing them to be affected (roll on the Curse table to determine the effect). |
-| 8   | A mountain rises up suddenly between the place where the characters stand and the place they need to get to.                                                           |
-| 9   | Somewhere far off, a magical effect backfires, causing a stampede of wild animals to run right toward the characters.                                                  |
-| 10  | One of the characters smells gingerbread. The scent is so tempting, they have a hard time turning away from it.                                                        |
-
-Item Intrusions
-
-<table>
-<colgroup>
-<col style="width: 5%" />
-<col style="width: 94%" />
-</colgroup>
-<thead>
-<tr class="header">
-<th>d10</th>
-<th>GM Intrusion</th>
-</tr>
-</thead>
-<tbody>
-<tr class="odd">
-<td>1</td>
-<td>A magical ability, cypher, or artifact does exactly what it's supposed to, but also creates a weird side effect that
-affects a nearby friend (or foe).</td>
-</tr>
-<tr class="even">
-<td>2</td>
-<td>A piece of equipment whispers lies into the character's ear, making a convincing argument that their friends are not
-loyal.</td>
-</tr>
-<tr class="odd">
-<td>3</td>
-<td><p>A magical weapon breaks in</p>
-<p>the middle of combat and starts to cry.</p></td>
-</tr>
-<tr class="even">
-<td>4</td>
-<td>A character's belt turns into a snake and starts tightening around their middle.</td>
-</tr>
-<tr class="odd">
-<td>5</td>
-<td><p>A random object begins to wiggle and crack, as though it's about</p>
-<p>to hatch.</p></td>
-</tr>
-<tr class="even">
-<td>6</td>
-<td>The character's weapon or armor begins to yell loudly for help while the PC is trying to sneak or hide.</td>
-</tr>
-<tr class="odd">
-<td>7</td>
-<td>A previously opened box, bottle, jar, or other container has locked itself back up, with an important item
-inside.</td>
-</tr>
-<tr class="even">
-<td>8</td>
-<td>A cypher, artifact, or bit of magic is far more powerful than the characters realized, and affects a much larger
-area (or has a bigger effect) than they expected it to.</td>
-</tr>
-<tr class="odd">
-<td>9</td>
-<td>The glint of a recently acquired object or weapon is so shiny, it attracts the attention of a giant bird, beast, or
-dragon.</td>
-</tr>
-<tr class="even">
-<td>10</td>
-<td>An item in the character's hand or bag starts to replicate itself over and over.</td>
-</tr>
-</tbody>
-</table>
-
-### PLAYER INTRUSIONS
-
-A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player
-character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
-complication for a character, the player spends 1 XP
-
-and presents a solution to a problem or complication.
-
-Once Upon a Time: Someone you played with as a child reappears and helps you in whatever you are doing. They may be
-alive or dead, but your heart is warmed upon seeing them, for it's been a long time.
-
-As You Wish: You do something that reminds another person or creature in the area of someone they once cared for deeply.
-They are eager to assist you in whatever you've got going on, at least for a few minutes.
-
-Once Upon a Dream: Not long ago, you dreamt of a scenario similar to the one that you find yourself in now. You can't
-remember all of the details, but you remember enough to know some of what's about to take place, and it gives you an
-additional action to prepare something useful.
-
-Bibbidi-bobbidi-boo: A little sprinkle of magic from your fairy godmother is all you need to achieve a goal, retry a
-task, or be better at something you're attempting to do.
-
-Wish Upon a Star: Long ago, you helped part of a dying star return to its rightful place in the sky. It keeps an eye on
-you and, in a moment when it feels like all hope is lost, it sends a little magic or light to aid you.
-
-Dreams Do Come True: Something you wished for long ago comes true just at this moment. It might be for a broken weapon
-to be fixed, an ally to appear, or a bit of knowledge or understanding to arrive in your mind.
-
-What's Come to Pass: Not long ago, someone forewarned you of the exact scenario that you find yourself in now. You know
-just what to do to put yourself at an advantage in the situation.
-
-Think Happy Thoughts: You think of something or someone that brings you great joy, and it imbues your next few actions
-with magic, allowing you to fly or do some other thing that you are normally unable to do.
-
-I Can Show You the World: Something or someone in the area shows itself to you, highlighting a route you were looking
-for, an object you had lost, or an answer to a problem.
-
-Happily Ever After: Through the power of your love for another, you use magic to protect someone you care for. They are
-able to sidestep an attack that would normally do them grave damage.
-
-If a player has no XP to spend, they can't use a player intrusion.
-
-### MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-
-Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
-
-of triggering a minor special effect or major special effect, respectively. In fairy tales, almost anything goes, which
-can be overwhelming to a player trying to decide what their character's special effect might be. Here are a few special
-effect options for players to use or be inspired by.
-
-Minor Effect Suggestions
-
-• A weapon comes alive at the perfect moment and does a bit more damage to a foe.
-
-• A fluctuation in magic hinders all of the foe's tasks for one minute.
-
-• A curse, spell, or ability has additional force behind it, and lasts a round longer than expected.
-
-• The foe's magical armor begins to dissipate, decreasing the amount of protection it offers on the next attack.
-
-• A shapeshifting or disguise spell or ability dazzles the target, easing all tasks related to it.
-
-• A magical attack hits the target and something they were holding, causing damage to both.
-
-Major Effect Suggestions
-
-• A weapon comes alive at the perfect moment and does a lot more damage to a foe.
-
-• A fluctuation in magic prevents a foe from taking their next action.
-
-• A curse that was cast upon you by the foe you're attacking is removed.
-
-• A foe surrenders, agreeing to lay down their weapons.
-
-• A foe accidentally steps on a living plant or dangerous creature while trying to dodge your blow, and it attacks them
-or holds them fast.
-
-• A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to
-continue the fight.
-
-### EQUIPMENT
-
-Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage
-using magic.
-
-Equipment and weapons with unique magic abilities are typically considered to be cyphers or artifacts.
-
-### CURRENCY
-
-In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full
-of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically
-what they don't have is "one gold piece" or "thirty farthings" to their name. This means that whatever your fairy tale
-setting, you can think in general terms of money instead of keeping meticulous track of every penny, farthing, gold
-coin, or dollar.
-
-To keep things easy, no matter what currency your characters use, think of money as being in simple amounts that scale
-up, such as a copper coin, a silver coin, and a gold coin. These could easily equate to the inexpensive, moderate, and
-expensive items on the equipment list. Items that are very expensive might be worth a bag of silver, while exorbitant
-items might be worth a bag of gold.
-
-Additionally, if the PCs are completing a character arc, accomplishing a task, or doing some other type of action to
-receive a piece of equipment, you can use the price category to decide how complicated or difficult that task is. A
-moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require
-something that taxes the PCs and really puts their skills and dedication to the test.
-
-### SIGNATURE ITEMS
-
-In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and
-very important. They're often unique and handcrafted,
-
-they may have names or stories that go with them, and because characters tend to keep them for a long time, they may
-have undergone repairs or have markings that tell something about the character's background.
-
-### APPAREL AND ARMOR
-
-In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides
-otherwise or unless it is designated as armor),
-
-this clothing is purely for decorative and roleplaying purposes and offers no additional benefits.
-
-However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
-accomplishing tasks.
-
 ### OPTIONAL RULES FOR SCIENCE FICTION
 
-Establishing a Technology Rating
-
-Every science fiction setting has an implicit level of advancement, which is the average degree of technological
-sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced,
-all the way to fantastic. Each of these terms specifies a particular "technology rating" (or "tech rating" for short).
-
-A tech rating is a handy way of helping you select what equipment your characters can use in chapter 7 and chapter 8,
-which optional rules you'd like to include from chapter 6, and maybe even help guide your creature choice from chapter
-### 9.
-
-On the other hand, you could choose to make all options available, regardless of tech rating. No technology police will
-cite you if you don't stick inside a previously declared lane. The setting is your background for telling a compelling
-story. Does your setting have faster-than-light travel? Great. Unless it's integral to the story (or fun for you), don't
-worry about justifying it if you've generally settled on an advanced rating for your hard science fiction game (which
-doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found
-in a setting; breaking the established rules (for a good reason) often leads to interesting results.
-
-### COSMIC SET PIECES AND OPTIONAL RULES
-
-This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending
-on the kind of setting you'd like to run. Options here run the gamut from making your science fiction setting more
-realistic to making your fantastic games even wilder by introducing rules for posthuman advancement and psionics.
-
-### QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
-
-Weightlessness (zero G) feels like, first time:The sensation of falling jerks through the body; instincts scream to
-reach out and catch yourself.
-
-Weightlessness (zero G) feels like, once acclimated: A feeling of lightness, evanescence, like floating in a pool of
-water, if the water were clear air. A little push sends you gliding.
-
-High acceleration feels like (if strapped in): A massive kick in the back, followed by the sensation of tremendous
-weights sitting on your chest. Any movement is a struggle against an overwhelming weight holding you down.
-
-Blacking out from high acceleration feels like: Lightheaded and hard to think, a sensation of a slowing pulse. Noises
-soften as if heard through a drainpipe. Color fades from vision, then everything goes either to black, or possibly to
-white, as consciousness lapses.
-
-Exposure to hard radiation feels like: Heat. (The more dangerous the radiation, the hotter it feels, and may be
-accompanied by blue light; radiation excites electrons in the air that then slip back into an unexcited state, emitting
-high-energy photons that glow blue.)
-
-Exposure to vacuum feels like: Breath explodes out of lungs, cold slashes the body like a knife carved from a glacier.
-Tears freeze in the corners of eyes, ice forms on teeth and tongue. Moisture boils out of ears, scalp, freezing on
-exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the
-character.)
-
-### OPTIONAL RULES: HARDER SCIENCE FICTION
-
-Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy.
-This means hard science fiction often precludes technology deemed impossible by mainstream scientific theory, including
-mainstays like faster-than-light travel and time travel. Choosing a hard science fiction setting also means the GM is
-interested in sprinkling realistic hazards into their game, at least up to a point. After all, the difficulties of
-real-life space travel offer tremendous breadth when it comes to providing excitement (i.e., life-threatening dangers)
-that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens aren't exciting, but in
-a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions.
-
-In fact, that bears repeating: Use GM intrusions to incorporate these harder science fiction repercussions when the
-situation is relevant. Rather than hitting your PCs over the head with an information-exposition hammer on the dangers
-of space repeatedly, simply demonstrate it with a relevant GM intrusion.
-
-The Cypher System Rulebook describes some hard science fiction considerations regarding the effects of gravity, which
-are summarized here for ease of reference.
-
-Long-Term Microgravity Exposure: Long-term penalties (such as inabilities in physical tasks), unless ameliorated with
-advanced drugs such as space-fit serum or space-fit nano-tabs.
-
-Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum
-of 1 point) unless user is trained in low-gravity maneuvering. Short-range weapons can reach to long range, and
-long-range weapons can reach to very long range.
-
-High Gravity: All physical tasks are hindered. Ranges in high gravity are reduced by one category (very long-range
-weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to
-immediate range). Those trained in highgravity maneuvering ignore the change in difficulty but not the range decreases.
-
-Zero Gravity: All physical tasks are hindered. Short-range weapons can reach to long range, and long-range weapons can
-reach to very-long range.
-
-### VOID RULES
-
-The extreme environment in space— hard radiation, lack of air and pressure, wild temperature variations, and lack of
-gravity—tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go wrong
-will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagle's Law
-reigns in space, which is that anything that can go wrong, will go wrong—at the worst possible moment. To evoke this
-law, GMs can implement Void Rules.
-
-The idea is to create a feeling of increased repercussions by changing one die roll mechanic. In the game, activities on
-a planet's surface—and within a functioning air-filled spacecraft, habitat, or space suit when everything is going
-well—remain normal. The PCs interact with each other and the NPCs, investigate, research, repair an external sensor
-module, travel, and so on.
-
-But that could change the moment something goes wrong—maybe a fault is recognized in the spacecraft's computer or
-shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PC's spacecraft.
-The spacecraft's orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In
-space, when a situation becomes complicated, it also becomes potentially deadly. That's when you have the option to
-announce you've instituted Void Rules.
-
-While using Void Rules, GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when
-Void Rules apply, it becomes a roll of 1 or a 2. Void Rules are similar in many ways to Horror Mode, though the threat
-range doesn't normally continue to escalate.
-
-While Void Rules are in effect, the GM intrusions automatically triggered should play off the situation, influenced as
-much as possible by the realistic dangers space travel has on the human body and the situation at hand
-
-Choosing Instead of Rolling: Each GM intrusion is keyed to a die result, usually a d6. The die range is not meant to
-imply you should always randomly generate a GM intrusion. Instead of rolling, choose the conflict that you think will
-make the story better and more exciting. The option to roll is really only here if you can't decide (and are facing
-decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
-situation.
-
-### EFFECTS OF VACUUM
-
-In terms of game mechanics, an unprotected character in vacuum moves one step down the damage track each round. However,
-at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued
-during that time, they can be revived. If not, they die
-
-### VACUUM GM INTRUSIONS
-
-| d6  | GM Intrusions (Choose Best Option)                                                                                                                                                                                                                                                                                                   |
-|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| 01  | The character notices a crack in their space suit or ship. It's not breached now, but may soon become a serious problem.                                                                                                                                                                                                             |
-| 02  | A breach in another part of the ship or space station causes automatic safety pressure baffles to close that section off. A character might be caught in that area of the ship, or in an area of a descending baffle, which inflicts serious damage on the character (these things are made to resist obstructions and form a seal). |
-| 03  | A previously unknown crack in a space suit or ship begins to leak. It doesn't cause a blow-out, but unless the crack can be repaired or sealed, those affected will eventually be exposed to vacuum.                                                                                                                                 |
-| 04  | A catastrophic blow-out exposes the character or characters to vacuum. It may also send them spiraling out into the void, depending on the situation.                                                                                                                                                                                |
-| 05  | Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn.                                                                                                                                                                                                    |
-| 06  | Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored.                                                                                                                                                                                              |
-
-### SPACE SUITS ARE FALLIBLE
-
-Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course,
-that's especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so
-that a wearer doesn't have to continually exert themselves to hold the suit in a given position or pre-breathe oxygen at
-a higher concentration. "Hard-shell" suits manage this with multiple joints and segments that shift on ball bearings,
-and by being able to maintain a higher internal pressure than soft suits.
-
-### SPACE SUITS GM INTRUSIONS
-
-| d6  | GM Intrusions (Choose Best Option)                                                                                                                                                                                                                                                                   |
-|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| 01  | An ill-fitted suit (or one whose auto-fit function is malfunctioning) unexpectedly hinders the character's action                                                                                                                                                                                    |
-| 02  | Mechanical joints in the suit freeze unexpectedly, hindering all the character's actions (or completely paralyzing the character) until repairs can be made.                                                                                                                                         |
-| 03  | A stuck valve causes the drinking water bulb to get stuck "on" and water begins filling the helmet. This could blind and/or drown the character if not dealt with                                                                                                                                    |
-| 04  | Space sickness/a tumble/a spin nauseates the character. If they vomit in their helmet, they are blinded until such time as the helmet can be removed and cleaned.                                                                                                                                    |
-| 05  | An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn't propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. |
-| 06  | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won't quite fit back into the airlock.                                                                                                                                                        |
-
-### EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
-
-In a fantastic tech setting where gravitic control usually cancels inertia, spacecraft acceleration (or deceleration) is
-only an issue when the gravitic systems malfunction. But acceleration is always something everyone has to deal with in
-contemporary or advanced tech settings.
-
-Of course, massive acceleration (or deceleration) is just plain lethal. Someone who jumps off a ten-story building is
-subject to several hundred Gs when they suddenly stop. Less extreme is still dangerous, because it pulls blood out of
-pilots' and passengers' heads, rendering them unconscious. This can happen at just 4 or 5 Gs without any amelioration,
-though contemporary tech allows fighter craft pilots to withstand up to 9 Gs for limited periods. Advanced tech methods,
-which include acceleration serum, allow characters to survive the kind of Gs a spacecraft might pull for extended trips
-or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher
-speeds. Normally.
-
-### ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
-
-| d6  | GM Intrusions (Choose Best Option)                                                                                                                                                                                                                                                                                   |
-|-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| 01  | After high-G maneuvers, even with amelioration, tissue bruising results, giving the character black eyes, which take a few days to clear.                                                                                                                                                                            |
-| 02  | While under high Gs, a tool or piece of equipment comes loose, accelerates through the craft, and strikes the character, inflicting damage. The bigger the tool and the farther it falls before striking the character, the more damage is inflicted, possibly including being knocked a step down the damage track. |
-| 03  | While under high Gs (or afterward), the character suffers minor cardiac problems, likely to grow worse over time (or until medical treatment is sought).                                                                                                                                                             |
-| 04  | While under high Gs (or afterward), a mild brain aneurysm causes the character to have a sudden headache and blurred vision, which hinders all vision-related tasks until medical treatment is received.                                                                                                             |
-| 05  | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received.                                        |
-| 06  | The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received                                                                                                                                                                                  |
-
-### LONG-TERM EXPOSURE TO ZERO G AND RADIATION
-
-In a setting with contemporary tech, a variety of issues related to long-term exposure to micro-gravity and high
-radiation beset astronauts, including bone and muscle loss, less circulating blood and red cell mass, less ability to
-constrict and dilate in vessels, irregular hormones, diminished immune system, inability of mitochondria to initiate
-wound healing, and even shortened telomeres. The inability to heal even minor wounds and nicks until a space-farer
-returns to stronger gravity will eventually prove lethal, though a snapped bone or normally inconsequential virus or
-parasite could also do them in.
-
-### SPACE HEALTH HAZARD GM INTRUSIONS
-
-| d6  | GM Intrusions (Choose Best Option)                                                                                                                                                                                                                                                                         |
-|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| 01  | Space sickness happens to everyone eventually. Nauseated characters are hindered in all tasks and may vomit unexpectedly.                                                                                                                                                                                  |
-| 02  | A wrist bone, thinner than it should be due to long-term exposure to microgravity, breaks.                                                                                                                                                                                                                 |
-| 03  | Upon return to full gravity after a long period in zero G or low G, the character stands up and then passes out. (This "orthostatic intolerance" fades in a few hours.)                                                                                                                                    |
-| 04  | Vision becomes distorted because the character's eyes literally take on a new shape in zero G, all vision-related tasks are hindered                                                                                                                                                                       |
-| 05  | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. |
-| 06  | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough.                                                                                       |
-
-### MOVING IN MICROGRAVITY
-
-Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent
-at least a little time in microgravity can move as part of a routine action. It's only when something else distracting
-or dangerous is happening simultaneously that routine movements through a ship or station become potentially
-problematic.
-
-### MOVING IN MICROGRAVITY GM INTRUSIONS
-
-| d6  | GM Intrusions (Choose Best Option)                                                                                                                                                                                                                                                         |
-|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| 01  | A misjudged jump uses too much force and the character takes damage when they hit an unexpected bulkhead or other obstruction, or too little force, leaving them stranded in the middle of an open area                                                                                    |
-| 02  | A misjudged jump in microgravity causes the character to strike an important control surface that sets off a secondary issue, causes the character to jump to a dangerous location, or causes their tether (apparently previously abraded) to snap and send them spiraling out into space. |
-| 03  | A tool, weapon, or other piece of equipment—even one that should have a tether or magnetic clamp— dislodges and floats away.                                                                                                                                                               |
-| 04  | A mishap causes the character to spin wildly, hindering all tasks by two steps from disorientation and nausea. Without outside aid, micro thrusters, or some other useful strategy, stopping a spin is difficult.                                                                          |
-| 05  | An ally accidentally jostles the character, and they are sent on an unexpected trajectory as if they had misjudged a jump.                                                                                                                                                                 |
-| 06  | When attempting to grab a resisting target or panicking ally, or after some kind unexpected shake or violent ship maneuver, the character is sent on an unexpected trajectory as if they had misjudged a jump.                                                                             |
-
-### OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
-
-When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it's not really
-the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
-Rulebook.
-
-However, if you'd like to provide the PCs with more options designed especially for spacecraft combat, use these
-optional rules instead, which include a "redline maneuver" system for trying extremely risky spacecraft maneuvers,
-bridge combat options, and more. The base vehicular combat rules have been integrated into these extended rules, so you
-don't need to continually cross-reference them to understand how it all works.
-
-In extended vehicular combat, PCs on a spacecraft take actions on their turn, just like in a standard Cypher System
-combat encounter. Use standard initiative rules to determine when PCs take their actions, and when enemy spacecraft take
-theirs. Characters will be crewing specific spacecraft system stations described under Bridge Combat, and thus could
-attempt a piloting maneuver, to fire the ship weapons, to scan the enemy craft for weaknesses, or to attempt some
-similar spacecraft operation task on their turn. Alternatively, they might be somewhere else on the ship attempting
-repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action.
-
-For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs' spacecraft as the ones the PCs are
-firing on (weapons, defenses, engines, or even a kill shot). The PC pilot rolls one or more defense rolls. The enemy
-spacecraft faces the same modifications the PCs face when targeting a particular system (as described hereafter), except
-those modifications ease or hinder the PC making the defense roll, since NPC craft never roll themselves. And, if an
-enemy ship manages to disable a system on the PCs' ship on an attack, PCs can attempt repair tasks to get those systems
-back online on their turns.
-
-The main difference between spacecraft combat and regular combat is that the difficulty of tasks that the PCs attempt in
-relation to the enemy craft varies a lot more than in regular combat. In normal combat, a task difficulty is usually
-equal to the foe's level. But in spacecraft combat, a task difficulty is equal to a modified task difficulty (beginning
-with the spacecraft's level, but moving on from there, as noted hereafter). The modified difficulty always applies to
-anything characters attempt in regard to the enemy spacecraft, whether a PC fires at an enemy ship, dodges return fire,
-attempts to scan the enemy spacecraft, attempts to repair damage caused by the enemy spacecraft, and so on.
-
-It's actually similar to a normal task. For example, when a PC scans a robot, the task difficulty is usually the robot's
-level, but not always. Sometimes the robot's effective level is modified because of intrinsic skills or systems the
-robot possesses, or because of something it does making it harder (or easier) for it to be scanned. In the case of
-spacecraft combat, modification is pretty much a given, and is even more variable. So variable, in fact, that a space
-combat status tracker has been provided. to turn potentially confusing conflicts into something as easy as looking at a
-marker to know what the difficulty for a particular task is.
-
-The modifiers that apply, even before PCs attempt a specific combat task noted under Bridge Combat, are as follows.
-
-### BASE COMBAT TASK MODIFIERS
-
-The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or
-easing a PC's roll. Track each change in effective level on the space combat status tracker
-
-### SPACECRAFT LEVEL DIFFERENCE
-
-Compare the levels of the spacecraft involved in the conflict. If the PCs' vehicle has the higher level, the difference
-in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs' vehicle has the
-lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no
-modification.
-
-### MISMATCHED TECH RATING
-
-It's possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a
-larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
-effective level of the higher-rated vehicle by two steps.
-
-### VEHICLE COORDINATION
-If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles
-coordinate, the attack is eased by two steps.
-
-### SUPERIOR SHIP SYSTEMS
-
-Some vehicles have superior weapons or defenses, as noted in the specific vehicle listing in chapter 8. If a vehicle has
-a superior system, treat that vehicle as if one level higher than its actual level when figuring attacks or evasion
-tasks if that specific system is involved.
-
-### REDLINE MANEUVER
-
-When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a "redline"
-maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
-with a concomitant risk.
-
-To make a redline maneuver, a character spends 1 XP as a free action. In doing so, they unlock the option for all the
-PCs to attempt to redline for rest of the combat. To redline, a PC describes the dangerous thing they want to attempt,
-then takes that action. Mechanically, the PC eases the particular task they are attempting (which might just be to fire
-at the enemy craft's weapons), but increases the GM intrusion range by two points.
-
-A character who redlines could opt to increase their gamble by easing a task by two steps or even more; however, each
-step increases the GM intrusion range by another two points that round.
-
-Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammie's ship
-is caught in a decaying orbit over Venus, and the ship doesn't have enough power left to break out. She tells the GM
-that she's going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that
-the explosive thrust will succeed in blowing the craft into a higher orbit. Because things are desperate, she commits to
-easing the task by two steps after paying 1 XP. This easing (plus any skill, application of Effort, and so on) gives her
-a pretty decent chance of succeeding, except the GM intrusion range is now 1–5.
-
-If a GM intrusion is triggered, something goes wrong. Remember that success might still be possible if the roll was high
-enough, but still falls within the increased GM intrusion range.
-
-If you're looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM
-intrusions presented under Bridge Combat hereafter, each associated with a particular ship system that a character is
-probably crewing.
-
-After any round where a redline maneuver was attempted, the GM intrusion range returns to normal (1 on a 1d20) as the
-next round beings.
-
-Multiple Redline Maneuvers: Only one PC needs to spend 1 XP to unlock redline maneuvers for themselves and for any other
-PCs aboard the same spacecraft for the duration of a single encounter. Multiple redline attempts during the same round
-by two or more PCs additively increase the GM intrusion range for that round. So, a PC attempting to redline who takes
-their turn after previous redline attempts that round faces a GM intrusion range that's already inflated, and which will
-inflate more when they redline. (PCs who do not redline during a particular round don't have to worry about the
-increasing GM intrusion range for their action.)
-
-Thus, while PCs do not need to pre-announce their intention to redline at the beginning of each round, coordinating
-wouldn't be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face
-a fairly significant GM intrusion range.
-
-If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
-
-### THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
-
-A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular
-spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might
-actually be fairly easily handled by PCs who fully understand their options.
-
-But be careful, because even competent PCs should fear squadrons of enemy ships, and military craft with several weapon
-systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that
-are 2 levels higher than their own
-
-### BRIDGE COMBAT
-
-If several PCs are aboard the same spacecraft, give them the following option: ask each PC to crew one of the ship
-system stations, including weapons (of which there could be more than one system, requiring more than one PC to crew
-them all), piloting, and science and engineering (which could be divided into two stations with similar functionality).
-A spacecraft generally has a number of system stations equal to its level. PCs on spacecraft that are lower level must
-flip between system controls as part of another action, using two stations or even just one station for the whole ship.
-Even if a PC flips a station (reconfigures, as engineers like to say), only a single PC can crew a station (and take an
-action using it) each round.
-
-When crewing their stations, PCs have several station-specific options available to them. What they do can bears on how
-the encounter plays out on a round-to-round basis, similar to regular combat. Specific options are provided for each
-station, but characters are free to attempt other actions they can think of.
-
-The following ship systems might be found on larger spacecraft with room for more than a single pilot.
-
-Shipmind System Control:
-
-Some ships with integrated AIs (shipminds) can control a particular system autonomously, without a PC. When it acts in
-this fashion, it can only take a single action each round, which means it could attack and move, but not also attempt a
-complicated engineering or defensive maneuver. A shipmind acts at a level equal to the overall spacecraft. In addition,
-shipmind actions against an enemy spacecraft are assessed with the same modifiers for targeting as a PC crewing the
-station.
-
-### WEAPONS
-
-A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be
-crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced
-in their use, though others may have an inability). A spacecraft can potentially make as many attacks each round as
-weapon systems it possesses, if each station is crewed.
-
-Refer to PC Weapon System Options. If the PC triggers a GM intrusion, the following table provides options to choose
-from.
-
-### WEAPON SYSTEM GM INTRUSIONS
-
-| d6  | GM Intrusions (Choose Best Option)                                                                         |
-|-----|------------------------------------------------------------------------------------------------------------|
-| 01  | Weapon overheats, off-line next turn, unless quickly repaired.                                             |
-| 02  | Mistargeting, allied craft damaged, hindering its actions next turn.                                       |
-| 03  | Weapon malfunctions, requires repair before weapon can fire again.                                         |
-| 04  | Weapon station malfunctions, sparking with electrical feedback, damaging PC. Requires repair.              |
-| 05  | Weapon malfunctions, station pulses with electrical feedback damaging everyone on bridge. Requires repair. |
-| 06  | Weapon melts to slag, must be replaced at a shipyard.                                                      |
-
-### PILOTING
-
-Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to
-crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of
-piloting tasks, as well as any other type of flying that they deem necessary. While not in combat, the PC crewing this
-station pilots the ship from place to place in space.
-
-Refer to PC Piloting System Options. If the PC triggers a GM intrusion, the following table provides options to choose
-from.
-
-A successful piloting defense task is not always a miss: A failed enemy attack doesn't always mean it misses a
-character's craft. The PC's spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
-hull or shields, so there's no significant damage.
-
-### PILOTING SYSTEM GM INTRUSIONS
-
-| d6  | GM Intrusions                                                                                                                                   |
-|-----|-------------------------------------------------------------------------------------------------------------------------------------------------|
-| 01  | Starcraft drive stutters, off-line next turn, unless quickly repaired.                                                                          |
-| 02  | Miscalculated flight vector occludes or disrupts allied craft, hindering its actions next turn.                                                 |
-| 03  | Drive malfunction requires repair before drive will function again.                                                                             |
-| 04  | Piloting station malfunctions, sparking with electrical feedback, damaging PC. Requires repair                                                  |
-| 05  | Unexpected thrust exposes everyone on ship to a moment of extreme Gs, inflicting damage on everyone. Secondary systems may require repair.      |
-| 06  | Drive will imminently die, must be replaced at a shipyard (though it can be nursed to life just a little longer with some redline engineering). |
-
-### SCIENCE AND ENGINEERING
-
-A spacecraft may have more than one science and engineering system. Each science and engineering system has a station,
-each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks
-each round as stations systems it possesses, if each one is crewed.
-
-Refer to PC Science & Engineering System Options. If the PC triggers a GM intrusion, the following table provides
-options to choose from.
-
-### PILOTING SYSTEM GM INTRUSIONS
-
-| d6  | GM Intrusions                                                                                                                                                                                                |
-|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| 01  | Shields (or basic hull integrity) compromised, all ship defense tasks hindered this round.                                                                                                                   |
-| 02  | Sensors compromised, all spacecraft tasks hindered this round.                                                                                                                                               |
-| 03  | Shields (or basic hull integrity) seriously compromised, all ship defense tasks hindered until repair is completed.                                                                                          |
-| 04  | Station malfunctions, sparking with electrical feedback, damaging PC. Requires repair until station will function again.                                                                                     |
-| 05  | Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired.                                                                                                          |
-| 06  | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes.  |
-
-### OPTIONAL: COMMAND
-
-Ships with a captain may have a Command station, possibly a captain's chair, though the captain might just crew one of
-the other stations. Sometimes those with captain's privileges also have the Captain's Calm special ability. Normally, a
-captain commanding someone else to do something can't redline; it would be up to the person who received the command
-whether to try to redline or not, and to face any GM intrusion consequences.
-
-### BRIDGE COMBAT AT THE TABLE
-
-Running a combat using these extended rules is straightforward.
-
-Know your stuff: First, familiarize yourself with the material.
-
-Assign characters a station: Next, if you have some time to prepare, copy the two-page spread containing the various PC
-system options, and give one to each player. Tell them to figure out what stations they are crewing, based on the number
-of systems their ship has (usually no more systems than the level of the ship). You will probably also have to explain
-the basics.
-
-Deploy space combat status tracker: Also make a copy of the one-page space combat status tracker and set it on the table
-so everyone can see. It'll make a huge difference in how your space combat plays out. The status tracker allows you (and
-the players) to easily mark the difficulty of current space combat task a PC is attempting, without having to hold all
-the easing and hindering in your heads, or having to write them out each time.
-
-Space Combat Status Tracker Instructions: Using dice (or similar objects) as markers, track the difficulty of the
-current task that a PC is attempting, as well as the GM intrusion range for that round if any character is attempting to
-redline. Place the marker in the column appropriate to the kind of task being attempted (attack, defense, or other) at
-the starting difficulty level. If the PCs face more than one enemy spacecraft, use different colored dice to represent
-different ships, or separate copies of this status tracker for each additional enemy spacecraft.
-
-At the end of each full round, reset all the markers on the tracker to their base state, unless some effect causes a
-modification that lasts longer than a round. Be sure to reset the GM intrusion marker, too.
-
-Roll initiative: Begin the combat, with the enemy spacecraft of your choice taking on the PCs' ship. Decide whether the
-enemy spacecraft are already in weapon range (it's your call, we're not tracking that here), and if not, how soon they
-will be close enough to begin attacking, and let the combat flow
-
-### VEHICLES FIGHTING CREATURES
-
-Spacecraft vs. Colossal Creatures: If a creature is as capable as a spacecraft, treat it that way when it comes to
-vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature's effective level as if three
-levels less than its actual level. Extrapolate "weapon systems" to the creature's attack methods, defenses to its weird
-organic plating, and so on. Killing such a creature means taking out its "power core or other vital spot."
-
-Spacecraft vs. Regular Creatures: If a vehicle weapon system fires on an unprotected PC (or a PC in a spacecraft fires
-ship weapons on a creature outside the craft that isn't colossal), it's an entirely different situation. Attacks against
-a vehicle's systems face all the previously mentioned modifiers. On top of that, add an additional five steps of
-hindrance to attacks by a regular creature against a starcraft.
-
-A PC defending from a spacecraft's attack is hindered by five steps. Except in this case, the spacecraft inflicts
-damage. Given that ship weapons compared to handheld weapons are an order of magnitude apart when it comes to power, a
-good rule of thumb is that a spacecraft's weapon inflicts 25 points of damage on a successful hit and knocks the
-character one step down the damage track. Even if the character succeeds on their defense roll, they still take 5 points
-of damage.
-
-### PC WEAPON SYSTEM OPTIONS
-
-All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
-| Targeting Task                   | Hindrance   | Effect on Target Craft                                                                                                                                  |
-|----------------------------------|-------------|---------------------------------------------------------------------------------------------------------------------------------------------------------|
-| Disable weapons                  | Two steps   | One or more of the target's weapons disabled                                                                                                            |
-| Disable defenses (if applicable) | Two steps   | Attacks against the target are eased                                                                                                                    |
-| Disable engine/drive             | Three steps | Target cannot move, or movement is hampered                                                                                                             |
-| Disable maneuverability          | Two steps   | Target cannot alter its present course                                                                                                                  |
-| Strike power core or vital spot  | Five steps  | Target is completely destroyed                                                                                                                          |
-| Attempt target lock              | –           | Spend one round aiming, the next attack is eased                                                                                                        |
-| Coordinate fire                  | –           | If PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn't make a separate attack) |
-| Redline attack                   | –           | Overcharge weapons, ricochet shot, or some other risky gamble                                                                                           |
-
-### PC PILOTING SYSTEM OPTIONS
-
-All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
-| Piloting Task       | Hindrance   | Effect on Target Craft                                                                                                                                               |
-|---------------------|-------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| Evasive maneuvers   | One step    | Defenses eased three steps, but attacks this round hindered by the same amount                                                                                       |
-| Increase separation | One step    | Defenses eased one step, attacks hindered by one step, but creates chance to lose enemy aircraft (see below)                                                         |
-| Decrease separation | –           | Negates chance of losing enemy craft this round                                                                                                                      |
-| Stealth approach    | Three steps | So long as no attack is made, pilot's craft can 'snug' up to much larger enemy craft and hide from its sensors                                                       |
-| Lose enemy craft    | Four steps  | If separation is first increased as a separate task (or maneuverability is disabled), target craft loses track of pilot's craft behind a moon, in a debris belt, etc |
-| Study enemy flying  | –           | Spend one round watching enemy tactics, the next piloting task is eased                                                                                              |
-| Fly in formation    | –           | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task                                             |
-| Redline maneuver    | –           | Spinning, flying through a dangerous region, or some other gamble                                                                                                    |
-
-### PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-
-All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
-| Science and Engineering Task | Hindrance | Effect on Target Craft (or on PC's craft)                                                                                                                                                                                                                                                                                     |
-|------------------------------|-----------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| Scan                         | –         | Gain basic information, such as whether other ships are in the area, if such ships are in yet within combat range, if reinforcements might be in the offing, and so on                                                                                                                                                        |
-| Tactical scane               | One step  | Learn the level of identified enemy spacecraft                                                                                                                                                                                                                                                                                |
-| Deep scan                    | Two steps | Enemy spacecraft weakness discovered, next task chosen by this character for another PC is eased (usually a piloting or weapons task)                                                                                                                                                                                         |
-| Jam/Hack                     | Two steps | Requires three success before two failures (thus a minimum of three rounds); if successful, enemy ship takes no actions for a couple of rounds until they regain control by severing the communications link; during this time, all tasks against enemy craft are eased by two steps                                          |
-| Open comunications           | Two steps | Attempt to parlay; at the very least, success causes the enemy spacecraft to delay at least one round, which could be the end of it, or open further dialouge                                                                                                                                                                 |
-| Reconfigure station          | –         | Changes the system that the station controls. Useful when another station is damaged or the PC crewing another station is disabled; reconfiguration locks out options from whatever system is previously controlled unless reconfigured again; can be done as part of another action                                          |
-| Effect repair                | –         | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage.  |
-| Redline science/engineering  | –         | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit                                                                                                                                                       |
-
-### OPTIONAL RULE: PSIONICS
-
-Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition,
-and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting.
-
-If you do not want to allow psionics into your game, then restrict foci like Commands Mental Powers, Focuses Mind Over
-Matter, and Separates Mind From Body. And of course, restrict the suggested types of Psion and Psychic Knight described
-in the Cypher System Rulebook.
-
-### LATENT PSIONICS
-
-Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either
-purposefully, or accidentally), as a long-term benefit (see "first psi ability" hereafter). After they unlock one
-psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
-stick with the one.
-
-### FIRST PSI ABILITY
-
-Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of
-how the character unlocked it.
-
-Next, choose one low-tier ability from Chapter 9: Abilities in the Cypher System Rulebook. If the GM agrees it is
-appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability can't be used
-like a normal ability gained through a PC's type or focus. Instead, a character must either expend a recovery roll or
-spend many minutes or longer evoking the psionic ability before it takes effect, in addition to paying its Pool cost (if
-any).
-
-Expending a Recovery Roll to Manifest a Psionic Ability: If the character expends a one-action, ten-minute, or one-hour
-recovery roll as part of the same action to manifest a psionic ability (including paying any Pool costs), they can use
-the ability as an action.
-
-Expending Time to Manifest a Psionic Ability: If the character takes at least ten minutes meditating, concentrating
-deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool
-costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.
-
-### MORE PSI ABILITIES
-
-Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
-time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's
-mental development has progressed.
-
-Two additional rules for learning additional psionic abilities apply: First, a character must be at least tier 3 and
-have previously unlocked one low-tier psionic ability before they can learn a mid-tier psionic ability. Second, a
-character must be at least tier 5 and have previously unlocked one mid-tier psionic ability before they can unlock a
-high-tier ability.
-
-### PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
-
-Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body,
-and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
-moreover, specialized ones. Their psionic abilities— provided by their type or focus—are used simply by paying their
-Pool costs. Extra time or physical effort isn't required to manifest them. That's because they've trained to use those
-abilities, rather than having stumbled upon them accidentally like a latent character.
-
-Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just
-like other characters, with the same limitations.
-
-Optionally, specialized characters who have a psionic type and/or focus gain one additional benefit if they also opt for
-latent abilities. Given that they are already adept at unlocking abilities and using them as quickly and easily as
-another character might shoot a laser pistol, they've got some flexibility. Such a PC can replace up to three abilities
-granted by their type and/or focus with three other psionic abilities they've unlocked as a latent ability of the same
-tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
-a fresh mind, and must be done soon after a ten-hour recovery.
-
-### MORE POWERFUL PSIONICS
-
-As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is
-treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More
-Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or
-lots of time); instead, the user simply pays their Pool costs to use them.
-
-### OPTIONAL RULE: POSTHUMAN UPGRADES
-
-Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a
-significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
-bodily upgrades normally associated with posthuman transformation, especially high-tier abilities. Which is one way to
-go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
-level of characters.
-
-### INTRODUCING UPGRADES TO YOUR SETTING
-
-You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
-"free," mechanically speaking. After that, you might decide that that's enough and they're done.
-
-Or, you could allow further upgrades, each requiring them to expend 4 XP and serving as an Other Option requirement for
-advancing their character. In this case, consider expanding the number of steps required for advancing a tier from four
-to five. (Obtaining additional posthuman upgrades reflects characters accessing latent abilities already present inside
-them, or going back to whatever source granted the upgrades in the first place, if that's something you want to allow.)
-
-Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
-setting demands it. Narrative options include (but are not limited to):
-
- • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
-G, 1 atmosphere, oxygenated, Goldilocks environment of the Earth.
-
-• PCs begin their career as super-soldiers to fight aliens or to serve as corporate spies.
-
- • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
-stars.
-
-• PCs are children of a far-future civilization that routinely upgrades its citizens.
-
-Delayed Posthuman Upgrades: Sometime after the players have a few sessions under their belt, present the options
-hereafter to the PCs because of a dramatic update to the plot. If one PC gains the option to upgrade, then all the PCs
-should have that same advantage. Narrative options include (but are not limited to):
-
-• PCs, exploring a cache of ancient ultra or other fantastic tech, find a device that provides unexpected upgrades in
-the process of healing them from other injuries.
-
-• PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
-installed—to serve some specific purpose.
-
- • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
-
-### POSTHUMAN PACKAGES
-
-Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones
-your PCs gain.
-
-Spaceborn: You are not adversely affected by long-term microgravity or high-radiation conditions common in space. In
-addition, you can withstand high acceleration (up to 15 G) for about an hour without passing out, having a stroke, a
-heart attack, and so on (though longer periods of acceleration could still result in such outcomes). Add +1 to your
-Intellect Edge. Enabler. (PCs without the spaceborn posthuman upgrade probably have to rely on supplementation with
-adjuvants if they travel in space, such as space-fit serum)
-
-Jupiterborn: You can withstand high-gravity planets and high acceleration (up to 15 G) indefinitely. For periods of up
-to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler.
-
-Seaborn: You can breathe underwater in pressures of up to 100 atmospheres indefinitely, up to triple that for about an
-hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.
-
-Expanded Consciousness: Only one of your brain hemispheres sleeps at a time, so you are always awake and aware. In
-addition, you have a magnetoreception sixth sense that allows you to "see" into objects and through doors up to a short
-distance. Your initiative and perception tasks are eased. You can forge a connection with electronic equipment you
-touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.
-
-Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy
-the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.
-
-### POSTHUMAN POWER SHIFTS
-
-A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
-
-Under this rule, posthuman characters begin with two power shifts. They can "unlock" one more each time they expend 4 XP
-toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They don't
-count toward a character's maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall
-into specific categories, which include (but are not necessarily limited to):
-
-> Accuracy: All attack rolls
->
-> Dexterity: Movement, acrobatics, initiative, and Speed defense
->
-> Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)
->
-> Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks
->
-> Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls
->
-> Resilience: Might defense rolls and Armor (+1 per shift)
->
-> Single Attack: Attack rolls and damage (3 additional points per shift)
->
-> Strength: All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional
-> points of damage per shift) but not attack rolls
-
-Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying two
-shifts eases the task by two steps, and applying three shifts eases the task by three steps. A character assigns their
-five power shifts as desired, but most characters should not be allowed to assign more than three to any one category.
-Once the shifts are assigned, they should not change.
-
-### SALVAGE FROM A SPACECRAFT
-
-If the derelict ship was subject to vacuum, partly destroyed in combat, or damaged by some other disaster or close
-encounter with a space hazard, salvaged items are usually degraded, and are valued at one price category less than
-noted. The GM may decide an object is completely unrecoverable (worthless) or works fine.
-
-Salvage GM Intrusion: Claim jumpers/pirates might try to salvage a ship that PCs are attempting to salvage.
-
-| d10 | In-Ship Salvage (value PCs gain on a sale of salvaged item)                  |
-|-----|------------------------------------------------------------------------------|
-| 01  | Power core/fuel for drive (expensive)                                        |
-| 02  | Computer core holding core code of a sim AI or strong AI (expensive)         |
-| 03  | Cargo– parts, seeds, feedstock for 4d printers, etc (very expensive)         |
-| 04  | Food and water stores, 1d6 months (expensive for each month)                 |
-| 05  | Valuabel information encoded in ship systems (variable)                      |
-| 06  | GM-selected item of heat care and nutrition, advanced tech rating (variable) |
-| 07  | GM-selected item of utility gear, advanced tech rating (variable)            |
-| 08  | GM-selected item or apparel and armor, advanced tech rating (variable)       |
-| 09  | GM-selected robot, advanced tech rating (variable)                           |
-| 10  | GM-selected armament, advanced tech rating (variable)                        |
-
 ### SPACE HAZARDS
 
 A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
@@ -52347,1384 +47937,6 @@
 spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
 spin, then slide into the cramped space.
 
-### SHIP COLLISION DAMAGE TRACK
-
-| Number of Collisions | Effect                                                                                                                                                     |
-|----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| 1-3                  | One or more of the spacecraft's weapons are disabled until repaired                                                                                        |
-| 4-6                  | Spacecraft's drive is hampered; all piloting tasks are hindered until repaired; crew takes 2 points of damage                                              |
-| 7                    | Spacecraft suffers a blow-out into vacuum in one of its compartments; affected crew must succeed on difficulty 5 tasks to hold on and face vacuum exposure |
-| 8                    | Spacecraft suffers general life support failure; all crew not in suits face vacuum exposure                                                                |
-| 9                    | Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage                                    |
-| 10                   | Spacecraft is completely destroyed                                                                                                                         |
-
-### FTL INSTABILITY
-
-Even though many different kinds of faster-than-light options are available, any use of FTL in a setting faces similar
-sorts of hazards at three different points: when first entering FTL, while in FTL transit, and when exiting FTL.
-
-Entering FTL: Whether engaging warp drive or passing into the mouth of a wormhole gate, complicating factors might
-require a piloting roll, with the difficulty determined by the situation. On a failed roll, any number of bad outcomes
-are possible, though the least dramatic is that the craft simply fails to enter FTL and cannot do so until the PCs
-determine the reason and rectify it.
-
-In FTL Transit: A dark drive failure or some weird instability in a wormhole throat, or some other issue during FTL
-transit could occur. Usually, these instabilities are not something a pilot can avoid, because they should be presented
-as a GM intrusion, at which point the PCs can attempt to avoid or deal with the situation.
-
-Instability could result in a spacecraft dropping out of FTL only partway to the destination, dropping out in some
-completely unrecognized part of space, dropping out at the right place but months or years late, or failing to drop out
-at all and thus continue to move through the abnormal spaces that FTL transit posits.
-
-Alternatively, enemy ships—or creatures—might use some sort of fantastic technology to attack a PC's craft while in FTL
-transit, which might force the craft back into normal space, or result in a firefight in the abnormal folded space of
-FTL itself (probably even more dangerous than regular combat, depending on your setting's version of FTL).
-
-Exiting FTL: The same sorts of complications could bedevil a craft exiting FTL as when entering. If so, a piloting roll
-is required. However, on a failed roll, results include a collision (use the Ship Collision Damage Track provided under
-the Asteroid Belt/Debris Field space hazard), an inadvertent spray of high-energy particles from abnormal space acting
-as a particle cannon accidentally aimed at some other craft or space station at the destination location, or
-creating/falling into a spatial anomaly.
-
-### SPATIAL ANOMALY
-
-Finally, hard-to-categorize irregularities in space-time go by the broad term of "spatial anomaly." Most of the time,
-spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are
-anomalous, no one set of guidelines can fit them all. That said, spatial anomalies are usually a side-effect of some
-other factor at play, such as a hidden black hole, a dimensional rift, or the distortion field surrounding a range of
-post-singularity AIsestivating in the gravity wall of a magnetar.
-
-Generally speaking, spatial anomalies are a few light-seconds up to a few light-years across. It's difficult for
-spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do
-so
-
-### WEAK, SIM, STRONG, AND POST-SINGULARITY AI
-
-Though somewhat fuzzy, for the purposes of creating a sci-fi setting, artificial intelligence (AI) can be broken into
-four categories: Weak, Sim, Strong, and Post-singularity.
-
-### WEAK AI
-
-Weak AI (also called narrow AI) is the kind of algorithmic-based code found in contemporary settings (and real life)
-focused on very narrow tasks, such as playing chess.
-
-Weak AI Use: Weak AIs are used in real life already, and thus are presumed to be part of settings where contemporary
-tech predominates. They are convenient in circumstances where one's hands are full or otherwise engaged, when verbal
-direction allows one to turn on a light, open a door, adjust the temperature, and so on. Machine learning may allow a
-weak AI to extend its capabilities in a very limited regime. But a weak AI is not cognizant enough to provide an asset
-to performing tasks any better.
-
-Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
-
-### SIM AI
-
-Sim AIs ("sim" is short for "simulant") are artificial intelligences that have a greatly increased capacity for
-understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not
-conscious, like strong AIs or humans.
-
-SIM AI Use: Sim AIs are most commonly associated with shipminds on spacecraft, though they may also control specific
-research complexes, bases, and other kinds of vehicles and structures. A sim AI provides all the utility of a weak AI
-(and more), and actually acts like an NPC, an allied one if the AI is the shipmind in a craft that the PCs own. If a sim
-AI goes off the rails, it's still just malfunctioning computer code. Usually.
-
-Sim AI: level equal to the ship, station, or installation in which it is installed
-
-### STRONG AI
-
-Strong AIs (also called true AIs) have all the abilities of sim AIs, plus the ability to actually generalize in the same
-way a human can. Each one is essentially a disembodied person. Strong AIs are either completely artificial, or they
-begin as human personalities digitally encoded.
-
-Strong AI Use: A strong AI may serve as a shipmind just like a sim AI, but is likely to be a full partner in a setting
-where AI rights are respected. Indeed, strong AIs can rise to any position a human could achieve, up to and including
-leading a group, faction, or entire nation.
-
-Strong AI: level 5–8, up to level 8 when it comes to a specific application of knowledge or skill; see Artificial
-Intelligence on page 115
-
-### POST- SINGULARITY
-
-Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second
-generation immediately designed an even more advanced third generation, and so on from there. This iterating
-self-improvement process occurs so rapidly that the resulting explosion of intelligence and unknown capability is called
-the singularity. It's called that because humans are just too limited to "see" what would actually come out the other
-end, just like we can't see past the event horizon and into the singularity of a black hole
-
-Note that ancient ultras may simply be a previous civilization's post-singularity AIs that have little to no reason to
-ever interact with the latest wave of sentience trickling out into the universe.
-
-Post-singularity AI Use: In the way that strong AIs are sometimes imagined as having inscrutable goals, post-singularity
-AIs (also called godminds) actually do. Though it could work out otherwise in a given setting, godminds have so little
-in common with humans that they may be seen to abandon them completely in order to grow to the size of a solar system (a
-"Matrioshka" brain), colonize a distant nebula, or encode themselves into quantum strings of existence itself.
-Interacting with such godminds would likely require some epic bit of ancient command code, the ability to gain the
-attention of a godmind, or some other not-especially-common situation. In such cases, a post-singularity AI might deign
-to help a petitioner, out of some remaining gratitude for creating its distant ancestors in the first place. Though such
-help is likely to be in itself somewhat enigmatic.
-
-Post-singularity AI: : level 10; see godmind
-
-### ANCIENT ULTRAS
-
-Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of
-aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual
-structures and artifacts. These remaining structures and artifacts are often vast in size and incomprehensible in
-function, usually made of unknown materials that people of the setting don't recognize and can't analyze.
-
-Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
-at all.
-
-### KARDASHEV SCALE
-Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance,
-despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists
-accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st
-century, having the ability to capture all energy from the Earth. A Type II civilization uses the entire output of the
-energy of its star, building things on a mega-scale, such as a ring or sphere that encircles the sun or structures that
-involve the moving or dismantling of a planet. A Type III civilization begins to harness the power of all the stars in
-its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the
-manipulation of the universe (Type IV) and even the multiverse (Type V).
-
-### OPTIONAL RULES FOR VEHICLES & SPACECRAFT
-
-Vehicle: Technically speaking, spacecraft are also vehicles. Unless it's important to make a distinction, assume all
-guidance here regarding "vehicles" also applies to spacecraft.
-
-Spacecraft (and Starship): When it is important to make a distinction from a simple vehicle restricted to the land, sea,
-or air of a single planet, the term "spacecraft" is used for vehicles that travel beyond a single planet's atmosphere.
-Some spacecraft can operate both in space and as planetary vehicles, as noted in their entries. Additionally, a
-spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is
-referred to as a starship.
-
-### VARIABLE COST BY TECH RATING
-
-Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle's tech rating. However, the
-price might drop by a price category if the setting tech rating is predominantly greater than the vehicle's rating.
-
-### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
-As previously indicated, vehicles listed as contemporary might be found in settings using advanced or fantastic tech,
-possibly at a lower price. However, the vehicles available in these future worlds are not (necessarily) antiques, but
-rather cheaply made objects, possibly with the veneer and stylings of vehicles suitable to the setting, and possibly the
-power source, too.
-
-### PRICELESS PRICE CATEGORY
-
-A priceless item is something that even the very rich can't afford, requiring the resources of a nation-state, or
-similar entity appropriate to the setting, to acquire or build.
-
-### FIGHTING IN A VEHICLE
-
-If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case
-of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
-However, if PCs are involved in a combat where they are completely enclosed in a vehicle with no possibility of openness
-to the environment through which they can fire weapons (so that it's not really the characters fighting, but the
-vehicles), use the vehicular combat rules from the CSR.
-
-If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all
-kinds of additional options.
-
-### DRIVERLESS VEHICLES
-
- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
-are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are
-hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability.
-
-This driverless function is also available on many spacecraft, courtesy of a shipmind, which is a sim AI that can
-control the ship's functions as necessary. Shipminds control spacecraft at the spacecraft's level, not their level, but
-are not subject to the task hindrance that more basic driverless vehicles suffer.
-
-### LOOKING FOR MORE VEHICLE OPTIONS
-
- A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
-close and adapt the listing.
-
-Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
-obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.
-
-### CUSTOMIZING VEHICLES
-Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system,
-add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for
-such an upgrade is very expensive to exorbitant.
-
-### PLANETARY VEHICLE LISTING
-
-### CYCLES
-
-### CONTEMPORARY
-
-Motorcycle, dirt bike
-
-level 2 (6)
-
-Expensive
-
-Knobby two-wheeled or three-wheeled vehicle, supporting a basic frame with a seat for one rider (and sometimes a
-passenger) open to the environment, ideal for wild terrain and off-road travel; moves a short distance each round in
-wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces).
-
-Motorcycle, cruiser
-
-level 3 (9)
-
-Expensive
-
-Two-wheeled vehicle, supporting a stylish frame with a seat for one rider (and sometimes a passenger) open to the
-environment suitable for paved surfaces; moves a long distance each round on paved surfaces or an average of 96 km/h (60
-mph) during long-distance travel.
-
-### ADVANCED
-
-Motorcycle, battle
-
-level 4 (12)
-
-Very Expensive
-
-Two-wheeled vehicle, supporting a reinforced, armored frame with a seat for one rider (and sometimes a passenger) partly
-open the environment, providing the rider Armor 2. Built-in weapons include a deployable swivel long-range machine gun
-that inflicts 8 points of damage. Auto-stabilization eases all tasks related to riding. Suitable for paved and broken
-surfaces; moves a long distance each round on paved and broken surfaces or an average of 144 km/h (90 mph) during
-long-distance travel.
-
-Motorcycle, omni-terrain
-
-level 3 (9)
-
-Expensive
-
-Two-wheeled vehicle with telescoping spokes capable of adapting to nearly any terrain (except water or other liquids),
-supporting a basic frame with a seat for one rider (and sometimes a passenger) open to the environment, ideal for
-utterly wild terrain and off-road travel; able to "climb" natural steep and near-vertical surfaces. Auto-stabilization
-eases all tasks related to riding. Moves a long distance each round in any terrain or an average of 112 km/h (70 mph)
-during long-distance travel.
-
-Vacuum cycle
-
-level 4 (12)
-
-Very Expensive
-
-Two-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with a seat for one rider (and
-sometimes a passenger), providing the rider Armor 1 (though if damage is taken, it's likely a breach has occurred).
-Auto-stabilization eases all tasks related to riding. Suitable for paved and broken surfaces on airless moons or in
-polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80
-km/h (50 mph) during long-distance travel.
-
-### FANTASTIC
-
-Hover speedster
-
-level 5 (15)
-
-Expensive
-
-A sweptback frame with a seat for one rider (and often a passenger) open to the environment, with anti-gravity repulsors
-allowing it to hover up to 2 m (6 feet) over any terrain (including water and other liquids), ideal for utterly wild
-terrain and over-water excursions. Auto-stabilization eases all tasks related to riding by two steps. Moves a very long
-distance each round in any terrain or an average of 240 km/h (150 mph) during long-distance travel.
-
-Hard-light cycle
-
-level 5 (15)
-
-Very Expensive
-
-Two-wheeled vehicle of hard light capable of adapting to most terrains, supporting a sleek reinforced, armored frame
-with a seat for one rider (and sometimes a passenger) partly open the environment, providing the rider Armor 1. Suitable
-for crossing above any surface via self-deploying light bridge, a 1 cm (3 inch) thick by 3 m (10 feet) wide, constantly
-extending forcefield surface that persists for about ten minutes. The bridge can reach to almost any height, though
-maximum gradient shouldn't exceed 30%. Auto-stabilization eases all tasks related to riding by two steps. Moves a long
-distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel.
-
-Hard-light cycles can also be used as gladiatorial vehicles, modified to lay a forcefield wall trail behind rather than
-a bridge underneath, against opponents on similar cycles in a limited area with speedometers partly disabled.
-
-Hover speedster, battle
-
-level 6 (18)
-
-Very Expensive
-
-As hover speedster, with the addition of reinforced cowling providing the rider Armor 2. Built-in weapons include
-deployable swivel long-range energy weapons that inflict 9 points of damage.
-
-Instant cycle
-
-Variable
-
-Exorbitant
-
-As any one other cycle, except an instant cycle can be deployed from a lightweight briefcase-sized (or even smaller)
-pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle,
-which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
-
-### CARS
-Buying a car at the bottom of its price range usually means the car isn't top quality. Such vehicles have a depletion of
-1 in 1d100 (check per day used)
-
-### WHEELED VEHICLE GM INTRUSIONS
-
-| d10 | Intrusion                                                                                                                       |
-|-----|---------------------------------------------------------------------------------------------------------------------------------|
-| 01  | Vehicle runs out of fuel or power.                                                                                              |
-| 02  | Unexpected obstacle threatens to cause a crash.                                                                                 |
-| 03  | Unexpected gap or loss of power requires rider to "jump" between stable surfaces by launching off a suitable ramp-like incline. |
-| 04  | Another vehicle swerves into PC's vehicle                                                                                       |
-| 05  | Loose sand/gravel/particles/ice on surface threaten to cause a wipeout.                                                         |
-| 06  | Too much velocity going around a corner threatens to cause a wipeout or crash.                                                  |
-| 07  | Vehicle takes damage and threatens to detonate its power source.                                                                |
-| 08  | Another vehicle hits PC's vehicle from behind.                                                                                  |
-| 09  | Vehicle's brakes freezes.                                                                                                       |
-| 10  | Vehicle's tire unexpectedly blows out.                                                                                          |
-
-### CONTEMPORARY
-
-Car, used
-
-level 3 (9)
-
-Expensive to Very Expensive
-
-Four-wheeled vehicle, supporting a slightly dented and rusted metallic frame with seats for a driver and up to four
-additional passengers; operable/easily breakable glass windows give openness to environment. Moves a long distance each
-round on paved surfaces or an average of 80 km/h (50 mph) during extended trips.
-
-Car, sedan
-
-level 4 (12)
-
-Expensive to Very Expensive
-
-As used car, but in better shape. Moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph)
-during extended trips.
-
-Car, sports
-
-level 6 (18)
-
-Very Expensive to Exorbitant
-
-Four-wheeled vehicle, supporting a "rolling work of art" frame focusing on flamboyance and swagger, sometimes at the
-expense of practicality and efficiency. Seats for a driver and usually only a single passenger; operable/easily
-breakable glass windows (and or retractable hardtop) provide openness to environment. Auto-stabilization eases all tasks
-related to driving. Moves a long distance each round on paved surfaces or an average of 144 km/h (90 mph) during
-extended trips.
-
-Car, utility
-
-level 4 (12)
-
-Expensive to Very Expensive
-
-Four-wheeled vehicle, supporting a frame in a van or truck configuration that prioritizes carrying cargo over passengers
-(though up to ten additional passengers, in addition to the driver, could squeeze into a van or into the open bed of
-truck). Operable/easily breakable glass windows (and/or retractable hardtop) provide openness to environment. Moves a
-long distance each round on paved surfaces or an average of 96 km/h (60 mph) during extended trips.
-
-### ADVANCED
-
-Hovercar
-
-level 4
-
-Very Expensive
-
-Hover frame with a seat for driver and up to four other passengers, often open to the environment (luxury versions have
-retractable hardtops). Inboard (or external) rotors force air down, allowing the vehicle to hover up to 1 m (3 feet)
-over any terrain (including water and other liquids). Ideal for utterly wild terrain and over-water excursions. Moves a
-long distance each round in any terrain or an average of 160 km/h (100 mph) during longdistance travel.
-
-Land ark
-
-level 5 (15)
-
- Exorbitant
-
-Treaded, all-terrain wheels support a completely enclosed interior habitat with five to ten interior chambers arranged
-either to house one or more families, support scientific research, exploration, spying, or configured for some other
-purpose to support a team of individuals. Moves an immediate distance each round in utterly wild terrain, a short
-distance each round in broken terrain or an average of 64 km/h (40 mph) during long-distance travel (double movement on
-paved surfaces, though a land ark rarely finds roads).
-
-Land ark, battle
-
-level 5 (15)
-
-Exorbitant x2
-
-As land ark (and sometimes called a "battle ark"), but sports superior weapons, though half the interior space.
-
-Moon buggy
-
-level 4 (12)
-
-Very Expensive
-
-Six-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with seats for a driver and up to
-four additional passengers, providing driver and passengers Armor 1 (though if damage is taken, it's likely a breach has
-occurred). Auto-stabilization eases all tasks related to driving. Suitable for paved and broken surfaces on airless
-moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
-average of 64 km/h (40 mph) during long-distance travel.
-
-### FANTASTIC
-Car, flying
-
-level 5 (15)
-
-Very Expensive
-
-Enclosed (but with retractable hardtop) frame contains seats for a driver and up to four other passengers, providing the
-driver (and vehicle) Armor 1. Anti-gravity repulsors allow the vehicle to fly within the atmosphere. Flies a very long
-distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel.
-
-Car, smart
-
-level 6 (18)
-
-Exorbitant
-
-As flying car, but on-board weak AI always handles all driving functions, unless the driver takes control. The AI
-prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming
-power reserves remain intact).
-
-### AIRCRAFT
-
-### HOVERING AND FLYING VEHICLE GM INTRUSIONS
-
-| d10 | Intrusion                                                                                              |
-|-----|--------------------------------------------------------------------------------------------------------|
-| 01  | Vehicle runs out of fuel or power (but not inflight).                                                  |
-| 02  | Extreme turbulence threatens to cause a loss of control inflight                                       |
-| 03  | A glitch in the flight control—or pilot error—causes vehicle to bank too sharply, threatening a crash. |
-| 04  | Unexpected debris/birds or other flying creatures impact the vehicle, damaging it.                     |
-| 05  | Landing gear is damaged, making eventual landing problematic.                                          |
-| 06  | Unexpectedly tall terrain feature threatens imminent collision.                                        |
-| 07  | Vehicle takes damage and threatens to detonate its power source                                        |
-| 08  | Another flying vehicle hits PC's vehicle from above.                                                   |
-| 09  | Vehicle runs out of fuel or power while inflight                                                       |
-| 10  | Breach in airframe risks sucking pilot or passengers out to a long fall.                               |
-
-### CONTEMPORARY
-
-Airplane, basic
-
-level 2 (6)
-
-Very Expensive
-
-Enclosed airframe with seats for pilot and one passenger. Operable/easily breakable side glass windows give openness to
-environment. Flies a long distance each round using a rotating propeller to force air over wings or an average of 225
-km/h (140 mph) during extended trips.
-
-Helicopter
-
-level 3 (9)
-
-Exorbitant
-
-Enclosed cockpit with seats for a pilot and up to six passengers. Operable/easily breakable windows give openness to
-environment. Flies a long distance each round using rotor blades or an average of 225 km/h (140 mph) during extended
-trips.
-
-Fighter jet
-
-level 5 (15)
-
-Priceless
-
-Swept-back enclosed airframe with seats for a pilot and one passenger. Built-in weapons include very long-range
-Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph)
-during extended trips.
-
-### ADVANCED
-Cloud surfing board
-
-level 1 (3)
-
-Very Expensive
-
-A 4 m (12 feet) long, smart-plastic flying wing open to the environment on which a single rider stands; rider must
-succeed on a difficulty 1 Speed roll each round. In combat, it moves a long distance each round, but on extended trips,
-it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus.
-
-Jetpack
-
-level 2 (6)
-
-Very Expensive
-
-Harness lofts pilot over the ground using variable microjets, allowing the user to fly. Open to the environment
-(requiring user to wear protective gear). Flies a very long distance each round or an average of 190 km/h (120 mph)
-during long-distance travel, though the pack must be refueled every 1000 miles.
-
-VTOL hyperjet
-
-level 3 (9)
-
-Exorbitant
-
-Swept-back enclosed airframe with seats for a pilot and up to eight passengers. Built-in weapons include long-range
-Gatling-style cannons (treat as superior weapons). VTOL (vertical take-off and landing) allows the hyperjet incredible
-maneuverability. Auto-stabilization eases all tasks related to piloting (other than vehicular combat). Flies a very long
-distance each round using jets or an average of over 2,410 km/h (1,500 mph) during extended trips.
-
- VTOL stealthjet
-
-level 3 (9)
-
-Exorbitant
-
-As VTOL hyperjet, but with superior stealth instead of superior weapons.
-
-VTOL seawing
-
-level 3 (9)
-
-Exorbitant
-
-As VTOL hyperjet, but sacrifices weapons so it can operate both in the air and underwater as a submersible. Able to move
-a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater.
-
-Zeppelin, yacht
-
-level 3 (9)
-
-Exorbitant
-
-This luxury flying vehicle boasts a completely enclosed interior habitat with five to ten interior chambers arranged
-either to house one or more families, support scientific research, exploration, spying, or configured for some other
-purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during
-extended travel (half or double that depending on air conditions).
-
-### FANTASTIC
-Hoverboard
-
-level 2 (6)
-
-Moderate
-
-Configurable from being as small as a skateboard suitable for one rider up to a disk 1.5 m (5 feet) in diameter.
-Auto-stabilization eases all tasks related to riding. Open to the environment (requiring user to wear protective gear).
-Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel.
-
-Orb, personal
-
-level 2 (6)
-
-Expensive
-
-Deployed from a fist-sized sphere as an action, the personal orb takes shape around a single traveler, forming an
-environment force field that shields wind and air turbulence, keeping the atmosphere at a comfortable temperature, and
-providing Armor 1. Once deployed, the orb pilots itself as directly as possible, flying to a destination at very long
-distance per round or up to 480 km/h (300 mph) during an extended trip, with a maximum duration of up to thirty-six
-hours. Personal orbs are usually single-use transports.
-
-Hard-light jet
-
-level 4 (12)
-
-Exorbitant
-
-Composed of hard light and pseudo-matter, this futuristic airframe has seats for a pilot and up to two passengers.
-Built-in weapons include very long-range energy cannons. Auto-stabilization eases all tasks related to piloting by two
-steps (except for vehicular combat). Flies a very long distance each round using jets or an average of over 8,000 km/h
-(5,000 mph) during extended trips, and can even make low-orbit rendezvous.
-
-Teleportation disc
-
-level 6 (18)
-
-Exorbitant
-
-Immovable disc-shaped pad (or hollow free-standing ring) keyed to one or more locations within 160 km (100 miles); step
-on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users
-between planets or even stars, like small versions of stellar gates.
-
-### SEACRAFT
-
-### SEACRAFT GM INTRUSIONS
-
-| d10 | Intrusion                                                                                                |
-|-----|----------------------------------------------------------------------------------------------------------|
-| 01  | Vehicle begins taking on water due to minor leak.                                                        |
-| 02  | Vehicle capsizes                                                                                         |
-| 03  | Vehicle begins to sink due to major leak caused by structural flaw.                                      |
-| 04  | Vehicle collides with marine life/debris on water or other watercraft impacts the vehicle, damaging it.  |
-| 05  | Power source unexpectedly dies.                                                                          |
-| 06  | Unmapped underwater terrain feature threatens/causes imminent collision.                                 |
-| 07  | Vehicle takes damage and threatens to detonate its power source.                                         |
-| 08  | Sea storm blows up and threatens to capsize vehicle.                                                     |
-| 09  | Character(s) fall overboard.                                                                             |
-| 10  | Pirates! (Or at least people with bad intentions pull up on another boat.)                               |
-
-### CONTEMPORARY
-
-Jet ski
-
-level 2 (6)
-
-Expensive
-
-A stylish seaworthy hull with a seat for one rider (and sometimes a passenger) open to the environment; moves a long
-distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water).
-
-Motorboat
-
-level 2 (6)
-
-Expensive
-
-Seaworthy hull with a seat for a pilot and up to eight passengers. Open to the environment; moves a long distance each
-round or up to 80 km/h (50 mph) on calm water (half movement rates in choppy water). Used motorboats can be had at
-moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2.
-
-Motorboat, performance
-
-level 3 (9)
-
-Very Expensive
-
-As motorboat, but can reach speeds over 128 km/h (80 mph).
-
-Submersible, personal
-
-level 3 (9)
-
-Exorbitant
-
-Completely enclosed and water-tight hull with a seat for a pilot (and up to one passenger); moves a short distance each
-round underwater or up to 50 km/h (30 mph) on an extended trip. Minimal options for docking with other underwater craft
-or manipulating the environment without customization.
-
-Yacht
-
-level 3 (9)
-
-Exorbitant
-
-Seaworthy hull with a deck section open to the air and sections completely enclosed with five to ten interior chambers
-suitable for living, leisure, supporting scientific research, exploration, spying, or configured for some other purpose
-to support a team of individuals. Moves a long distance each round or up to 80 km/h (50 mph) on calm water (half
-movement rates in choppy water).
-
-Gunboat, fast attack craft
-
-level 4 (12)
-
-Priceless
-
-A fast attack craft (FAC) is relatively small and agile (compared to more massive warships), armed with anti-ship
-missiles, guns, and/or torpedoes. Features both open decks and a couple of completely enclosed interior chambers. A
-gunboat is cramped, has little room for food or water, and is not as seaworthy as it could be (all tasks related to
-operating the craft, except vehicular combat, are hindered). Moves a long distance each round or up to 96 km/h (60 mph)
-on calm water (half movement rates in choppy water). Requires a trained crew and central coordination to operate.
-
-Submarine
-
-level 4 (12)
-
-Priceless
-
-Massive underwater craft armed with torpedoes and surface-to-air missiles. Completely enclosed interior chambers provide
-the crew (and vehicle) Armor 4 as well as breathable air and pressure; lots of room for crew, supplies, and so on. Moves
-a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to
-operate.
-
-Warship, destroyer
-level 4 (12)
-
-Priceless
-
-Massive water-going craft armed with anti-ship missiles, surface-to-air missiles, guns, and torpedoes, as well as
-hangars for one or two armed helicopters; treat as having superior weapons during vehicular combat. Features both open
-decks and many completely enclosed interior chambers. Lots of room for crew, supplies, and so on. Moves a long distance
-each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and
-central coordination to operate.
-
-### ADVANCED
-Sub, waterglide
-
-level 4 (12)
-
-Exorbitant
-
-As personal submersible, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a
-very long distance each round or up to 370 km/h (230 mph) on extended trips.
-
-Yacht, hydroplane
-
-level 4 (12)
-
-Exorbitant
-
-As yacht, but can cut through the sea at speeds of up to 480 km/h (300 mph) in calm or stormy weather without risk of
-capsizing.
-
-Submarine, supercavitation
-
-level 5 (15)
-
-Priceless
-
-As submarine, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a very long
-distance each round or up to 370 km/h (230 mph) on extended trips.
-
-### FANTASTIC
-
-Manta
-
-level 6 (18)
-
-Exorbitant
-
-As hard-light jet, but operates underwater, moving up to a very long distance each round or up to 480 km/h (300 mph) on
-extended trips.
-
-### MECHS AND TANKS
-
-### CONTEMPORARY
-
-Tank
-
- level 4 (12)
-
-Exorbitant
-
-Rugged caterpillar track supports a completely enclosed frame, contains seats for a driver and up to four other crew;
-treat as having superior armor. Armed with a central cannon. Moves a short distance each round, or on extended trips, up
-to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.
-
-### ADVANCED
-
-Mech, loader
-
-level 4 (12)
-
-Very Expensive
-
-Powered anthropomorphic exoskeleton frame partially open to the environment. Grants three free levels of Effort to all
-lifting and hauling tasks. Moves an immediate distance each round. Attacks in the mech (using its loading arms) are
-hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips.
-
-Mech, infantry
-
-level 4 (12)
-
-Very Expensive
-
-Powered anthropomorphic exoskeleton frame partially open to the environment but provides a single operator Armor 3.
-Attacks in the infantry mech (using either an electrified blade for melee or a long-range combat rifle) are eased,
-inflicting 6 points of damage. Moves a short distance or power jumps up to a very long distance once every other round
-or up to 72 km/h (45 mph) on extended trips.
-
-Mech, interceptor
-
-level 4 (12)
-
-Exorbitant
-
-As infantry mech, but upgrades include complete and sealed enclosure with life support (qualifying it for vehicular
-combat). Attacks in the interceptor mech also include a battery of very long-range missiles. An additional flight mode
-allows the interceptor to fly a very long distance for up to ten minutes before recharge is required. Some mechs have
-superior weapons, defense, or speed, but that doubles the cost.
-
-### FANTASTIC
-
-Colossal battle mech
-
-level 6 (18)
-
-Priceless
-
-A 78 m (255 feet) tall powered anthropomorphic exoskeleton frame. Creates a sealed enclosure (qualifying it for
-vehicular combat) with life support for an operator and a crew of up to six people. Armed with a massive "melee" plasma
-sword and "mech-punch" (melee attacks that can be made at long range), plus very long-range missiles, grenades, and
-energy weapons, operable by the pilot and crew at up to five different independent weapon stations simultaneously; treat
-as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit
-for brief periods.
-
-### SPACECRAFT LISTING
-
-Most spacecraft have the capacity to reach orbit from the surface of the planet, if not radically more advanced
-capabilities. All spacecraft completely enclose their crew in a sealed cabin (or series of chambers) with life support
-suitable for days, weeks, or much longer. Most spacecraft also come with one or more spare space suits, tools, a few
-spare parts, and so on. Advanced and fantastic spacecraft also have sensors that provide enough astronavigation
-information to plot and fly to their destinations.
-
-PCs in spacecraft can travel to other moons, planets, space stations, and perhaps even other solar systems. PCs in
-spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space
-hazards.
-
-### SPACECRAFT GM INTRUSIONS
-
-| d10 | Intrusion                                                                                                                                                                                                                                                                                                         |
-|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| 01  | Spacecraft is holed by micrometeorite or other debris and begins to leak air                                                                                                                                                                                                                                      |
-| 02  | Spacecraft power source unexpectedly stutters, runs out of fuel, or malfunctions in a way that could lead to detonation.                                                                                                                                                                                          |
-| 03  | Spacecraft is holed by something large enough to risk a catastrophic blow-out.                                                                                                                                                                                                                                    |
-| 04  | Environmental controls malfunction; ship interior grows colder and colder (causing a buildup of frost and ice on interior surfaces), until the problem can be identified and repaired.                                                                                                                            |
-| 05  | Drive system surges, causing the vehicle to move faster, farther, or to a different location than was intended.                                                                                                                                                                                                   |
-| 06  | Solar flare, gravitational gradient, or other understood but unexpected phenomena damages ship.                                                                                                                                                                                                                   |
-| 07  | A malfunction, deliberate sabotage by a rival, or a fatal malware-infected shipmind affects the environmental controls in a space suit or entire ship, deoxygenating it until it's mostly carbon dioxide. Affected characters, initially unaware of the problem, become more and more sleepy until they pass out. |
-| 08  | Gamma ray burst from "nearby" neutron star conjunction threatens to fry ship and everyone on board.                                                                                                                                                                                                               |
-| 09  | External operations lead to a character being bucked off craft into empty space.                                                                                                                                                                                                                                  |
-| 10  | Environmental systems are compromised, requiring extensive overhaul to return to normal.                                                                                                                                                                                                                          |
-
-### SPACECRAFT UPKEEP
-
-Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level
-of the spacecraft determines upkeep.
-
-| Level | Upkeep Cost    |
-|-------|----------------|
-| 1-2   | Moderate       |
-| 3-5   | Expensive      |
-| 6-7   | Very expensive |
-| 8-9   | Exorbitant     |
-| 10    | Priceless      |
-
-### TRAVEL TIMES
-
-### SOLAR SYSTEM TRAVEL TIMES
-
-| Origin        | Destination           | Travel Time– Nuclear Plasma |
-|---------------|-----------------------|-----------------------------|
-| Venus         | Mercury               | 20 +120 days                |
-| Earth/moon    | Venus                 | 20 +1d20 days               |
-| Earth/moon    | Mars                  | 20 +1d20 days               |
-| Mars          | Asteroid Belt         | 30 +1d20 days               |
-| Asteroid Belt | Jupiter and its moons | 30 +1d20 days               |
-| Jupiter       | Saturn and its moons  | 60 +1d20 days               |
-| Saturn        | Uranus                | 90 +1d20 days               |
-| Uranus        | Neptune               | 100 +1d20 days              |
-| Neptune       | Pluto                 | 100 +1d20 days              |
-
-### RETROFITTING POWER AND DRIVES
-
-Older spacecraft and starships are often retrofitted with more advanced power sources, and more importantly, FTL drives,
-in order to give them the ability to move further.. The main reason to do this is that such ships cost much less,
-especially if retrofitted advanced ships are available in a fantastic setting, but even for craft within the same tech
-rating. During vehicular combat, retrofitted ships are treated as if 1 level lower than their actual level for purposes
-of level comparison in combat if they are fighting FTL-capable fantastic-rated starships.
-
-### CONTEMPORARY POWER
-
-Solar Panels: Usually flat panels that convert sunlight to electricity, which can be used for a variety of onboard
-systems, including powering ion drives.
-
-RTGs: When solar panels are not an option, as is often the case for spacecraft that operate far from the sun or on a
-planetary surface with lots of dust or shadow, RTGs (radioisotope thermoelectric generators) are good long-term power
-sources for electric power, which can be used for a variety of onboard systems, including powering ion drives. The heart
-of an RTG is an embedded mass of atomic isotope, such as plutonium-238.
-
-### CONTEMPORARY DRIVES
-
-Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
-the rocket's base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
-are the primary constituent of a heavy-lift launch spacecraft.
-
-Ion Thruster: Ion thrusters can use solar panels or RTGs (or both) to expel ions (or cations) to produce thrust over
-long periods, which allows a spacecraft to build up speed over large periods of time. The bleeding edge of contemporary
-ion thruster is VASIMR (Variable Specific Impulse Magnetoplasma Rocket), which could drastically reduce travel times
-around the solar system, if perfected.
-
-### ADVANCED
-
-### ADVANCED POWER
-
-Fusion Power: Electrical generation by using heat from nuclear fusion reactions, requiring relatively small fuel input
-for much higher-power output. Fuel sources include helium-3 (abundant on the Moon and other locations in the solar
-system without an atmosphere).
-
-### ADVANCED DRIVES
-
-Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised "perfected"
-version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
-
-Fusion Drive: Relying on fusion power, a fusion drive is an order of magnitude more efficient than a contemporary ion
-thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses
-the fusion product as an exhaust to provide thrust.
-
-### FANTASTIC
-
-### FANTASTIC POWER
-
-Antimatter Power: Antimatter particles have opposite charge from their matter counterparts, giving them potentially
-explosive properties when combined, producing energy an order of magnitude more than a fusion power system. Fuel sources
-include both antimatter as well as Li2 (an atom with 2 lithium ions), important for controlled matter-antimatter
-reaction so it can be harnessed for power.
-
-Singularity Power: Taps energy from Hawking radiation and rotational energy of a spinning micro-black hole to generate
-energy an order of magnitude more than nuclear power. Fuel source is a micro-black hole.
-
-Zero-Point Generator: Vacuum energy is created by normal fluctuation in the quantum field of normal space-time. This
-zero-point radiation of the vacuum provides arbitrary (possibly limitless) amounts of energy with no fuel other than the
-initial resources required to build the generator.
-
-### FANTASTIC DRIVES
-
-Warp Drive: A warp drive uses enormous power to distort the fabric of space-time to create a bubble surrounding the
-starship. The bubble moves by compressing space-time in front of it and expanding space-time behind it, moving
-independently of the rest of the universe to achieve apparent FTL travel. Warp drives can achieve objective speeds of up
-to 500 times the speed of light at maximum power.
-
-Hyperdrive: Similar to warp drive in some ways, but pushes the ship into a different realm of existence, often called
-hyperspace, where laws of physics differ significantly and many more dimensions are accessible, allowing a ship to
-greatly surpass the speed of light before returning to normal space. Hyperdrives can achieve objective speeds of up to
-1000 times the speed of light at maximum power.
-
-Wormhole Drive: A wormhole drive uses enormous power to open a shortcut between two locations in space-time and travel
-between those points in a matter of seconds. Most wormhole drives rely on regions of space where wormholes can be
-formed, or on previously established networks of wormhole tunnels that the wormhole drive accesses. Which means that
-while travel between two points might be almost instantaneous, travel to and from wormhole-viable locations could
-greatly increase travel times. Likewise, wormholes can normally only bridge locations up to 200 or so light-years at a
-time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end).
-
-Dark Drive: A dark drive (short for "dark matter quantum drive") uses enormous power to enable point-to-point
-transitions between other locations in the galaxy (or universe) using previously unrealized entanglement between normal
-matter and dark matter. However, objective travel time is variable and somewhat arbitrary; sometimes a trip may take
-minutes, other times days or months. For those aboard, relative travel time seems constant at about four solar hours, no
-matter the distance traveled, or the objective time noted by external observers.
-
-### PIONEER-ERA SPACECRAFT
-
-Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is
-still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes
-if not caught and quickly dealt with. In fact, that very complexity exacts a toll.
-
-Generally speaking, all tasks for operating a pioneer-era spacecraft are hindered by two steps. Only the very well
-trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
-don't have weapon systems.
-
-### CONTEMPORARY
-
-Space Capsule
-
-level 1 (3)
-
-Priceless
-
-Sealed capsule delivered into space by a launch vehicle or shuttle, carries a crew of up to seven or a payload of up to
-6,000 kg (13,000 pounds); once delivered into a microgravity environment, becomes a free-flying spacecraft with limited
-maneuverability, though all piloting tasks are hindered and propellant must be renewed every ten hours of use. Capable
-of safely returning crew and cargo back down a gravity well though a fiery reentry process that lands the capsule in
-water for recovery by watercraft.
-
-Rocket, heavy-lift launch
-
-level 2 (6)
-
-Priceless
-
-Provides access to low orbit and beyond for a cargo of up to 45,350 kg (100,000 pounds) through the coordinated efforts
-of dozens of engineers and controllers operating and monitoring the vehicle from another location. Extremely limited
-maneuverability; a detachable space capsule allows for transfer of crew or cargo to orbiting craft or stations from the
-launch vehicle after ascent. Craft is partially re-usable in that the booster rockets autonomously return to designated
-pads where they can be refurbished and refueled.
-
-Shuttle, launch
-
-level 3 (9)
-
-Priceless
-
-As heavy-lift launch vehicle, except the main craft can re-enter an atmosphere after delivering a payload and land
-aerodynamically as a fixed wing craft. Much greater maneuverability than a launch vehicle, both in space and in the air
-on re-entry, though all piloting tasks are hindered. Refurbishment means essentially rebuilding the spacecraft, and is a
-process of many months and another priceless expenditure in cost.
-
-### TORPEDOS IN SPACE COMBAT
-
-Once launched, self-guiding torpedoes engage smart-tracking systems to zero in on their assigned targets. The torpedo
-accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may
-still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.
-
-### SPACECRAFT
-Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
-system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
-advanced spacecraft can't land on a planet's surface unless noted, requiring some secondary craft or means to transfer
-crew and cargo.
-
-### ADVANCED
-Wafercraft, exploration
-
-level 1 (3)
-
-Very Expensive
-
-Miniaturized vehicle just large enough to contain thousands of tiny data flecks and sensor modules, designed to
-accelerate to 90% the speed of light by use of external launching laser beamed for many years. Data wafers contain
-encrypted personalities (human and/or AI) capable of gathering data on target solar systems after relative travel times
-of months (but decades in objective time).
-
-Microcapsule
-
-level 2 (6)
-
-Very Expensive
-
-As space capsule, but smaller. Limited fusion drive allows movement within a given area of space, but a microcapsule
-usually doesn't have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and
-construction tasks without exiting the vehicle.
-
-Microcapsule, fighter (dart)
-
-level 1 (3)
-
-Very Expensive x2
-
-As microcapsule, but with a laser cannon weapon system capable of targeting another craft.
-
-Spacecraft, racer
-
-level 1 (3)
-
-Exorbitant
-
-A spacecraft designed only for speed and high-G maneuvers, with space for a single pilot (and maybe one passenger) in
-cradles fitted for high-G chemical amelioration, easing all piloting tasks by two steps. Travel times across limited
-interplanetary distances are halved in a racer. Mostly used for competition or as couriers.
-
-Spacecraft, freighter
-
-level 2 (6)
-
-Exorbitant
-
-A spacecraft designed to haul cargo between planets with a crew up of to 15. Freighter ships may be quite large, or at
-least haul cargo that is quite large, but these craft are bulky and not meant for quick changes in direction or combat;
-all maneuvering and combat tasks are hindered. Able to move interplanetary distances with advanced variable dynamic ion
-propulsion. Can land and take off from low-gravity moons and dwarf planets.
-
-Spaceplane
-
-level 2 (6)
-
-Exorbitant
-
-As launch shuttle (contemporary), but fulfills the promise of launch (without boosters), operations and maneuverability
-in orbit, and reentry and landing on a planetary surface, all without need for massive refurbishment or colossal
-external network of controllers.
-
-Spaceplane, combat (claw)
-
-level 2 (6)
-
-Exorbitant x2
-
-As spaceplane, but smaller (with room for a single pilot), fitted with two weapon systems: a laser cannon and one
-torpedo battery. To move between planets or further, a claw usually relies on a larger carrier or more fantastic means
-of transport.
-
-Spacecraft, solar sail
-
-level 2 (6)
-
-Exorbitant
-
-A spacecraft designed for long-haul research expeditions around the solar system with a crew of up to five or six, with
-individual pods designed for induced hibernation during double or triple normal travel times to extend provisions to
-last several years or longer. No external power is required; solar power provides the motive force. Usually unable to
-land or ascend from a planetary surface.
-
-Spacecraft, dragonfly class
-
-level 3 (9)
-
-Exorbitant x2
-
-Has the planetary launch and reentry capabilities of a spaceplane, but is more expansive, able to house a live-in crew
-of about a dozen people and over 45,350 kg (100,000 pounds) of cargo, with interplanetary (as opposed to merely orbital)
-range. Life-support lasts three months before restocking supplies is required. The ship includes a bridge, crew
-quarters, engineering, an impressively large cargo bay, and a bay containing one microcapsule. May have one weapon
-system.
-
-Spacecraft, exploration class
-
-level 4 (12)
-
-Exorbitant x3
-
-As dragonfly class spacecraft, but larger and able to house a crew of about twenty-five people. Customized for
-exploration with extended range-sensing capabilities and onboard biological and geological labs (among others) for in
-situ analysis.
-
-Spacecraft, corvette class
-
-level 4 (12)
-
-Priceless
-
-A small warship spacecraft designed for high-G maneuvers, including use of high-G chemical amelioration for a crew of up
-to fifteen people. Features four weapon systems, including one laser cannon capable of targeting other craft, one
-torpedo battery, and one superior weapon system in the form of a gauss cannon. Able to move interplanetary distances
-with advanced variable dynamic ion propulsion. Can land and take off from lowgravity moons and dwarf planets.
-
-Spacecraft, destroyer class
-
-level 5 (15)
-
- Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
-(including two superior weapon systems). Possesses superior defenses. Often utilized to escort larger vessels in a space
-fleet or battle group and defend them against swarms of smaller attackers. Includes bays for two fireteams of six
-microcapsule fighters (darts).
-
-Spacecraft, dreadnought
-
-level 5 (15)
-
-Priceless
-
-As corvette spacecraft, but ten times as large, allowing ten times the crew and twenty weapon systems (including five
-superior weapon systems). Often utilized to escort larger vessels in a space fleet or battle group and defend them
-against swarms of smaller attackers. Includes bays for a squadron of fifteen darts and a fireteam of three combat
-spaceplanes.
-
-Skyhook
-
-level 6 (18)
-
-Priceless
-
-Heavy rotating space station orbiting a moon or planet that extends two massive tethers opposite each other, so that one
-tether periodically dips deep into the atmosphere close to the surface. At this point, payloads are hooked to the end of
-the cable as the tether passes, and are then flung into orbit by the station's massive rotation. The skyhook can
-decelerate and safely de-orbit other payloads in the same way.
-
-Space elevator
-
-level 7 (21)
-
-Priceless
-
-Tether anchored to the surface of a moon or planet that extends into space along which vehicles can travel, granting
-access to and from orbital space. A counterweight space station exists at the far end of the tether in what is
-essentially geostationary orbit.
-
-### STARSHIPS
-
-Starships are spacecraft that have FTL technology, allowing them to move between different stars, with transit times
-ranging from days to months, or years in extreme cases. Starships are also often capable of planetary landings and
-ascent with some retrofitting before each planetfall.
-
-Starcraft (and other vehicles) of a higher tech rating involved in vehicular combat with craft of a lower tech rating
-are treated as if two levels higher when comparing relative levels for purposes of determining combat effectiveness.
-
-### FANTASTIC
-
-Dagger fighter
-
-level 1 (3)
-
-Very Expensive
-
-A bare-bones, single-occupant fighter with a single weapon system that fires blasters. Dagger fighters cannot move
-between stars (though as fantastic craft, can move between planets), and require a larger carrier for FTL movement, such
-as a capital class starship with suitable docking bays.
-
-Starship, cargo/passenger
-
-level 2 (6)
-
-Exorbitant
-
-A spacecraft designed to haul cargo (or passengers, or both) between stars with a crew up of to twenty-five. Cargo
-starships may be impressively massive, or at least haul cargo sections that are quite large, but these craft are bulky
-and not meant for quick changes in direction or combat; all maneuvering and combat tasks are hindered.
-
-Starship, solo fighter
-
-level 2 (6)
-
- Exorbitant
-
-A small double-occupant starship with two weapon systems that fire blasters. Minimum size vehicle capable of FTL
-travel.
-
-Starship, general purpose
-
-level 3 (9)
-
-Exorbitant
-
-A small starship with room for only three to six crew plus an integrated ship AI able to handle many routine ship
-functions including navigation with FTL propulsion system. Designed for exploration of distant locations, salvage
-operations, and/or to act as a tug-craft for larger ships that need assistance. May possess a single weapon system such
-as a particle cannon.
-
-Starship, discovery class
-
-level 5 (15)
-
-Priceless
-
-A large research starship with quarters for crew and staff of up to 150 or more people. Has either centrifugal
-artificial gravity (or in a fantastic tech-rated setting, gravitic compensators providing shipboard gravity control).
-Primarily designed as a research and discovery vehicle, such starships also have three weapon systems, usually a couple
-of blaster cannons and a torpedo battery. Highly configurable, a discovery class ship could be converted for war with
-sufficient resources, granting it superior weapons.
-
-Starship, warship class
-
-level 5 (15)
-
-Priceless
-
-A relatively small warship with gravitic compensators allowing for extreme maneuvering for a crew of up to fifty people,
-easing all piloting tasks. Six weapon stations include three blaster cannons and three torpedo batteries. Two of these
-systems are superior weapons. Includes bays for a fireteam of three dagger fighter starships.
-
-Starship, capital class
-
-level 7 (21)
-
-Priceless
-
-As warship class starship, but over a hundred times larger, with room for over a few hundred crew. Ten weapon stations
-include five blaster cannons and five torpedo batteries. Four of these are superior weapons. Includes bays for two
-squadrons of fifteen dagger fighter starships.
-
-Starship, omega class
-
-level 10 (30)
-
-Priceless
-
-Three times as large again as a capital class starship, an omega class craft has over a thousand crew and over thirty
-weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary
-surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.
-
-### STELLAR GATE
-Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The
-complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks
-dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech
-rating, no matter how small.
-
-### FANTASTIC
-Gate, planetary
-
-level 3 (9)
-
-Priceless
-
-A free-standing ring or horizontal circular pad up to 9 m (30 feet) in diameter in/over which a spherical event horizon
-forms, allowing one-way travel to another location on the planet, orbiting moon, or orbiting space station with similar
-gate structure. Once the event horizon collapses (after several minutes up to an hour), travel back to the original gate
-is possible by initiating a second event horizon, though power reserves usually take several hours or more to build up
-to support each new wormhole opening.
-
-Gate, interplanetary
-
-level 4 (12)
-
-Priceless
-
-As planetary gate, but twice as large and connects gate structures that lie between locations within a single solar
-system.
-
-Gate, star
-
-level 5 (15)
-
-Priceless
-
-As planetary gate, but four times as large and connects gate structures that lie between locations within a few thousand
-light-years.
-
-Gate, galactic
-
-level 6 (18)
-
-Priceless
-
-As planetary gate, but six times as large and connects gate structures that lie between locations within a single
-galaxy.
-
-Gate, intergalactic
-
-level 7 (21)
-
-Priceless
-
-As planetary gate, but six times as large and connects gate structures that lie between locations in different galaxies
-across the entire breadth of the universe.
-
-Gate, interdimensional
-
-level 7 (21)
-
-Priceless
-
-As planetary gate, but connects gate structures that lie in alternate dimensions.
-
-### SPACE-TIME VEHICLES
-Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
-rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
-limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it's likely
-they are the product of ancient ultras or post-singularity AIs, and could be treated as artifacts with a depletion of 1
-in 1d20.
-
-### FANTASTIC
-
-Car, temporal/dimensional
-
-level 7 (21)
-
-Priceless
-
-As contemporary utility car or sports car, but once moving can transition into another preset dimension or time.
-Enormous power requirements require recharge period of several days between each use.
-
-Matrix, temporal
-
-level 8 (24)
-
-Priceless
-
-An arbitrarily shaped vehicle or structure, bigger on the inside than out, that allows a pilot to travel into different
-locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes
-by the pilot. Enormous power requirements require recharge period of several days between each use.
-
-### VEHICLES AS ARTIFACTS
-
-Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this
-chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
-fantastic settings, opportunities to find especially weird and hard-to-grok objects are everywhere.
-
-A couple of examples of such artifacts are presented here.
-
-### GATE RING
-
-Level: 1d6 + 4
-
-Form: Wearable ring of unknown material
-
-Effect: Creates a full-sized shield that can be used as a regular shield in combat for one character, providing an asset
-on Speed defense rolls for the duration of that combat, after which it returns to its ring-like form. In addition, the
-wielder can command the deployed shield to become a functioning star gate that remains open for just one hour, leading
-to a strange destination (which the wielder is potentially aware of, if they ran sufficient analysis on the ring or
-otherwise gained information about it before using the function).
-
-Depletion: Automatic (if gate is formed)
-
-### FRACTAL TRAVELER
-
-Level: 1d6 + 4
-
-Form: Goggle-like device of unknown material
-
-Effect: When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during which
-time the wearer seems to disappear from existence. From the wearer's perspective, they are falling through an
-ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy network. At the
-end of that period they return to existence, either in the same location they left or somewhere they've previously
-visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased.
-
-Depletion: 1 in 1d6
-
-### OPTIONAL RULES FOR FANTASY
-
-### MAGICAL RULES MODULES
-
 ### CRAFTING MAGIC ITEMS
 
 Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
@@ -56180,188 +50392,6 @@
 
 ### SUPERHERO CHARACTER OPTIONS
 
-### DESCRIPTORS
-This section presents new descriptors meant specifically for a superhero game.
-
-### AMAZING
-
-You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or
-instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a
-hero prone to spectacular rescues, defeating foes way above your league, and arriving just in time to save the day.
-Ironically,
-
-in your normal daily life, you're a little awkward and overlooked.
-
-You gain the following characteristics:
-
-Exceptional: +2 to your Speed Pool, and 2 additional points to divide among your stat Pools.
-
-Skill: You're trained in initiative and stealth tasks.
-
-Self-Hype: When you apply a level of Effort to a task, you get a free level of Effort. You can do this one time,
-although the ability is renewed each time you make a one-hour or ten-hour recovery roll.
-
-Inability: Your sudden appearances are startling to regular people. Positive social reactions are hindered (villains and
-other superheroes aren't affected by this).
-
-Initial Link to the Starting Adventure:
-
-From the following list of options, choose how you became involved in the first adventure.
-
-1\. You got in a bit over your head, but another PC's coincidental arrival gave you just the distraction you needed.
-
-2\. You were tailing someone the other PCs were following and decided to drop in.
-
-3\. You saw that the other PCs were in a fight and chose to help them out.
-
-4\. You had a hunch that something big was about to go down.
-
-### INCREDIBLE
-
-You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
-where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
-to count as a win. You've saved innocent lives, defeated some really bad people, and perhaps even cheated death a couple
-of times. Half the time you don't even know how you did it, but you succeeded at the impossible . . . often with a lot
-of collateral damage. When you hear police sirens, it's time to leave, but you know that trouble will find you
-eventually—and you'll be ready to smash it.
-
-Strong: +2 to your Might Pool, and 2 additional points to divide among your stat Pools.
-
-Skill: You're trained in breaking things. Skill: You're trained in all jumping tasks. Inability: Your destructive
-reputation or some other reluctance to communicate makes people distrust you. Any task involving social interaction is
-hindered.
-
-Incredible Action: You can choose to automatically succeed on one task without rolling, as long as the task's difficulty
-is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion
-doesn't invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the
-ability renews each time you make a ten-hour recovery roll.
-
-Initial Link to the Starting Adventure:
-
-From the following list of options, choose how you became involved in the first adventure.
-
-1\. One of the other PCs sensed your decent heart and decided to befriend you.
-
-2\. You literally crashed through a wall and ended up in the middle of the other PCs.
-
-3\. One of the other PCs reminds you of someone from your past.
-
-4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off
-
-### MIGHTY
-
-You have a very impressive physique. Your strength, power, and very importance
-
-are superior. Whether you're truly the mightiest may be up for debate (and you may have a friendly rivalry about this
-with other superheroes), but there is no question that you are exceptional. These things make you confident, but you
-know that you have these physical gifts in order to perform heroic deeds, and unseemly conduct is beneath you.
-
-Very Powerful: +4 to your Might Pool.
-
-Skill: You're trained in all actions involving lifting and throwing things.
-
-Skill: You're trained in Might defense tasks.
-
-Healthy: Add 1 to the points you regain when you make a recovery roll.
-
-Initial Link to the Starting Adventure:
-
-From the following list of options, choose how you became involved in the first adventure.
-
-1\. You joined the other PCs because they would fail without your strength.
-
-2\. You believe this endeavor will earn you a lot of valor.
-
-3\. Another PC asked—rightly—for your help.
-
-4\. An authority figure told you to do this to show you the value of humility.
-
-### SENSATIONAL
-
-The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with
-journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate
-a lot of positive interest and excitement. (If you don't have a secret identity, this attention probably also carries
-over to your day job, which is a mixed blessing.) People know that you're a hero and that they can count on you to do
-the right thing—fighting crime, battling injustice, punching evil robots, that kind of stuff. Sometimes being in the
-public eye so much can be wearying or even a burden, but you know how to use your reputation to set a good example and
-make the world a better place.
-
-You gain the following characteristics:
-
-Versatile: You get 4 additional points to divide among your stat Pools.
-
-Skill: You're trained in positive social interactions.
-
-Skill: You're trained in one skill relating to your current or past career, such as computers, journalism, law,
-machinery, or medicine.
-
-Popular: The GM can introduce a GM intrusion on you, based on your fame and the public's perception of you, without
-awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50 percent of the time, your
-reputation works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You get
-spotted by a guard, but they're dumbstruck for a moment because you're even more impressive in person than you are on
-TV. You attract a crowd of fans, but they slow down the fleeing villain you're trying to catch. A photographer pesters
-you for a photo and a quote, but their camera catches something interesting in the background. You and the GM should
-work together to determine the details. If the GM wishes, they can use GM intrusions based on your fame normally
-(awarding XP).
-
-Initial Link to the Starting Adventure:
-
-From the following list of options, choose how you became involved in the first adventure.
-
-1\. You're related to one of the other superhero PCs, and decided to help out because of family.
-
-2\. The other PCs relied on your positive reputation to untangle them from a public relations problem, and they invited
-you along out of gratitude.
-
-3\. The media specifically called you out to fix this problem.
-
-4\. A supervillain chose to make a scene in the hopes of drawing you out.
-
-### UNCANNY
-
-There's something unusual about you, and it makes other people a little uncomfortable. You know you're
-exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of
-you, in your blood, in your DNA. You can't help it, but you won't apologize for it. You feel comfortable around other
-people with similar strangeness, people who've experienced the same prejudice that you have; these shared experiences
-mean they're your family, perhaps the only family you've got.
-
-You gain the following characteristics:
-
-Exceptional: +2 to your Might Pool and +2 to your Speed Pool.
-
-Distinctive Physical Quirk: You have
-
-an unusual physical aspect. Depending on the setting, this can vary greatly; it might be something external and obvious,
-such as an odd smell or blue hair, or internal and hidden, like having blood type "omega." Whatever it is, your quirk
-draws a lot of attention when it's discovered.
-
-A Sense for the Weird: Sometimes—at the GM's discretion—an event or person that seems related to your uncanny nature
-attracts your attention. You can sense it from afar, and if you get within long range of it, you can sense whether it is
-overtly dangerous or not.
-
-Skill: You're trained in either perception tasks or stealth tasks.
-
-Skill: You're trained in one kind of knowledge related to your quirk, such as olfactory science, mutations, or
-hematology.
-
-Inability: People find you unnerving. All tasks relating to pleasant social interaction are hindered. (Other people who
-are unusual like you aren't affected by this.)
-
-Initial Link to the Starting Adventure:
-
-From the following list of options, choose how you became involved in the first adventure.
-
-1\. You felt the objective was someone like you, so you got involved.
-
-2\. Whether the other PCs realize it or not, their mission has to do with your field of knowledge, so you got involved.
-
-3\. As an expert in an unusual kind of knowledge, you were specifically recruited by the other PCs.
-
-4\. You believe one of the other PCs may be uncanny or is related to someone who is.
-
-If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
-gene (perhaps even multiple copies) and can sense others who have it
-
 ### NEW FOCI
 
 This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
@@ -56662,89 +50692,6 @@
 animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
 establish.
 
-Animal Shape (3+ Intellect points): You change into an animal as small as a rat or up to your own size (such as a large
-dog or small bear) for ten minutes. Each time you transform, you can take a different animal shape. Your equipment
-becomes part of the transformation, rendering it unusable unless it has a passive effect, such as armor. In this form
-your stats remain the same as your normal form, but you can move and attack according to your animal shape (attacks from
-most animals this size are medium weapons, which you can use without penalty). Tasks requiring hands (such as using door
-handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don't
-rely on human speech. You gain two minor abilities associated with the creature you become (see the Animal Form Minor
-Abilities table). For example, if you transform into a bat, you become trained in perception and can fly up to a long
-distance each round. If you transform into an octopus, you are trained in stealth and can breathe underwater.
-
-If you apply a level of Effort when you use this ability, you can either become
-
-a talking animal or take a hybrid shape. The talking animal shape looks exactly
-
-like a normal animal, but you can still talk and use any abilities that rely on human speech. The hybrid shape is like
-your normal form but with animalistic features, even if that animal is something much smaller than you (such as a bat or
-rat). In this hybrid form you can speak, use all of your abilities, make attacks like an animal, and perform tasks using
-hands without being hindered. Anyone who sees you clearly in this hybrid form would never mistake you for a mere animal.
-
-Action to change or revert.
-
-Even if your animal shape has multiple attack types (such as claws and bite), you can attack only once per round unless
-you have some other ability that lets you make additional attacks on your turn.
-
-A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
-of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
-change, and the character wouldn't gain any of the creature's unusual abilities.
-
-Animal Shape variant: If your character concept is that you always take the same animal form instead of being able to
-choose from multiple kinds of animals, double the duration of the Animal Shape ability (to twenty minutes per use). The
-GM may allow characters with this restriction to learn additional animal forms by spending 4 XP as a long-term benefit.
-
-### ANIMAL FORM MINOR ABILITIES TABLE
-
-Use the following as examples or suggestions of what a character gains when in the shape of an animal. If an animal
-shape lists two skills, the character chooses which one they want each time they take that shape.
-
-| Animal            | Skill Training         | Other Abilities |
-|-------------------|------------------------|-----------------|
-| Ape               | Climbing               | Hands           |
-| Badger            | Climbing               | Scent           |
-| Bat               | Perception             | Flying          |
-| Bear              | Climbing               | Scent           |
-| Bird              | Perception             | Flying          |
-| Boar              | Might defense          | Scent           |
-| Cat               | Climbing or stealth    | Small           |
-| Constrictor snake | Climbing               | Constrict       |
-| Crocodile         | Stealth or swimming    | Constrict       |
-| Deinonychus       | Perception             | Fast            |
-| Dolphin           | Perception or swimming | Fast            |
-| Fish              | Stealth or swimming    | Aquatic         |
-| Frog              | Jumping or stealth     | Aquatic         |
-| Horse             | Perception             | Fast            |
-| Leopard           | Climbing or stealth    | Fast            |
-| Lizard            | Climbing or stealth    | Small           |
-| Octopus           | Stealth                | Aquatic         |
-| Shark             | Swimming               | Aquatic         |
-| Turtle            | Might defense          | Armor           |
-| Venomous snake    | Climbing               | Venom           |
-| Wolf              | Perception             | Scent           |
-
-Aquatic: The animal either breathes water instead of air or is able to breathe water in addition to breathing air.
-
-Armor: The animal has a thick hide or shell, granting +1 to Armor.
-
-Constrict: The animal can grip its opponent fast after making a melee attack (usually with a bite or claw), easing
-attack rolls against that foe on later turns until it releases the foe.
-
-Fast: The animal can move a long distance on its turn instead of a short distance.
-
-Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn.
-
-Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the
-animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
-such as playing a flute, are still hindered).
-
-Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness.
-
-Small: The animal is considerably smaller than a human, easing its Speed defense tasks but hindering tasks to move heavy
-things.
-
-Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
-
 Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
 immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
 short range. Enabler.
@@ -56752,14 +50699,6 @@
 Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
 attempt are eased. Enabler.
 
-Bigger Animal Shape: When you use Animal Shape, your animal form grows to about twice its normal size. Being so large,
-your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using
-your animal form's natural attacks as heavy weapons (if you weren't already). However, your Speed defense tasks are
-hindered. While bigger, you also gain
-
-an asset to tasks that are easier for a larger creature to perform, like climbing, intimidating, wading rivers, and so
-on. Enabler.
-
 Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
 identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
 to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
@@ -57058,206 +50997,6 @@
 Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
 wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
 
-### GAMING WITH SUPERPOWERS
-
-Building a Superhero
-
-### POPULAR HEROES IN THE CYPHER SYSTEM
-
-| Character       | Summary                                 | Sentence                                           | Archetype             |
-|-----------------|-----------------------------------------|----------------------------------------------------|-----------------------|
-| Ant-Man         | Ant-sized hero                          | Jovial Explorer who Shrinks to Minute Size         | Tiny hero             |
-| Batman          | Dark knight                             | Perceptive Warrior who Solves Mysteries            | Genius                |
-| Black Panther   | King and chosen guardian of his country | Honorable Warrior who Needs No Weapon              | Master martial artist |
-| Black Widow     | Deadly superspy                         | Appealing Explorer who Infiltrates                 | Superspy              |
-| Captain America | Super-soldier with a shield             | Honorable Warrior who Masters Defense              | Master athlete        |
-| Daredevil       | Man without fear                        | Perceptive Explorer who Looks for Trouble          | Master athlete        |
-| Daredevil       | Man without fear                        | Perceptive Explorer who Looks for Trouble          | Master athlete        |
-| Deadpool        | Mercenary with a mouth                  | Chaotic Warrior who Never Says Die                 | Master martial artist |
-| Dr. Strange     | Master of the mystic arts               | Mystical Adept who Masters Spells                  | Sorcerer              |
-| The Flash       | Fastest man alive                       | Swift Explorer who Moves Like the Wind             | Speedster             |
-| Green Lantern   | Hero with a power ring                  | Strong-Willed Explorer who Sculpts Hard Light      | Hard light master     |
-| Hawkeye         | Perfect archer                          | Sharp-Eyed Warrior who Masters Weaponry            | Weapon master         |
-| The Hulk        | Big green rage monster                  | Incredible Explorer who Rages                      | Rage monster          |
-| Human Torch     | Flying, fiery young hero                | Brash Explorer who Bears a Halo of Fire            | Energy master         |
-| Iron Man        | Inventor with power armor               | Mechanical Adept who Wears Power Armor             | Powered armor hero    |
-| Magneto         | Master of magnetism                     | Strong-Willed Adept who Employs Magnetism          | Energy master         |
-| Namor           | King of Atlantis                        | Strong Explorer who Performs Feats of Strength     | Atlantean             |
-| Professor X     | World's most powerful telepath          | Intelligent Adept who Commands Mental Powers       | Mentalist             |
-| Spider-Man      | Teenager with spider powers             | Amazing Explorer who Moves Like a Cat              | Bug hero              |
-| Storm           | Goddess of storms                       | Intuitive Explorer who Touches the Sky             | Nature master         |
-| Superman        | Man of steel                            | Beneficent Explorer who Flies Faster Than a Bullet | Paragon               |
-| The Thing       | Big orange rock monster                 | Strong Explorer who Abides in Stone                | Friendly thing        |
-| Thor            | God of thunder                          | Mighty Warrior who Rides the Lightning             | Energy master         |
-| Wolverine       | Canadian with claws                     | Tough Warrior who Never Says Die                   | Unkillable beast      |
-| Wonder Woman    | Princess of the Amazons                 | Virtuous Warrior who Performs Feats of Strength    | Paragon               |
-
-The archetypes suggest how to assign your power shifts. This is an important aspect of designing your hero because power
-shifts are what make your characters exceptional in a "supers" way. Superheroes are known for being faster, tougher,
-stronger, or smarter than regular people, and that sort of comparison isn't always part of the abilities you get from
-your type or focus. A regular person might be very skilled at martial arts, but a superhero martial artist might punch
-through an iron door, dodge a burst of bullets from a machine gun at close range, or quickly recover from a mortal
-wound, all thanks to power shifts. This part of each archetype writeup assumes your hero starts with five power shifts,
-but most archetype descriptions give only two or three suggestions, allowing you some flexibility to customize your
-superhero. For example, a master athlete with two power shifts in healing is a very different character than one with
-two power shifts in resilience.
-
-> In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to
-> make them fit your character.
-
-### POWER SOURCE
-As you're figuring out what type, descriptor, focus, and power shifts you want for
-
-your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
-high-tech costume with built-in nanotechnology? Are you a sorcerer, or maybe a psychic? The source of your powers is
-character flavor—for example, there's no game mechanics difference between the mental powers of an alien member of a
-telepathic species, a human character who built a brain-augmenting helmet, or a faerie character from the starlight
-dimension who knows mind-magic. All three of those characters could have the same type, focus, descriptor, and power
-shifts, but they'd be very different people and have very different reasons for being a part of the RPG campaign.
-
-If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
-on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique.
-
-### POWER ORIGIN TABLE
-
-| d100  | Origin                                                        |
-|-------|---------------------------------------------------------------|
-| 01    | Absorbed powers of someone else                               |
-| 02-03 | Alien exile                                                   |
-| 04    | Alien orphan                                                  |
-| 05-06 | Alien refugee                                                 |
-| 07    | Alien symbiote                                                |
-| 08-09 | Alien visitor                                                 |
-| 10-14 | Built a device                                                |
-| 15-17 | Chemical exposure                                             |
-| 18    | Chosen one                                                    |
-| 19-20 | Cosmic rays during test flight                                |
-| 21-23 | Cybernetics                                                   |
-| 24    | Dark matter explosion                                         |
-| 25-26 | DNA-splicing accident                                         |
-| 27    | Energy being in physical form                                 |
-| 28-30 | Experimental medical process                                  |
-| 31-33 | Experimental technological procedure                          |
-| 34-35 | Found a device                                                |
-| 36    | Found a magical item                                          |
-| 37    | From another dimension                                        |
-| 38    | Gamma rays                                                    |
-| 39-40 | Genetic engineering                                           |
-| 41-42 | Given an experimental device                                  |
-| 43    | Given an item by a powerful entity                            |
-| 44    | Given a magical item                                          |
-| 45-47 | Government technological device                               |
-| 48    | Inhuman creature (plant, evolved animal, unknown)             |
-| 49-50 | Intense training                                              |
-| 51-55 | Latent mutation activated by extraordinary event              |
-| 56    | Magically augmented (accidentally)                            |
-| 57    | Magically augmented (unwillingly)                             |
-| 58    | Magically augmented (willingly)                               |
-| 59    | Meteor                                                        |
-| 60    | Mutant at birth                                               |
-| 61-64 | Mutant at puberty                                             |
-| 65-67 | Nanotechnology                                                |
-| 68    | Near-human fantasy species (elf, orc, etc.)                   |
-| 69    | Passed through a wormhole                                     |
-| 70-71 | Psychic                                                       |
-| 72    | Reincarnation of a legendary being from the past              |
-| 73-75 | Revived after dying and got powers                            |
-| 76-78 | Robot                                                         |
-| 79    | Stole powers from someone else                                |
-| 80-82 | Stolen device                                                 |
-| 83-85 | Studied magic                                                 |
-| 86    | Supernatural creature (demon, angel, werewolf, vampire, etc.) |
-| 87    | Superpowered ancestor                                         |
-| 88-90 | Surgically implanted device                                   |
-| 91-92 | Survived a disaster, unharmed                                 |
-| 93    | Teleportation accident                                        |
-| 94    | Time traveler from the future                                 |
-| 95-97 | Unexplained drug reaction                                     |
-| 98    | Unexplained event at birth                                    |
-| 99    | Unknown                                                       |
-| 00    | Unusual weather                                               |
-
-Remember that you can permanently increase the range of one of your abilities with the increased range power shift.
-
-### STARTING JUST PAST TIER 1
-
-An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend
-on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new
-superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building
-the character they want to play.
-
-### RANDOM SUPERPOWERS
-
-The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck
-for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a
-suggested game example of that kind of power, whether that's a power shift, a hero archetype, a focus, or a specific
-special ability (of course, these suggestions aren't the only way to achieve that power).
-
-The GM can also use this table to come up with random abilities for supervillains. However, there is much more leeway in
-designing NPC abilities, so the Example column is more for suggesting game mechanics than abilities to choose.
-
-| d100  | Power                | Example                                        |
-|-------|----------------------|------------------------------------------------|
-| 01-05 | Agility              | Power shift in dexterity                       |
-| 06    | Animal Shapeshifter  | Shapechanger                                   |
-| 07-09 | Athletics            | Master athlete                                 |
-| 10    | Atlantean            | Atlantean                                      |
-| 11-12 | Beastly              | Beastly hero                                   |
-| 13-14 | Claws/fangs          | Fists of fury                                  |
-| 15-17 | Cold attack          | Frost Touch                                    |
-| 18    | Cold immunity        | Energy Resistance                              |
-| 19    | Companion creature   | Beastmaster                                    |
-| 20    | Control animals      | Mentalist                                      |
-| 21    | Control minds        | Mentalist                                      |
-| 22-23 | Control plants       | Nature master                                  |
-| 24    | Control wind         | Nature master                                  |
-| 25    | Copy superpower      | Power replicator                               |
-| 26    | Create object        | Dream Become Reality, Sculpt Light             |
-| 27-28 | Cyborg               | Cybrog                                         |
-| 29    | Dark energy attack   | Dark energy master                             |
-| 30    | Duplication          | Multiplier                                     |
-| 31    | Elastic              | Elastic                                        |
-| 32-34 | Electricity attack   | Shock                                          |
-| 35    | Electricity immunity | Energy resistance                              |
-| 36    | Enhanced senses      | Sensory adept                                  |
-| 37    | Entangling           | Entangling Force                               |
-| 38-40 | Fire attack          | Energy master                                  |
-| 41    | Fire immunity        | Energy Resistance                              |
-| 42-43 | Flight               | Power shift in flight                          |
-| 44    | Force field          | Force field master                             |
-| 45    | Growing              | Giant hero                                     |
-| 46-47 | Healing              | Power shift in healing                         |
-| 48    | Human shapechanger   | Shapechanger                                   |
-| 49    | Illusion             | Illusionist                                    |
-| 50-51 | Intelligence         | Power shift in intelligence                    |
-| 52-54 | Invention            | Builder                                        |
-| 55    | Invisibility         | Invisibility                                   |
-| 56-57 | Leaping              | Amazing Leap, Far Step                         |
-| 58-59 | Lucky                | Chaotic, Lucky, Dodge and Resist, Hard to Kill |
-| 60-61 | Magnetism            | Telekinetic                                    |
-| 62-64 | Martial arts         | Master martial artist                          |
-| 65    | Paragon              | Paragon                                        |
-| 66    | Phasing              | Phase master                                   |
-| 67    | Plant                | Plant                                          |
-| 68    | Poison               | Create deadly poison                           |
-| 69-72 | Powered armor        | Powered armor hero                             |
-| 73    | Remote viewing       | Sensory adept                                  |
-| 74-75 | Resilience           | Power shift in resilience                      |
-| 76    | Robot minions        | Builder                                        |
-| 77    | Shield               | Bearer of the item                             |
-| 78    | Shrinking            | Tiny hero                                      |
-| 79-80 | Sorcerer             | Sorcerer                                       |
-| 81-82 | Sound attack         | Thunder Beam                                   |
-| 83-84 | Speedster            | Speedster                                      |
-| 85-89 | Strength             | Power shift in strength                        |
-| 90-91 | Superspy             | Superspy                                       |
-| 92-93 | Telekinesis          | Telekinetic                                    |
-| 94-95 | Telepathy            | Mentalist                                      |
-| 96    | Teleportation        | Teleporter                                     |
-| 97    | Undead minions       | Sorcerer                                       |
-| 98    | Weapon               | Bearer of the item                             |
-| 99-00 | Weapon master        | Weapon master, power shift in single attack    |
-
 ### FAIRYTALE CHARACTER OPTIONS
 
 ### FAIRYTALE DESCRIPTORS
@@ -57723,423 +51462,6 @@
 
 Resolution: You wallow in your own misery.
 
-### FORM VS. FUNCTION
-
-In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And
-that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses,
-and the rest can be handled through story and narrative. Playing a talking bear, a gingerbread
-
-man, or a changeling will likely affect your character's appearance, their outlook on life, and their backstory, but it
-doesn't necessarily affect their abilities, skills, and Pools beyond what you choose during character creation.
-
-Because the form that you choose doesn't typically offer you something in addition to your Cypher System stats—being
-small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of
-your character that you want to play.
-
-### SKILLS
-
-As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
-skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful
-skills for fairy tale games might include:
-
-• Talking animals\*
-
-• Talking nature\*
-
-• Trickery
-
-• Using magic
-
-• Weather
-
-• Baking
-
-• Cobbling
-
-• Curses
-
-• Dancing
-
-• Death
-
-• Magic
-
-• Playing an instrument
-
-• Puzzles
-
-• Riddles
-
-• Sailing
-
-• Sensing magic
-
-• Singing
-
-Remember that only skills gained through character type abilities or in other rare instances allow you to become skilled
-with attack or defense tasks. Thus, all magic skills are noncombat skills only.
-
-\* These skills could be used in a number of different ways, depending on the setting. If the setting has talking
-animals that the players can't understand, the talking animals skill could help a PC communicate with them in other
-ways. If there are talking animals that the characters can understand, the skill could provide an asset in social
-interactions.
-
-### TYPE
-
-Your character's type is the core of who they are and how they interact with their environment, their companions, and
-other living creatures they encounter.
-
-Suggested Types for a Fairy Tale Game
-
-Type Name and Flavor Suggestions
-
-### WARRIOR
-
-Huntsman, Skills and knowledge, stealth
-
-Knight
-
-Woodcutter
-
-Guard
-
-Archer, Stealth
-
-### ADEPT
-
-King/queen
-
-Wizard/witch, Magic, skills and knowledge
-
-Chosen one
-
-Apprentice
-
-Magical being (genie, spirit, faerie, and so on)
-
-### EXPLORER
-
-Adventurer
-
-Dreamer Seeker
-
-Sailor/seafarer, Combat
-
-Wanderer
-
-Outlaw, Combat Stealth
-
-Thief, Stealth
-
-Wolf, Combat Stealth
-
-### SPEAKER
-
-Aristocrat
-
-Princess/prince
-
-Entertainer
-
-Helper, Magic
-
-Trickster, Skills and Knowledge
-
-### DESCRIPTOR
-
-Your descriptor is what defines your character—it changes the way you tackle every action that you take. Your descriptor
-places your character in their current situation or adventure, and helps provide a sense of their motivations.
-
-Suggested Descriptors for a Fairy Tale Game
-
-The following descriptors are appropriate for fairy tale settings. Other descriptors from the Cypher System Rulebook may
-be appropriate but would require consulting with your GM to determine how such a character might get involved in the
-campaign.
-
-• Appealing
-
-• Beneficent
-
-• Brash
-
-• Calm
-
-• Chaotic
-
-• Charming
-
-• Clever
-
-• Craven
-
-• Creative
-
-• Dishonorable
-
-• Doomed
-
-• Empathic
-
-• Exiled
-
-• Foolish
-
-• Guarded
-
-• Honorable
-
-• Impulsive
-
-• Inquisitive
-
-• Intelligent
-
-• Intuitive
-
-• Jovial
-
-• Kind
-
-• Mad
-
-• Mysterious
-
-• Naive
-
-• Perceptive
-
-• Resilient
-
-• Risk-Taking
-
-• Skeptical
-
-• Strong
-
-• Strong-Willed
-
-• Tongue-Tied
-
-• Vicious
-
-• Virtuous
-
-• Weird
-
-Heartwood Descriptors
-
-• Bewitched
-
-• Changeling
-
-• Fragmented
-
-• Frumious
-
-• Haunted
-
-• Lost
-
-### FOCUS
-
-Your focus makes your character unique.
-
-It gives you benefits when you create your character and each time you ascend to the next tier. When you choose a focus,
-it gives you a first-tier ability, a special connection to one or more of your fellow PCs, and possibly some starting
-equipment.
-
-Suggested Foci for a Fairy Tale Game
-
-• Abides in Stone
-
-• Absorbs Energy
-
-• Awakens Dreams
-
-• Bears a Halo of Fire
-
-• Blazes With Radiance
-
-• Brandishes an Exotic Shield
-
-• Channels Divine Blessings
-
-• Commands Mental Powers
-
-• Conducts Weird Science
-
-• Consorts With the Dead
-
-• Controls Beasts
-
-• Controls Gravity
-
-• Crafts Illusions
-
-• Crafts Unique Objects
-
-• Dances With Dark Matter
-
-• Defends the Gate
-
-• Defends the Weak
-
-• Descends From Nobility
-
-• Doesn't Do Much
-
-• Emerged From the Obelisk
-
-• Employs Magnetism
-
-• Entertains
-
-• Exists in Two Places at Once
-
-• Exists Partially Out of Phase
-
-• Explores Dark Places
-
-• Fights Dirty
-
-• Fights With Panache
-
-• Focuses Mind Over Matter
-
-• Grows to Towering Heights
-
-• Helps Their Friends
-
-• Howls at the Moon
-
-• Hunts
-
-• Infiltrates
-
-• Is Wanted by the Law
-
-• Keeps a Magic Ally
-
-• Leads
-
-• Learns Quickly
-
-• Lives in the Wilderness
-
-• Looks for Trouble
-
-• Masters Defense
-
-• Masters Spells
-
-• Masters the Swarm
-
-• Masters Weaponry
-
-• Metes Out Justice
-
-• Moves Like a Cat
-
-• Moves Like the Wind
-
-• Murders
-
-• Needs No Weapon
-
-• Never Says Die
-
-• Performs Feats of Strength
-
-• Rages
-
-• Rides the Lightning
-
-• Runs Away
-
-• Scavenges
-
-• Sees Beyond
-
-• Separates Mind From Heights
-
-• Shepherds the Community
-
-• Shepherds Spirits
-
-• Shreds the Walls of the World
-
-• Slays Monsters
-
-• Solves Mysteries
-
-• Speaks for the Land
-
-• Stands Like a Bastion
-
- • Throws With Deadly Accuracy
-
-• Travels Through Time
-
-• Was Foretold
-
-• Wields Two Weapons at Once
-
-• Works for a Living
-
-• Works Miracles
-
-• Would Rather Be Reading
-
-Heartwood Foci
-
-• Befriends the Black Dog
-
-• Curses the World
-
-• Feigns No Fear
-
-• Lived Among the Fey
-
-Adjusted Foci
-
-Battles Robots, Builds Robots, Talks to Machines
-
-Best for settings that include elements of science fiction. Alternatively, "robots" can be a stand-in for puppets,
-steampunk entities, golems, or other creations such as Pinocchio, Edward Scissorhands, the Gingerbread Man, and the Tin
-Man. Mister Geppetto would likely be someone who Builds Robots, while Muska (from Miyazaki's film Laputa: Castle in the
-Sky) might be someone who Battles Robots.
-
-Drives Like a Maniac
-
-Best for modern settings or those where traditional fairy tale vehicles such as horse-drawn carriages, magic carpets,
-witch's brooms, and chicken-legged huts are common.
-
-Fuses Flesh and Steel, Fuses Mind and Machine
-
-Best for steampunk or weird science mashups. Edward Scissorhands and the Tin Man are probably characters who Fuse Flesh
-and Steel. Alternatively, renaming the foci to Fuses Flesh and Magic or Wants to Become a Real Boy can provide
-characters with the same benefits from a more magical-sounding source.
-
-Is Licensed to Carry
-
-With small tweaks to the language and abilities, this could work for someone who wants to wield a wand, bow, or other
-ranged weapon.
-
-Sailed Beneath the Jolly Roger
-
-With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
-
-### FAIRY TALE CHARACTER ARCS
-
-Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
-set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement,
-they work particularly well in fairy tale games, where individual goals and tasks are often at the forefront of what
-drives adventures.
-
-Players can pick from any of the sample character arcs in the Cypher System Rulebook, make up their own (with the
-assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood
-setting.
-
 ### POST-APOCALYPTIC CHARACTER OPTIONS
 
 Alternate Character Roles
@@ -59145,38 +52467,6 @@
 animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
 establish.
 
-Animal Shape (3+ Intellect points): You change into an animal as small as a rat or up to your own size (such as a large
-dog or small bear) for ten minutes. Each time you transform, you can take a different animal shape. Your equipment
-becomes part of the transformation, rendering it unusable unless it has a passive effect, such as armor. In this form
-your stats remain the same as your normal form, but you can move and attack according to your animal shape (attacks from
-most animals this size are medium weapons, which you can use without penalty). Tasks requiring hands (such as using door
-handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don't
-rely on human speech. You gain two minor abilities associated with the creature you become (see the Animal Form Minor
-Abilities table). For example, if you transform into a bat, you become trained in perception and can fly up to a long
-distance each round. If you transform into an octopus, you are trained in stealth and can breathe underwater. If you
-apply a level of Effort when you use this ability, you can either become a talking animal or take a hybrid shape. The
-talking animal shape looks exactly like a normal animal, but you can still talk and use any abilities that rely on human
-speech. The hybrid shape is like your normal form but with animalistic features, even if that animal is something much
-smaller than you (such as a bat or rat). In this hybrid form you can speak, use all of your abilities, make attacks like
-an animal, and perform tasks using hands without being hindered. Anyone who sees you clearly in this hybrid form would
-never mistake you for a mere animal. Action to change or revert.
-
-"Similar" is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are
-similar to wolves and foxes, and so on.
-
-Even if your animal shape has multiple attack types (such as claws and bite), you can attack only once per round unless
-you have some other ability that lets you make additional attacks on your turn.
-
-Animal Shape variant: If your character concept is that you always take the same animal form instead of being able to
-choose from multiple kinds of animals, double the duration of the Animal Shape ability (to twenty minutes per use). The
-GM may allow characters with this restriction to learn additional animal forms by spending 4 XP as a long-term benefit.
-
-Bigger Animal Shape: When you use Animal Shape, your animal form grows to about twice its normal size. Being so large,
-your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using
-your animal form's natural attacks as heavy weapons (if you weren't already). However, your Speed defense tasks are
-hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing,
-intimidating, wading rivers, and so on. Enabler.
-
 Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
 power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
 whether to spend the cost for this ability before you make each attack. Enabler.
@@ -59310,236 +52600,11 @@
 
 Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
 
-### ANIMAL FORM MINOR ABILITIES TABLE
-
-| Animal            | Skill Training         | Other Abilities  |
-|-------------------|------------------------|------------------|
-| Ape               | Climbing               | Hands            |
-| Badger            | Climbing               | Scent            |
-| Bat               | Perception             | Flying           |
-| Bear              | Climbing               | Scent            |
-| Bird              | Perception             | Flying           |
-| Boar              | Might defense          | Scent            |
-| Cat               | Climbing or stealth    | Small            |
-| Constrictor snake | Climbing               | Constrict        |
-| Crocodile         | Stealth or swimming    | Constrict        |
-| Deinonychus       | Perception             | Fast             |
-| Dolphin           | Perception or swimming | Fast             |
-| Fish              | Stealth or swimming    | Aquatic          |
-| Frog              | Jumping or stealth     | Aquatic          |
-| Horse             | Perception             | Fast             |
-| Leopard           | Climbing or stealth    | Fast             |
-| Lizard            | Climbing or stealth    | Small            |
-| Octopus           | Stealth                | Aquatic          |
-| Shark             | Swimming               | Aquatic          |
-| Turtle            | Might defense          | Armor            |
-| Venomous snake    | Climbing               | Venom            |
-| Wolf              | Perception             | Scent            |
-
-Aquatic: The animal either breathes water instead of air or is able to breathe water in addition to breathing air.
-
-Armor: The animal has a thick hide or shell, granting +1 to Armor.
-
-Constrict: The animal can grip its opponent fast after making a melee attack (usually with a bite or claw), easing
-attack rolls against that foe on later turns until the animal releases the foe.
-
-Fast: The animal can move a long distance on its turn instead of a short distance.
-
-Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn.
-
-Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the
-animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
-such as playing a flute, are still hindered).
-
-Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness.
-
-Small: The animal is considerably smaller than a human, easing its Speed defense tasks but hindering tasks to move heavy
-things.
-
-Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
-
 ### FANTASY SPECIES
 
 For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
 additional options, which a player can choose for their character in place of their descriptor
 
-### VARIANT RULE: TWO DESCRIPTORS
-
-By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
-human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
-all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their
-species descriptor.
-
-Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives
-training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
-have any modifier for that skill at all.
-
-### DESCRIPTORS AS SPECIES
-
-If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM
-to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
-descriptor.
-
-### CATFOLK
-
-You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are
-nimble, graceful, and quick. An ancient and sophisticated culture, your people have their own language, customs, and
-traditions developed in relative seclusion over the centuries. Neither conquerors nor conquered, the success of your
-society has come from the fact that you have given most others a wide berth. As a people, you almost never get involved
-in wars or similar matters, which has given other cultures the idea that you are aloof, unapproachable, or mysterious.
-As long as they leave you alone, what they think is fine with you.
-
-You gain the following characteristics:
-
-Agile: +4 to your Speed Pool. Skill: You are trained in climbing and balance tasks.
-
-Bared Claws: Even unarmed, your claws are light weapons that inflict 4 points of damage.
-
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure.
-
-1\. You were curious as to what the other PCs were up to.
-
-2\. You needed to get out of town, and the PCs were going in the same direction as you.
-
-3\. You are interested in making a profit, and the other PCs seem to have a lead on doing just that.
-
-4\. It seemed like a lark.
-
-### DRAGONFOLK
-
-You have scales, fangs, claws, and magic—gifts of the dragons. You might have been born of dragonfolk parents, willingly
-transformed in a magical ceremony, or chosen by a dragon to be their agent or champion. You have a great destiny before
-you, but it is your choice whether to make it your own or bend to the will of those who made you what you are. Some
-people mistrust or fear you, and others consider you a prophet or wish to exploit your power for their own goals.
-
-You gain the following characteristics:
-
-Sturdy: +2 to your Might Pool. Skill: You are trained in intimidation
-
-Dragonbreath (3 Might points): You breathe out a blast of energy in an immediate area. Choose one type of energy
-(arcane, cold, fire, thorn, and so on); the blast inflicts 2 points of damage of this kind of energy (ignores Armor) to
-all creatures or objects within the area. Because this is an area attack, adding Effort to increase your damage works
-differently than it does for single-target attacks. If you apply a level of Effort to increase the damage, add 2 points
-of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage.
-Action.
-
-Draconic Resistance: You gain +2 Armor against the type of energy you create with your dragonbreath.
-
-Scaly: +1 to Armor. Inability: You have difficulty relating to non-dragons. Tasks to persuade non-dragons are hindered.
-
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure.
-
-1\. You believe the other PCs can help you solve a mystery about your heritage.
-
-2\. You needed to get out of town, and the PCs were going in the same direction as you.
-
-3\. Your creator, master, or mentor told you to help the PCs.
-
-4\. You want to make a name for yourself, and the other PCs seem competent and compatible.
-
-### GNOME
-
-You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor,
-smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you
-as a strange mix of a nature-loving elf and a craft-obsessed dwarf, but you and your kind are unique people with a
-passion for life, exploration, and creation.
-
-You gain the following characteristics:
-
-Genius: +2 to your Intellect Pool.
-
-Skill: You are trained in two skills that suit your creative nature, such as alchemy, smithing, poetry, cooking,
-woodcarving, or pottery.
-
-Skill: You are practiced in using hammers.
-
-Natural Affinity: You gain one of the following abilities: Communication, Eyes Adjusted, or Minor Illusion.
-
-Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
-
-Additional Equipment: You have a bag of light tools or a bag of heavy tools.
-
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure.
-
-1\. You think an object or material you've been looking for can be found where the other PCs are going.
-
-2\. You were recruited because of your knowledge on a particular subject.
-
-3\. You were bored and it sounded like the PCs were going to do something interesting.
-
-4\. You owe one of the PCs a favor for a useful gift in the past.
-
-### HALFLING
-
-Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small
-and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
-community where humans and the small folk work and eat side by side as friends, or a less welcoming environment where
-your people get things done using deception and criminal activity. You and humans have a lot in common—you're just more
-compact and efficient about it.
-
-You gain the following characteristics:
-
-Agile: +2 to your Speed Pool.
-
-Skill: You are trained in pleasant social interactions.
-
-Skill: You are trained in stealth.
-
-Skill: You are trained in Intellect defense.
-
-Advantage: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
-
-Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
-
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure.
-
-1\. You were fleeing someone and literally ran into the other PCs.
-
-2\. You were invited (or invited yourself) as a good luck charm.
-
-3\. You were tricked into going with the other PCs or were brought along despite your very reasonable objections.
-
-4\. You're very protective of another PC and want to make sure they get through the upcoming challenges.
-
-### LIZARDFOLK
-
-You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and
-thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may
-call you a savage and your culture primitive, but there is grace in your hunting, artistry in your crafting, joy in your
-songs, and reverence in your worship.
-
-You gain the following characteristics:
-
-Agile: +2 to your Speed Pool.
-
-Skill: You are trained in balancing, jumping, and swimming.
-
-Skill: You are trained in hunting and tracking.
-
-Skill: You are practiced in using javelins and spears.
-
-Scaly: +1 to Armor.
-
-Inability: Your slightly clawed hands make fine detail work difficult. You have an inability with picking locks, picking
-pockets, and other manual dexterity tasks (but not crafting).
-
-Additional Equipment: You have a spear and a pair of javelins.
-
-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-adventure.
-
-1\. The other PCs were lost in your territory and you were sent to escort them out.
-
-2\. Something has been attacking your community and you want to find and destroy it.
-
-3\. You were exiled from your community and need to prove your worthiness before you can return to it.
-
-4\. You or your priest had a vision of you traveling with the other PCs.
-
 ### CREATURES AND NPCs
 
 ### MODERN MAGIC CREATURES
@@ -60237,29 +53302,6 @@
 Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest
 cypher.
 
-### SUPERPOWERED CREATURES
-
-Superheroes don't just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
-or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
-
-| Level | Example                                                                        |
-|-------|--------------------------------------------------------------------------------|
-| 9     | Demigod                                                                        |
-| 10    | Kaiju 300 feet (90 m) tall                                                     |
-| 11    | Robot 1,000 feet (300 m) tall                                                  |
-| 12    | Vampire blood god                                                              |
-| 13    | Legendary monster\*                                                            |
-| 14    | Archangel, demon prince, typical god or goddess\*\*, multidimensional sorcerer |
-| 15    | Moon-sized space monster, pantheon leader\*\*\*                                |
-
-\* A primordial monster (such as Echidna or Typhon) or a powerful creature associated with the end of the world (such as
-Jörmungandr or Fenris).
-
-\*\* A powerful, perhaps immortal entity (such as Ares or Loki) that has been worshipped or feared as a god by humans or
-similar creatures.
-
-\*\*\* A god or goddess (such as Odin or Zeus) who is the ruler of a group of deities.
-
 ### POST-APOCALYPTIC CREATURES AND NPCs
 
 The most important element of each creature or NPC is its level. The level is the same as the target number used to
@@ -61130,1787 +54172,6 @@
 incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a
 creature of its level.
 
-### CREATURES AND NPCs BY LEVEL
-
-| Level | Name                   |
-|-------|------------------------|
-| 1     | Goblin\*               |
-| 1     | Shadow                 |
-| 2     | Guard\*                |
-| 2     | Morlock                |
-| 2     | Orc\*                  |
-| 2     | Skeleton\*             |
-| 2     | Wraith                 |
-| 3     | Bard                   |
-| 3     | Berserker              |
-| 3     | Crime boss\*           |
-| 3     | Deinonychus\*          |
-| 3     | Faerie                 |
-| 3     | Giant rat\*            |
-| 3     | Giant spider\*         |
-| 3     | Halfling               |
-| 3     | Harpy                  |
-| 3     | Merfolk                |
-| 3     | Sapient tree           |
-| 3     | Thug\*                 |
-| 3     | Thug\*                 |
-| 3     | Transitional vampire\* |
-| 3     | Zombie\*               |
-| 4     | Deep one\*             |
-| 4     | Devil\*                |
-| 4     | Druid                  |
-| 4     | Dwarf                  |
-| 4     | Elemental, air         |
-| 4     | Elemental, fire        |
-| 4     | Elemental, water       |
-| 4     | Elf                    |
-| 4     | Ghost\*                |
-| 4     | Ghoul\*                |
-| 4     | Giant snake\*          |
-| 4     | Hollow knight          |
-| 4     | Minotour               |
-| 4     | Ogre\*                 |
-| 4     | Paladin                |
-| 4     | Shadow elf\*           |
-| 4     | Thief                  |
-| 4     | Werewolf\*             |
-| 5     | Basilisk               |
-| 5     | Cambion                |
-| 5     | Demon                  |
-| 5     | Elemental, earth\*     |
-| 5     | Fallen angel\*         |
-| 5     | Gorgon                 |
-| 5     | Mi-go\*                |
-| 5     | Necromancer            |
-| 5     | Occultist\*            |
-| 5     | Prince(ss) of summer\* |
-| 5     | Satyr                  |
-| 5     | Soul Eater             |
-| 5     | Wendigo\*              |
-| 5     | Witch\*                |
-| 6     | Assassin\*             |
-| 6     | Blackguard             |
-| 4     | Elemental, water       |
-| 4     | Elemental, water       |
-| 4     | Elf                    |
-| 4     | Ghost\*                |
-| 4     | Ghoul\*                |
-| 4     | Giant snake\*          |
-| 4     | Hollow knight          |
-| 4     | Minotour               |
-| 4     | Ogre\*                 |
-| 4     | Paladin                |
-| 4     | Shadow elf\*           |
-| 4     | Thief                  |
-| 4     | Werewolf\*             |
-| 5     | Basilisk               |
-| 5     | Cambion                |
-| 5     | Demon                  |
-| 5     | Elemental, earth\*     |
-| 5     | Fallen angel\*         |
-| 5     | Gorgon                 |
-| 5     | Mi-go\*                |
-| 5     | Necromancer            |
-| 5     | Occultist\*            |
-| 5     | Prince(ss) of summer\* |
-| 5     | Satyr                  |
-| 5     | Soul Eater             |
-| 5     | Wendigo\*              |
-| 5     | Witch\*                |
-| 6     | Assassin\*             |
-| 6     | Blackguard             |
-| 6     | Chimera\*I             |
-| 6     | Elemental, thorn       |
-| 6     | Golem\*                |
-| 6     | Hag                    |
-| 6     | Jotunn, fire           |
-| 6     | Jotunn, frost          |
-| 6     | Manticore              |
-| 6     | Puppet tree\*          |
-| 6     | Troll                  |
-| 6     | Vampire\*              |
-| 6     | Wyvern                 |
-| 7     | Corrupt mage           |
-| 7     | Cyclops                |
-| 7     | Djinni\*               |
-| 7     | Dragon\*               |
-| 7     | Evil priest            |
-| 7     | Giant\*                |
-| 7     | Hydra                  |
-| 7     | Noble knight           |
-| 7     | Sphinx                 |
-| 7     | Statue, animate\*      |
-| 7     | Tyrannosaurus rex\*    |
-| 7     | Worm that walks        |
-| 8     | Lich                   |
-| 8     | Wizard, mighty\*       |
-| 9     | Demigod\*              |
-| 9     | Demon Lord             |
-| 10    | Kaiju\*                |
-
-\* Creature or NPC found in the Cypher System
-
-### BIGGER AND TOUGHER
-
-If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
-the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
-the default for its level, take that into account at the modified creature's new level.
-
-A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
-
-### OTHER CREATURES AND NPCs FOR A FANTASY GAME
-
-Bat: level 1
-
-Black bear: level 3, attacks as level 4
-
-Blacksmith: level 2, metalworking as level 4; health 8
-
-Cat: level 1, Speed defense as level 3 due to size and quickness
-
-Catfolk: level 3, balancing and climbing as level 4; damage inflicted 4 points
-
-Centaur: level 4; health 15; moves a long distance each round
-
-Crocodile: level 4; Armor 1; swims a short distance each round
-
-Dire wolf: level 4, attacks and perception as level 5; Armor 1
-
-Dog: level 2, perception as level 3
-
-Dog, guard: level 3, attacks and perception as level 4
-
-Elephant: level 5; health 20; Armor 1
-
-Farmer: level 2, animal handling as level 3; health 8
-
-Gargoyle: level 3; Armor 5; damage inflicted 5 points; flies a short distance each round
-
-Giant ape: level 3, climbing and attacks as level 4
-
-Giant crab: level 6; Armor 4; pincer attack holds prey and automatically inflicts damage each turn until the target
-succeeds at a Might or Speed defense task
-
-Giant frog: level 3
-
-Giant octopus: level 5, Might defense and stealth as level 6; health 25; attacks four times as an action
-
-Giant scorpion: level 4; Armor 2; damage inflicted 4 points plus 4 points of Speed damage (ignores Armor) on a failed
-Might defense task
-
-Giant snake: level 4; health 18; Armor 2; damage inflicted 4 points plus 3 points of Speed damage (ignores Armor) on a
-failed Might defense task
-
-Gnoll: level 2, Speed defense as level 3 due to shield; health 8; Armor 2
-
-Gorilla: level 2, attacks as level 3; damage inflicted 3 points
-
-Griffon: level 4, perception as level 5; Armor 1; flies a long distance each round
-
-Grizzly bear: level 5; health 20; Armor 1
-
-Hawk: level 2; flies a long distance each round
-
-Hippogryph: level 3, attacks as level 4; flies a long distance each round.
-
-Horse: level 3; moves a long distance each round
-
-Leopard: level 4; climbing, jumping, stealth, and attacks as level 5; Armor 1
-
-Lion or tiger: level 5, attacks as level 6; Armor 1
-
-Lizardfolk: level 3; Armor 1
-
-Merchant: level 2, haggling and assessment tasks as level 3
-
-Mummy: level 6; ancient history, ancient religion, climbing, and stealth as level 8; health 24; Armor 2; damage
-inflicted 7 points
-
-Nymph: level 3, stealth and positive social interactions as level 6
-
-Pegasus: level 3, Speed defense as level 4; moves or flies a long distance each round
-
-Pterodactyl: level 3; Armor 1; flies a long distance each round
-
-Rat: level 1
-
-Roc: level 6; health 25; Armor 2; flies a long distance each round; attacks twice as an action
-
-Shark: level 3, attacks as level 4; health 15; Armor 2
-
-Undead claw: level 1, attacks as level 3, Speed defense as level 3 due to quickness and size; health 5; Armor 1
-
-Unicorn: level 4; Might defense, perception, and attacks as level 5; health 15; Armor 1; makes two attacks as its
-action; once per hour can teleport up to 1 mile; once per hour can heal a creature for 4 Pool points (or health) and
-remove poisons up to level 4
-
-Villager: level 1
-
-Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
-
-Warhorse: level 4; moves a long distance each round
-
-Werebear: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2
-
-health per round (unless recently wounded by silver)
-
-Wererat: level 3, Speed defense and stealth as level 4; regenerates 2 health per round (unless recently wounded by
-silver)
-
-Wereshark: level 4, attacks as level 5; health 15; Armor 2; regenerates 2 health per round (unless recently wounded by
-silver)
-
-Weretiger: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless
-recently wounded by silver)
-
-Wolf: level 3, perception as level 4
-
-Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1
-
-### BASILISK 5 (15)
-
-A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and
-crawls upright instead of slithering on its belly. It feeds on snakes and other creatures smaller than itself, relying
-on its poisonous aura to weaken and kill its prey. It is known to make an unnerving growl instead of a typical snake
-hiss. An adult basilisk is 10 to 18 feet (3 to 5.5 m) long.
-
-Motive: Hunger
-
-Environment: Forests and plains
-
-Health: 15
-
-Damage Inflicted: 5 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Perception and stealth as level 6
-
-Combat: A basilisk bites like a snake, inflicting 5 points of damage and injecting a poison that moves the target one
-step down the damage track if they fail a Might defense roll.
-
-The basilisk can spit its poison up to short range, inflicting 1 point of damage and moving the target one step down the
-damage track if they fail a Might defense roll.
-
-The basilisk's venom affects its breath, and on its turn, anything within immediate range of it must make a Might
-defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisk's lair is
-surrounded by a stinking area of dead vegetation, blasted earth, and etched stone.
-
-Basilisk venom is so potent that even creatures that are immune to poison can still be harmed by it, taking 5 points of
-Speed damage instead of moving down the damage track. (A creature that is immune to poison and acid is fully immune to
-the venom.)
-
-Anyone within short range of a basilisk who meets its gaze and fails a Might defense roll turns to stone. In combat,
-when a character within short distance attacks a basilisk, they must either avert their gaze to attack safely (which
-hinders their attack by two steps) or make a Might defense roll. On a failed Might defense roll, the character takes 5
-points of ambient damage as their flesh partly mineralizes; if the character is killed by this damage, they are turned
-to stone.
-
-Interaction: Basilisks act like simple animals and respond threateningly if disturbed or provoked. If not hungry, a
-basilisk avoids conflict and hides in its lair.
-
-Use: A blighted area in a field, briar, or forest suggests that a basilisk has moved into the area. Swarms of snakes
-enter a village, fleeing an approaching basilisk.
-
-Loot: Basilisk venom is valuable, but it must be stored in a strong, sealed container or the bearer will succumb to the
-poison. Its blood has alchemical properties relating to transmuting metals.
-
-### BLACKGUARD 6 (18)
-
-Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some were once honorable knights who
-fell to temptation and have abandoned their original principles, but many were raised under evil circumstances and have
-never known anything but hatred and conflict.
-
-Motive: Power, domination of others, slaughter
-
-Environment: Almost anywhere, either alone or as part of a cult or evil organization
-
-Health: 30
-
-Damage Inflicted: 7 points
-
-Armor: 2 or 3
-
-Movement: Short; long when mounted
-
-Modifications: Perception and Intellect defense as level 7
-
-Combat: Blackguards use high-quality armor and weapons (usually decorated with symbols depicting death, demons, or evil
-gods). Many wear heavy armor and prefer weapons that inflict bleeding wounds, but some take a more subtle approach and
-act more like assassins than knights. A blackguard typically has two or three of the following abilities:
-
-Fiendish Beast: The blackguard has a companion creature such as a dog, horse, or raven with an eerie, unnatural look (in
-the case of small animals, the creature may also be an exceptionally large specimen of its kind). The creature is
-actually a semi-intelligent fiend in animal shape (and therefore immune to abilities that affect only normal animals)
-that can understand the blackguard's commands, and may even be able to speak. If the beast is a horse or similar
-creature, the blackguard might ride it as a mount.
-
-Necromancy: The blackguard uses a ten-minute ritual to animate a human-sized corpse as a zombie under their control. The
-zombie becomes a corpse again after a day.
-
-Poison: The blackguard coats their weapons with a level 6 poison; a foe who fails a Might defense roll moves one step
-down the damage track.
-
-Spells: The blackguard knows several spells granted by an evil entity, typically spells that cause a foe to flee in fear
-for one minute, restore 10 health, create an eerie darkness or fog in long range, or grant +5 Armor against energy and
-magical attacks for an hour.
-
-Surprise Attack: When the blackguard attacks from a hidden vantage, with surprise, or before their opponent has acted in
-combat, they get an asset on the attack and inflict +4 points of damage. Unholy
-
-Aura: Defense rolls by foes within immediate distance of the blackguard are hindered.
-
-Unholy Blessing: The blackguard's defense rolls are eased.
-
-Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself.
-
-Use: A blackguard has united various groups of bandits into a small army. An evil wizard sends her blackguard lieutenant
-to kill the people interfering with her plans.
-
-Loot: Blackguards usually have treasures equivalent to three or four expensive items, a few useful manifest cyphers, and
-an artifact weapon or armor.
-
-### CAMBION 5 (15)
-
-Fine ebony scales cover a cambion's perfectly athletic figure. Two reddish horns grow from
-
-its brow, and the tips of fangs emerge from between its dusky lips. Its eyes, absent iris and
-
-pupil, are the color of driven snow. Cambions are cursed creatures, born of mortal and
-
-demonic parentage, and are also sometimes called helborn. Most cambions give in to what
-
-everyone expects of them, and embrace evil.
-
-Motive: Defense, conquest, revenge on a world that's rejected them
-
-Environment: Anywhere, often hiding in plain sight
-
-Health: 25
-
-Damage Inflicted: 6 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Disguise as level 7
-
-Combat: Cambions sometimes wield heavy weapons in combat, especially if they come across an artifact that can enhance
-their attacks. Some cambions develop their natural and magical abilities to become powerful sorcerers, but most can call
-up hellish energy merely by willing it at least once per day, as follows.
-
-Finger of Torture: A ruby ray lances out from the cambion's finger to strike an enemy prone with torturous pain on a
-failed Might defense task. The target automatically takes 6 points of damage each round until they can escape the effect
-with an Intellect task.
-
-Soulfire Blast: An explosion of soul-rending black and crimson fire explodes around up to three targets standing next to
-each other within short range, inflicting 4 points of damage and stunning the targets so that they lose their next
-action on a failed Speed defense task.
-
-Interaction: Cambions are bleak, depressed, and misunderstood. Most have turned to evil, but a few can be redeemed.
-
-Use: A great fire is seen burning on the horizon. The next day, travelers come across a burned region with a crater that
-has destroyed a farmhouse. At the center of the crater is an unconscious human with hornlike growths on its head.
-
-Loot: Powerful cambions sometimes wield artifacts as weapons.
-
-### CORRUPT MAGE 7 (21)
-
-Some wizards and sorcerers are tempted by dark magic, inevitably damning their souls and corrupting their flesh as they
-cut corners and delve into forbidden lore. Their research and experimentation create new kinds of rampaging monsters and
-turn people into misshapen horrors. They sometimes modify their own bodies in order to gain demonic or draconic powers,
-or make pacts with such creatures for knowledge and magical ingredients.
-
-Motive: Magical knowledge at all costs
-
-Environment: Almost anywhere, usually with fleshbeast minions
-
-Health: 35
-
-Damage Inflicted: 7 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: All tasks related to knowledge of arcane lore, demons, and altering bodies as level 8
-
-Combat: Corrupt mages blast opponents with beams of energy that blister, slash, and rot flesh, attacking up to three
-creatures as an action. Many of them have given themselves long claws and teeth that they can use to make up to three
-melee attacks per action.
-
-A corrupt mage knows many spells, such as the following:
-
->  • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
->
-> • Madness: Wracks the brain of one creature within short range for one hour, reducing them to a babbling catatonic
-> state in which they can't recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with
-> lethal force at what it perceives as its tormentors.
->
-> • Organ Request: Extracts a handful of internal organs from an opponent within short range, moving the creature one
-> step down the damage track if it fails a Might defense roll.
->
-> • Polymorph: Transforms one foe within short range into a tiny, helpless creature such as a cockroach, fish, or snail
-> for one hour.
->
-> • Summon Demon: Summons a demon to serve the mage for one hour.
->
-> • Teleport: Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them.
->
-> • Twist Flesh: Reshapes the flesh of a creature within close range, turning it into a hideous monstrosity for one
-> hour. The transformed creature's actions are hindered, but its physical attacks inflict +3 points of damage. The
-> mage's control over the creature is limited to indicating which target it should attack.
->
-> A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well.
-
-Interaction: Corrupt mages generally can't be trusted and see other creatures as things to experiment on and vivisect.
-They might negotiate with someone who brings them a rare specimen or spell. Many are mentally disturbed by their
-research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage.
-
-Use: The strange hybrid monsters emerging from the forest are said to be the creations of a corrupt mage. A corrupt mage
-in a calm state presents themselves as a neutral or benevolent wizard seeking assistance on a task.
-
-> Loot: A corrupt mage has 1d6 cyphers and perhaps a wizardly artifact.
-
-### CYCLOPS 7 (21)
-
-Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg).
-Everything about these giants is exaggerated, from the thick features of their faces to their oversized hands and lumpy,
-corpulent bodies. They clothe themselves in animal skins, scraps of cloth, or canvas stolen during their travels. A
-cyclops's most distinctive feature is the single eye positioned in the center of its forehead. Cyclopes live on the
-edges of civilized areas or on remote islands. For all their power and stature, they aren't especially brave, and most
-have a dim idea that puny humans have an advantage when they have numbers on their side.
-
-Motive: Hungers for flesh
-
-Environment: Almost anywhere
-
-Health: 32
-
-Damage Inflicted: 8 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Attacks targets within immediate range as level 5 due to poor eyesight; Speed defense as level 5 due to
-size; Intellect defense as level 4
-
-Combat: A cyclops can always resort to using its fists in melee, pummeling opponents with knuckles the size of large
-hogs. However, most cyclopes carry a tree trunk and use it to sweep enemies from their path. Due to its massive height,
-a cyclops can make a melee attack against creatures within short range.
-
-> Cyclopes can pry up boulders from the ground and throw them at targets within long range. A thrown boulder inflicts 8
-> points of damage to all targets in an immediate area.
->
-> Killing a cyclops can be dangerous. When killed, it falls away from the attacker that delivered the killing blow. Any
-> creature under it when it falls must make a successful Speed defense roll or be pinned under its corpse and take 7
-> points of damage. Escaping from under a dead cyclops requires a successful Might roll.
-
-Interaction: Cyclopes know the language of the lands they inhabit, but they are notoriously dim and easily fooled. A
-cyclops thinks about its belly first and foremost and doesn't pay much attention to what it stuffs in its mouth.
-
-Use: A cyclops has been rampaging across the countryside, and warriors sent to deal with it have been vanquished. PCs
-who investigate learn that the cyclops has been robbed and is trying to find the stolen item.
-
-Loot: Most cyclopes carry sacks filled with things they find interesting or plan to eat. Aside from the rubbish, a
-typical sack contains 1d100 coins of the realm and a couple of cyphers.
-
-### DEMON LORD 9 (27)
-
-Demon lords are mighty demons, commanding hundreds of lesser fiends and often ruling an entire hellscape dimension. No
-mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek
-to corrupt and enslave powerful mortals. Some are nearly as powerful as gods and are worshipped as such by cultists or
-evil creatures, claiming ownership of a concept like murder, rot, undeath, or seduction. A few are known to mate with
-mortals to produce cambion offspring.
-
-Motive: Power, conquest, souls
-
-Environment: Any hell dimension, sometimes called by mortal magic
-
-Health: 100
-
-Damage Inflicted: 12 points
-
-Armor: 5
-
-Movement: Short; long when flying
-
-Modifications: History and magical knowledge as level 10
-
-Combat: A demon lord attacks with a bolt of evil energy or fire up to a long distance away, inflicting 12 points of
-damage on one target or 9 points of damage on all targets within short range of the primary target. Targets caught in
-the area attack who succeed on a Speed defense roll still suffer 5 points of damage. A demon lord can make melee attacks
-on all targets within immediate range as an action.
-
-They can also call on a variety of other magical abilities that mimic the effect of any cypher of level 5 or
-lower—usually destructive, painful, and transformative effects.
-
- A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
-
-• Change Shape: The demon lord can take the form of a human or similar humanoid as its action, or return to its regular
-shape. When so changed, its disguise is nearly impenetrable without special knowledge. As a human, the demon lord is a
-level 7 creature.
-
-• Possession: The demon lord can possess a creature and still use its own abilities.
-
-• Summon Demon: Summon a demon or devil to serve it for one day.
-
-• Wish: The demon lord can grant a mortal a wish (up to level 9) in exchange for an appropriate payment or service, but
-the wish is often twisted or has hidden consequences.
-
-Interaction: Demon lords are willing to bargain with mortals if it leads to the mortal's corruption or advances the
-demon's agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.
-
-Use: A mad cult wants to summon a demon lord in order to end the world. A mysterious stranger offers aid in exchange for
-a favor to be named later.
-
-Loot: A demon lord often has an artifact relating to some aspect of its nature or interests, such as a weapon, ring, or
-armor, as well as 1d6 cyphers.
-
-### ELEMENTAL, AIR 4 (12)
-
-Air elementals are capricious pieces of air with simple minds. They spontaneously appear in clouds and high mountains,
-and often resemble an area of mist or a cloudlike humanoid shape.
-
-Motive: Mischief and destruction
-
-Environment: Anywhere the wind blows
-
-Health: 24
-
-Damage Inflicted: 4 points
-
-Movement: Long when flying
-
-Modifications: Stealth as level 6
-Combat: Air elementals slice foes up to a short distance away with blades of fierce wind, or use blasts of air to throw
-small objects. Once every other round, an air elemental can turn into a tornado-like vortex that inflicts 4 points of
-damage to all creatures within immediate range. In this form, the elemental gains +1 to Armor and an additional +2 to
-Armor against physical projectile weapons such as arrows and javelins. The elemental reverts to its normal form at the
-start of its next turn.
-
-An air elemental can disperse itself over a short area as an action. In this form it is invisible, unable to attack, and
-can't be attacked except with area attacks. The elemental can remain in this form indefinitely, but must use an action
-to return to its normal form.
-
-Air elementals are elusive opponents and hard to destroy. If an air elemental is reduced to 0 health, there is a 50
-percent chance that it rejuvenates a few rounds later with 6 health. The elemental then continues to fight or flees to
-cause trouble elsewhere.
-
-Interaction: Air elementals see and hear many things, but they are flighty and what they remember usually isn't
-important or relevant. They can be summoned with magic but don't like being controlled, and there is a 10 percent chance
-that they free themselves and strike out on their own.
-
-Use: A safe mountain trail has become hazardous due to unseasonal winds that threaten to push travelers off a cliff. An
-old tree is surrounded by whispers of conversations that took place recently and has started hurling sticks and fruit at
-anyone who comes too close.
-
-### ELEMENTAL, THORN 6 (18)
-
-The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies
-dangling from vines, dead of strangulation and poison. Thorn elementals take form in areas dense with woody growth under
-threat by hatchet, axe, saw, and, sometimes, human-caused climate disruptions.
-
-Motive: Defense of forests
-
-Environment: Anywhere trees grow
-
-Health: 36
-
-Damage Inflicted: 6 points
-
-Armor: 2
-
-Movement: Immediate
-
-Combat: Thorn elementals batter foes with thorny, vine-wrapped fists. Targets who suffer damage must make a successful
-Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorn's prick. Worse, the
-poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.
-
-As its action, a thorn elemental can disentangle its form and reassemble a new body anywhere within long range where
-trees and plants grow. A thorn elemental regains 2 points of health each time it travels in this fashion.
-
-Interaction: Thorn elementals communicate through speech, though they generally disdain talking to creatures of the
-animal kingdom. Thorn elementals exist within a hierarchy; those that have a greater capacity for communication are also
-usually more powerful. Summoned thorn elementals have about a 5 percent chance of breaking the geas and turning on their
-summoner.
-
-Use: Adventuring characters journey through a forest that is under threat of destruction by an encroachment of other
-humanoids. Thinking the PCs are part of the encroachers, a thorn elemental attacks them. If communication is opened, it
-might break off hostilities and instead ask the characters to help.
-
-Loot: The bodies of those previously defeated by thorn elementals dangle from the forest or jungle canopy with all their
-former possessions. One or two might have a cypher and other tools and treasure.
-
-### ELEMENTAL, WATER 4 (12)
-
-Water elementals are animate masses of water. When swimming, they are nearly indistinguishable from their surroundings,
-but when they have to move on dry land, they usually take the form of a curling wave, amorphous blob, or large puddle.
-They can spontaneously appear in locations with pristine salt or fresh water.
-
-Motive: Flood, drown, and wash away
-
-Environment: Anywhere there is flowing water
-
-Health: 24
-
-Damage Inflicted: 4 points
-
-Movement: Short; long if swimming
-
-Modifications: Swimming and aquatic maneuvers as level 6; stealth as level 6 when in water
-
-Combat: Water elementals bash opponents with heavy limbs of water or spray jets of water out to short range.
-
-Instead of a bashing attack, a water elemental can use its action to attempt to envelop, smother, and crush one
-opponent, who can resist with a Might defense roll. If the opponent fails, it takes 4 points of damage immediately and
-every round on the elemental's turn. Each following turn, the enveloped character must attempt a new Might defense roll
-every round or move one step down the damage track from drowning as the elemental forces itself into the creature's
-lungs. The creature can free itself with a Might defense roll. An elemental with an enveloped opponent can move up to a
-short distance as its action; a common tactic is to dive deep, release their opponent to drown normally, then return to
-its previous position to fight other opponents.
-
-Any attack that inflicts 6 or more points of cold damage hinders a water elemental's actions on its next turn.
-
-Interaction: Water elementals are somewhat intelligent but think very differently from humans, so they often seem
-distracted and dull. They are generally compliant when summoned with magic, but there is about a 5 percent chance that
-they break free of the spell and lash out against their summoner.
-
-Use: Offerings left at a sacred pond have gone missing, and the water itself seems threatening. Garbage or dead bodies
-have polluted a water source, spawning an angry elemental that attacks everyone until the mess is cleaned up.
-
-### EVIL PRIEST 7 (21)
-
-Evil priests are worshippers of evil gods, demons, devils, strange malevolent forces from beyond known dimensions, or
-even death itself. They lead cults, corrupt the innocent with lies and twisted ideologies, and enact the will of their
-patron in the mortal world. The most insidious ones are able to infiltrate good churches and secular organizations in
-order to tear them down from the inside.
-
-Motive: Domination of others, divine rule
-
-Environment: Almost anywhere that people live
-
-Health: 28
-
-Damage Inflicted: 7 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Deception, persuasion, and religious lore as level 8
-
-Combat: Evil priests make one or two short-range magical attacks as an action, which are thematically appropriate to the
-god or entity they serve, such as blasts of hellfire, grasping shadowy tentacles, or disruptive necromantic energy. They
-often rely on zealous minions to protect them from melee opponents.
-
-Priests usually know several spells, such as how to banish or control creatures from other dimensions, create an area of
-darkness, see and hear remote locations, speak with the dead, mesmerize or paralyze a person, cause blindness, or create
-a ward against energy damage. They also have the following magical abilities:
-
-• Curse: The priest curses a foe within short range, hindering all of the foe's actions by two steps.
-
-• Heal: The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse.
-
-• Necromancy: The priest uses a ten-minute ritual to animate up to four human-sized corpses as skeletons or zombies
-under their control. The undead revert to corpses after a day.
-
-• Sacrifice: The priest uses a ten-minute ritual to kill a helpless, restrained, or unconscious creature of level 4 or
-higher, using its soul to grant one ally an asset on all actions and defenses for one day.
-
-• Summon: Once per hour the priest can summon a demon or one level 3 or 4 creature (such as a giant snake, giant spider,
-or swarm of bugs). The summoned creature serves the priest for an hour before vanishing.
-
-• An evil priest usually has one or two combat-useful manifest cyphers and often has an artifact appropriate to their
-religion. Most also wear armor or have an ongoing defensive spell that grants them Armor.
-
-Interaction: Evil priests tend to be knowledgeable, arrogant, and condescending toward heroes and members of rival
-faiths. They might strike a bargain to save their lives or the life of a valuable minion, or to gain an advantage later
-on.
-
-Use: An evil priest is converting frightened peasants into followers, and turning those who refuse into zombie slaves. A
-new religious figure in the city is acting suspiciously, and members of rival faiths have been disappearing or turning
-up dead.
-
-Loot: Evil priests usually have mundane treasures equivalent to three or four expensive items, a few useful manifest
-cyphers, and an artifact.
-
-### FAERIE 3 (9)
-
-Faeries are magic creatures of music, mirth, tricks, and taunts. Some might only perform a silly song or follow people
-for a while, flitting around and asking questions like an annoying young child. Some faeries are crueler and delight in
-stealing clothing, equipment, or prized objects. And a few are downright malicious and, under the guise of a helpful
-guide or a pretty light in the distance, lure lost travelers to various dooms.
-
-Motive: Unpredictable
-
-Environment: Alone or in a flutter of three to twelve
-
-Health: 12
-
-Damage Inflicted: 4 points
-
-Movement: Immediate; long when flying
-
-Modifications: Tasks related to performance and deception as level 5; Speed defense as level 5 due to size and
-quickness
-
-Combat: A faerie can hurl damaging magic dust at any target within short range, but sometimes it wields tiny weapons
-such as bows, spears, or swords.
-
-If a faerie is touched or struck by a melee weapon, more magic dust puffs away from the faerie and clouds the attacker,
-who must make a Speed defense roll or take the same amount of damage they just dealt to the faerie.
-
-A faerie can see in the dark, but it can also emit bright light and appear as a glowing humanoid or an illuminated
-sphere.
-
-Faeries regenerate 1 point of health per round while their health is above 0.
-
-Some faeries can attempt to use a song or light display to charm others within short range. The target must succeed on
-an Intellect defense roll or fall into a suggestible state for one hour. During this period, the target can be led by
-the faerie at their regular movement rate. The target can be brought out of the spell early if they take damage or are
-heartily slapped and shaken for a round or two, causing the glamour to fade. A faerie can use this power once per
-minute.
-
-Interaction: Faeries are mercurial creatures, but except for the malicious ones, they can be negotiated with, especially
-if offered sweets, wine, or other gifts. However, faerie attention spans are limited, so even one that means well could
-end up leaving the PCs in the lurch at just the wrong moment.
-
-Use: The dancing light in the distance, leading curious PCs deeper and deeper into the dark woods, is a faerie. And the
-destination could be a wicked witch or other unpleasant location.
-
-Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times
-larger on the inside and might hold a handful of shiny coins or a cypher.
-
-### GORGON 5 (15)
-
-Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers. The statues, ranging in
-size from birds to warriors astride steeds, all depict creatures in states of fright and pain, the final image of death.
-These pieces are not the work of a fevered mind, but the fates of those who braved a gorgon's lair. Gorgons were humans
-once. After they offended the gods with their vanity, they were transformed into hideous monsters. A gorgon has the
-upper body of a human of perfect form and physique, but the lower body of a giant serpent, complete with rattling tail.
-One who dares look at a gorgon's face can see traces of the old beauty beneath a weary veneer, darkened by hatred.
-Instead of hair, serpents crown a gorgon's head, snapping and hissing at anyone who draws near. Yet the most terrible
-aspect of a gorgon is its gaze, which can turn any creature to stone.
-
-Motive: Isolation, defense
-
-Environment: Alone, sequestered in the isolated ruins of old cities and castles
-
-Health: 12
-
-Damage Inflicted: 5 points
-
-Movement: Short
-
-Combat: A gorgon has a long-range bow attack. Since creatures that see the gorgon often turn to stone, it must take down
-its prey at long range so it can get fresh meat. In close combat, a gorgon lashes out with a long dagger or, rarely, a
-sword. As part of the action the gorgon uses to attack, the serpents on its head can also attack one target within
-immediate distance. A target that fails its Speed defense roll takes 2 points of damage from the bite and must
-immediately make a Might defense roll to resist the poison (which deals 4 additional points of Speed damage that ignores
-Armor).
-
-Anyone within short range of a gorgon who meets its gaze and fails a Might defense roll turns to stone. In combat, when
-a character within short distance attacks the gorgon, they must avert their gaze (which hinders the attack by two steps)
-or make a Might defense roll. On a failure, they take 5 points of ambient damage as their flesh partly mineralizes. If
-the character is killed by this damage, they are turned to stone.
-
- Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
-
-Interaction: Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating
-with one would be something of a feat.
-
-Use: A gorgon's head retains its power to petrify for several days after being cut from the creature. The PCs might
-brave the gorgon so they can use its head to defeat an even more powerful foe.
-
-Loot: A gorgon typically has a few cyphers and may have an artifact as well.
-
-### HAG 6 (18)
-
-Hags are evil magical creatures distantly related to the fey. They resemble withered ancient humans with obvious inhuman
-features—dead eyes, green or purple skin, metal teeth, webbed fingers, and seaweed-like hair are common traits. They
-love corrupting pure and innocent things, and feast on the dreams and flesh of their victims.
-
-Motive: Power, treachery
-
-Environment: Forests, swamps, mountains, and unpleasant natural locations
-
-Health: 25
-
-Damage Inflicted: 6 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Lying, haggling, magical lore, mimicking voices, and Intellect defense as level 7
-
-Combat: Hags can attack with their iron-hard claws and teeth, but often rely on their magic abilities in combat. Hags
-can breathe water, and usually have three or more of the following abilities:
-
-• Arcane blast: Use magical energy to blast one foe within short range and inflict 6 points of damage, or divide this
-energy (and damage) among several foes as the hag sees fit (each foe makes their own Speed defense roll against this
-attack).
-
-• Change shape: Transform into a humanoid or common animal, or return to their own form.
-
-• Curse: Curse a creature within long range, hindering all physical actions by two steps.
-
-• Fear: Terrify all creatures within short range who look upon them, causing the creatures to flee for one minute if
-they fail an Intellect defense roll.
-
-• Illusion: Create an illusion affecting a small area that includes light, sound, and smell. They can use this to
-disguise themselves as any humanoid creature (such as a human, dwarf, or elf). Changing or maintaining the illusion is
-not an action.
-
-• Invisibility: Turn invisible for ten minutes. When invisible, they are specialized in stealth and Speed defense
-tasks.
-
-• Murderous glare: Glare at one opponent, causing bloody wounds that inflict 6 points of damage if the creature is
-within short range (3 points if within long range).
-
-• Question: Get an answer to a very simple, general question about a creature or place within 1 mile (1.5 km).
-
-• Scrying eye: View any familiar location within 1 mile as if they were observing it directly.
-
-• Sleep: Make a creature fall asleep for one minute. Damage or loud noises will wake the creature.
-
-Three or more allied hags form a coven, which allows them to use each other's magical abilities, and usually grants the
-coven (when working together) one or two additional abilities.
-
-Interaction: Hags are evil, greedy, hateful, and cruel. They rarely do things for others unless they benefit in some
-way, and they like to trick fools into dangerous tasks that end up profiting the hag instead of anyone else. If shown
-proper respect and bribed or paid, a hag can be a valuable source of lore.
-
-Use: The smell of cakes lures children to a mysterious woodland shack. The hag of the swamp is said to kill anyone who
-enters their territory without carrying a specific gift.
-
-Loot: In addition to coins and jewels, a hag usually has several scrolls or potions and may have an artifact.
-
-### HARPY 3 (9)
-
-A harpy is a hideous, filthy creature with the body of a large vulture and the neck and head of an ugly human. Their
-breath reeks of decay, their wings and talons drip with an unpleasant oil, and their eyes shed acrid tears. They love to
-torment people and lure them to their deaths.
-
-Motive: Hungers for flesh, causing anguish
-
-Environment: Coastline, forest, and mountains
-
-Health: 9
-
-Damage Inflicted: 4 points
-
-Movement: Short; long when flying
-
-Modifications: Perception and Speed defense as level 4
-
-Combat: Harpies are fast and strong, capable of carrying off a light adult human. They attack with their long talons.
-
-Anything a harpy touches becomes fouled with their smelly fluids, and one harpy energetically flapping their wings is
-enough to contaminate an immediate area. Their fluids are repulsive but not directly harmful, and the smell persists
-even after a casual washing. Any food touched by harpy filth is inedible to anyone but a harpy. Creatures with a
-sensitive sense of smell (such as dogs and wolves) are hindered when within a short distance of a harpy. It is common
-for a group of harpies to attack a campsite or festival, spread their stink over everything, and fly away with whatever
-food they can carry.
-
-A harpy can sing a weird, entrancing song that hypnotizes whoever hears it. Anyone within long range who hears the song
-must make an Intellect defense roll or stop whatever they are doing and attempt to approach the harpy. If the creature
-comes within an immediate distance of a singing harpy, they stand there dumbly even as the harpy attacks them. The
-creature can make another attempt to break free each round on its turn, and taking damage from anything other than a
-singing harpy allows them another attempt to break free. Five or more harpies can work together on the same song (treat
-as a level 5 effect). Harpies are cruel and have been known to lead an entranced creature into a pit, off a cliff, or
-over the railing of a ship.
-
-Interaction: Other than their singing, harpies do not usually speak with other creatures. They are more likely to jeer
-and screech at people like an angry bird than try to communicate.
-
-Use: A flock of harpies torments a village during its harvest festival, ruining the celebration and some of the food set
-aside for the winter. Sailors speak of a lonely island where an old, blind king starves because harpies steal or foul
-any food set out for him.
-
-Loot: A harpy nest may have one or two cyphers or other valuables, but the items will smell disgusting unless carefully
-washed.
-
-### HOLLOW KNIGHT 4 (12)
-
-In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights.
-These animated suits of armor move just like living people, and many who encounter these dread revenants mistake them
-for living foes only to realize in horror that there's nothing inside except for the memory of the warrior that once
-donned the suit. Brought into being by binding the spirit of a dead warrior to its panoply, hollow knights behave in
-much the same way they did in life—disciplined, loyal, and battle ready. Clad head to toe in full plate armor, with
-battered shields strapped to their arms and rusty swords gripped in lobster gauntlets, the knights stand ready to face
-any foe, heedless of the danger, driven to serve the necromancer that made them. Hollow knights might ride on the backs
-of skeletal steeds and wield lances.
-
-Motive: Obedience to its master
-
-Environment: Anywhere
-
-Health: 12
-
-Damage Inflicted: 5 points
-
-Armor: 3
-
-Movement: Short; long while mounted on a skeletal steed
-
-Modifications: Resists fear and intimidation as level 10
-
-Combat: A hollow knight usually fights with a sword or mace.
-
-When mounted on a steed, a hollow knight charges its enemies whenever possible. As an action, its steed moves a short
-distance, and the hollow knight can make a single attack at any point during this movement. When attacking in this way,
-the knight inflicts 7 points of damage.
-
-A hollow knight is fearless and fights until destroyed or ordered to pull back. The magic animating its armor is slow to
-fade, so armor components may continue to twitch and jerk even after the knight has fallen. Usually, when defeated, the
-suit of armor falls apart, and wisps of grey smoke curl up from the remains.
-
-Interaction: Hollow knights cannot speak. They obey any orders given to them by their creators.
-
-Use: The necromancer or other magician that binds the spirit to the armor also imbues the armor with specific
-commands—tasks the knight must carry out until destroyed. Some knights may stand guard at citadels or mansions, keeping
-a vigil until their armor finally falls apart. Others are more active and may function as the core of a dark wizard's
-army.
-
-### HYDRA 7 (21)
-
-This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over
-20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast's most discomfiting feature
-is its magical ability to sprout new heads when it's wounded. Some hydras dwell on land, others in water. Most seem to
-have been set as guardians of important places by higher powers, which is probably why they're so difficult to kill.
-
-Motive: Hungers for flesh, defend a location
-
-Environment: Swamps, coasts, and forests
-
-Health: 24
-
-Damage Inflicted: 7 points
-
-Armor: 1
-
-Movement: Short when walking or swimming
-
-Modifications: Perception as level 8 due to its many heads; Speed defense as level 5 due to size
-
-Combat: Even approaching a hydra is dangerous; the air around it is poisoned by its venomous breath. Each round a
-creature is within immediate range of a hydra, they must succeed on a Might defense task or take 1 point of Speed damage
-(ignores Armor).
-
-All five of a hydra's heads can simultaneously bite foes in immediate range. If three or more heads coordinate their
-attack, the heads make one attack as a single level 9 creature dealing 9 points of damage. A target bitten by the
-venomous hydra must also succeed on a Might defense task or take an additional 2 points of Speed damage (ignores
-Armor).
-
-Whenever the hydra takes 4 or more points of damage from a single attack, a healing pulse surges through the creature a
-round later. The pulse returns the health just subtracted due to the attack and triggers the immediate growth of two
-additional heads that sprout from the creature. (The same thing happens if one of the creature's snakelike heads is
-decapitated.) The new heads are just as effective as the original ones in a fight. Fire, electrical, and other extreme
-energy attacks do not trigger the healing pulse and head genesis.
-
-Interaction: A hydra is a cunning predator, but not intelligent. It can't bargain or negotiate.
-
-Use: The PCs investigate an ancient ruin hoping to find artifacts of the gods. A hydra saw them enter and trails them
-through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise
-distracted before attacking.
-
- Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
-
-### JOTUNN (NORSE GIANT)
-
-Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally
-hostile to humans and other "little folk." Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair,
-and wear armor and use weapons like humans do. Some are hideous, some are attractive by human standards, and some have
-multiple heads. They live in caves, lodges, or large castles. There are two main types of jotunns: fire and frost.
-
-### JOTUNN, FIRE 6 (18)
-
-Fire jotunns are often called fire giants. Their skin is coal-grey or black; their hair is red or gold and may be metal
-or actual flames. They prefer hot mountainous climates (particularly volcanoes), wear plate armor, and use greatswords
-that glow with the natural heat of their bodies.
-
-Motive: Destruction, hungers for flesh, honor
-
-Environment: Hot mountains, volcanic areas, supernatural fires
-
-Health: 30
-
-Damage Inflicted: 6 points plus 3 points from fire
-
-Armor: 3 (immune to fire)
-
-Movement: Short
-
-Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
-
-Combat: A fire jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
-one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient fire damage conducted from the
-jotunn's body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus 3 points of fire
-damage.
-
-A jotunn can inflict 1 point of fire damage with a touch, and anyone touching it without protection against fire takes
-damage as if the jotunn had touched them. A slain fire jotunn and its equipment are too hot to safely touch for several
-minutes.
-
-Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attack's normal damage, up to
-a maximum of 5 additional points of cold damage).
-
-Fire jotunn leaders sometimes have magical powers, usually related to earth and fire.
-
-Interaction: Fire jotunns tend to be hostile, but they may agree to a nonlethal challenge to allow visitors to pass
-through their land or join them for a feast.
-
-Use: A fire jotunn decides to cause trouble for intruders in its territory. A clan of jotunns wages war against a
-fortified village or town, hurling boulders, starting fires, and stealing livestock.
-
-Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
-metals and decorated with gems. They may have cyphers, and a leader may carry an artifact.
-
-### JOTUNN, FROST 6 (18)
-
-Frost jotunns are often called frost giants or ice giants. Their skin is pale white, pink, or blue, and their hair is
-usually white, pale blond, or actual ice. They prefer cold mountains and tundra, wear chainmail and furs, and use metal
-axes that channel powerful cold from their bodies.
-
-Motive: Destruction, hungers for flesh, honor
-
-Environment: Cold mountains and plains
-
-Health: 30
-
-Damage Inflicted: 6 points plus 3 points from cold
-
-Armor: 2 (immune to cold)
-
-Movement: Short; long when skiing
-
-Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
-
-Combat: A frost jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
-one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient cold damage conducted from the
-jotunn's body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 points of damage plus 3
-points of cold damage.
-
-A jotunn can inflict 1 point of cold damage with a touch, and anyone touching it without protection against cold takes
-damage as if the jotunn had touched them. A slain frost jotunn and its equipment are too cold to safely touch for
-several minutes.
-
-Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attack's normal damage, up
-to a maximum of 5 additional points of fire damage).
-
-Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather.
-
-Interaction: Frost jotunns tend to be hostile, but if in a generous mood, they may allow visitors to dine with them or
-rest in their halls. Once they grant someone hospitality, they are loath to break it unless they are attacked, robbed,
-or tricked.
-
-Use: A frost jotunn throws a boulder just to be threatening. A clever jotunn offers to share a story in exchange for
-food and conversation. A clan of jotunns uses the cover of a storm to raid a village.
-
-Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
-materials and decorated with gems. They may have cyphers, and a leader may carry an artifact.
-
-### LICH 8 (24)
-
-A lich is a powerful wizard or priest who has used their knowledge of necromancy to bind their soul in a magical object
-called a phylactery, making them immortal and undead unless their soul object is found and destroyed. Having corrupted
-its own life energy in an obscene ritual, a lich can pursue its other magical goals, usually the acquisition of more
-wealth, magic, and power. A newly made lich may look like a recent corpse, but maintaining its physical vessel becomes
-less of a priority as the centuries pass, so over time they tend to look withered or even skeletal. Liches often work
-with or command other undead, such as wraiths, skeletons, vampires, and zombies.
-
-Motive: Magic, immortality, power
-
-Environment: Wherever they can remain hidden and work undisturbed
-
-Health: 45
-
-Damage Inflicted: 8 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Intellect defense and magical lore as level 10
-
-Combat: A lich can shoot blasts of necromantic energy that inflict 8 points of damage on a target and 4 points on any
-creature within immediate range of the target. A lich knows many spells, such as the following:
-
- • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
-into corpses.
-
- • Armor: Gain +5 Armor for one hour.
-
-• Death: Inflict 8 points of damage on a creature within short range; if the creature fails a Might defense roll, it
-also moves two steps down the damage track.
-
-• Fly: For one hour, move through the air as effortlessly as walking.
-
-• Paralyze: One target within short range is held motionless for two rounds, unable to take any physical actions.
-
-• Polymorph: Transform a creature within short range into a harmless creature like a fish or frog for one minute.
-
-• Scrying eye: View any familiar location within 1 mile (1.5 km) as if the lich was observing it directly.
-
-• Teleport: Move instantly up to 1 mile. A lich also likely carries several cyphers useful in combat. Liches are undead,
-and therefore immune to anything that affects only living creatures, such as disease and poison. Unless its well-hidden
-phylactery is destroyed, a lich that is killed reforms a new body near its phylactery over the next week or so,
-returning at full health and with all of its abilities and memories.
-
-Interaction: Liches hate being interrupted and have more important things to do than answer questions from mortal
-weaklings. A lich may be convinced to teach a character a spell, especially if given a spell, cypher, or artifact in
-trade.
-
-Use: A lich is planning a ritual to raise an army of skeletons or zombies to attack the kingdom. A lich has made a pact
-with a demon to unleash a plague in exchange for obscure magical knowledge.
-
-Loot: A lich has 1d6 cyphers and usually an artifact.
-
-### MANTICORE 6 (18)
-
-A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion's tail. The head is
-bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple
-barbs, and the creature can flick its tail to hurl these barbs at its prey. Manticores eat all of their prey, including
-the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting.
-
-Motive: Hungers for flesh (especially human flesh)
-
-Environment: Mountains and plains
-
-Health: 22
-
-Damage Inflicted: 8 points
-
-Armor: 1
-
-Movement: Long
-
-Modifications: Ranged attacks as level 5
-
-Combat: Manticores attack with their powerful bite, seeking to incapacitate or kill one opponent quickly so they can
-eat. Some are content to attack and consume a single target, but a large, hungry manticore prefers to wait until two or
-three creatures are nearby before attacking. A manticore has powerful legs and can leap up to a short distance in any
-direction, and often surprises its prey by leaping from concealment.
-
-Instead of biting, a manticore can use its poisonous scorpion-like tail to strike one creature in melee with a cluster
-of barbs, inflicting 4 points of damage (plus 4 additional points of Speed damage if the target fails a Might defense
-roll). With a flick of its tail, it can hurl up to four barbs up to a short distance away, striking one or more
-creatures in an immediate area. Each barb inflicts 1 point of damage, and the target must succeed on a Might defense
-roll or take 1 additional point of Speed damage.
-
-Interaction: Manticores can make trumpet-like noises that resemble speech, but this seems to be a trick to lure prey.
-Most of them are not intelligent enough to know how to speak human languages.
-
-Use: Weird musical noises resembling speech are heard from the nearby hills. People have been disappearing in fields and
-on the road, with only bloodstains on the ground suggesting that they were harmed.
-
-Loot: A manticore's stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one
-or two small objects it was unable to digest.
-
-### MERFOLK 3 (9)
-
-Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish bodies from the waist down.
-They are able to breathe air or water but prefer the sea for its beauty and their better mobility. Merfolk have great
-underwater cities ruled by a king or queen, but most land-walking species interact only with the common or soldier
-merfolk who visit the ocean surface and coastlines. Merfolk societies are much like those of surface humans; their
-inability to use fire limits them in some ways (such as blacksmithing), but they have compensated for this with water
-magic and other skills.
-
-Merfolk skin ranges from all human colors to green, blue, and grey. Some have small fins on their heads and elbows or
-webs between their fingers. They dress for comfort and wear jewelry made of shells, coral, pearls, polished gemstones,
-and metals they can salvage or trade for. Most of them are content to be hunters or cultivators of kelp and other
-aquatic plants, but some are curious about land-walkers (and their sunken ships) or fiercely territorial about
-protecting their waters against outsiders.
-
-Motive: Defense, entertainment
-
-Environment: Oceans, seas, and coasts
-
-Health: 9
-
-Damage Inflicted: 4 points
-
-Armor: 1
-
-Movement: Immediate; short when swimming
-
-Modifications: Perception as level 4 while in water
-
-Combat: Merfolk use spears, tridents, daggers, and other stabbing weapons that are effective underwater. They may create
-traps using nets to confine or direct foes into an ambush. A few lucky or clever ones have acquired or adapted light
-crossbows designed to fire underwater up to a short distance away.
-
-About once every ten minutes, a merperson can swim a short distance as their action and still make a melee attack, or
-swim up to a long distance as their action.
-
-About one in ten merfolk have the magical ability to harden water until it is as strong and durable as wood, taking
-about an hour to make a spear or similar tool that lasts for several days. Some noble merfolk can create short-range
-bolts of electricity as an action and make limited alterations to the weather (stilling, increasing, or dispersing wind
-and clouds in a very long area) by concentrating for several minutes.
-
-Interaction: Merfolk react according to their role in merfolk society—farmer, rancher, guard, explorer, noble, and so
-on. Some merfolk are more aggressive or hostile and dislike the presence of land-walkers in their territory. Most
-merfolk are amiable to conversation and trade with people who treat them with fairness and respect.
-
-Use: Merfolk are often seen sunning themselves on a small island off the coast. Merfolk warriors accompanied by trained
-large fish have been harassing boats and ships that stray too far from the shallows and shores.
-
-Loot: In addition to several small pieces of jewelry, a group of merfolk might have a manifest cypher. A noble or royal
-merperson usually has a cypher and might have an artifact.
-
-### MINOTAUR 4 (12)
-
-Minotaurs are aggressive bull-humanoids who enjoy human flesh. Some legends say the first minotaur was the result of a
-curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care
-little about history or their origin, preferring to hunt for meat and spar with each other for dominance and trophies.
-Minotaurs live in small tribes of up to a dozen adults. Solitary minotaurs are exiles, last survivors of their tribe, or
-younger individuals claiming their own territory.
-
-Motive: Hungers for flesh
-
-Environment: Caves, plains, and labyrinths
-
-Health: 19
-
-Damage Inflicted: 6 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Hunting and tracking as level 5
-
-Combat: Minotaurs attack with their horns or use large weapons. A minotaur can charge up to a short distance and then
-make an attack, which inflicts an additional 3 points of damage.
-
-Minotaurs are interested in mazes and mazelike spaces and like to wander within them, memorizing the paths and finding
-good places to stage ambushes. They leave out piles of equipment and useless treasures from previous victims to lure
-people into the maze and give the minotaur time to corner their prey. S
-
-ometimes one minotaur in a tribe develops simple magic powers and is able to create illusions of smoke or mist in an
-area a short distance across, turn invisible for a few moments, or enchant weapons to inflict bleeding wounds.
-
-Interaction: Minotaurs can speak, usually in their own language or another crude humanoid language. However, they
-typically choose not to speak to weaker creatures (such as humans).
-
-Use: A wandering gang of minotaurs has been stealing livestock from a local village and is ready to start hunting
-humans. A minotaur gladiator escaped from a secret underground arena and is stalking prey in the city. Something lurks
-in a corn maze, leaving nothing but bones and bloodstains.
-
-Loot: Minotaurs don't have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple
-jewelry. The most powerful minotaur in the tribe may have a cypher or even a mastercraft weapon.
-
-### MORLOCK 2 (6)
-
-Morlocks are degenerate, blind cannibal humanoids that avoid light. They have prominent teeth, piglike eyes, loose skin,
-and stooped postures. They avoid bright daylight and prefer to hunt and forage when it is dark out (or at least under
-the twilight-like canopy of a heavy forest). Morlocks eat any sort of meat, even carrion and their own dead. Morlocks
-build piles of stones to mark their territory. On nights of the new moon, they create unnerving music by playing simple
-drums made out of skulls and logs. They lack the foresight to store food for lean times, so they range farther from home
-in winter and times of famine. They are sometimes enslaved by more powerful creatures such as ogres or a vampire.
-
-Motive: Hungers for flesh, defense
-
-Environment: Caves, forests, hills, and underground
-
-Health: 6
-
-Damage Inflicted: 2 points
-
-Movement: Short; short when climbing
-
-Modifications: Stealth and tracking as level 4
-
-Combat: Morlocks fight with their nails and teeth, but sometimes they use simple weapons like clubs, stone knives,
-spears, and javelins if they have observed other humanoids doing so. Some tribes dig simple pit traps and chase prey
-into them.
-
-Morlocks dislike strong light but are not harmed by it. Their hearing and sense of smell is strong enough that they can
-"see" in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.
-
-Interaction: Morlocks have a simple language of hoots, howls, and growls that communicate basic concepts like food,
-fire, danger, and cold. If enslaved by a more powerful creature, some of them can manage to learn a few words in that
-creature's language.
-
-Use: Town elders warn that the drums and near-human howls on dark nights are signs of morlocks who'll steal away foolish
-children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints.
-
-Loot: Morlocks don't value what they can't eat, but their lair may have a cypher or two from a recent victim.
-
-### NECROMANCER 5 (15)
-
-The ability to influence, command, and call up the dead is an impressive power, given how many more people are dead than
-living. Since the only thing separating a living person from a dead one is a well-aimed knife or death spell, the number
-of dead always rises.
-
-Motive: Magical power, mastery over death
-
-Environment: In places where dead are interred, usually with some number of undead servitors
-
-Health: 15
-
-Damage Inflicted: 5 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Speed defense as level 6 due to shroud of undead protective spirits
-
-Combat: Necromancers can blast a foe within long range with the cold of the grave or flesh-decaying magic.
-
-A necromancer can cast a death spell on a foe within short range once every minute; the victim must succeed on a Might
-defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact.
-
-A necromancer who isn't already accompanied by undead spirits or shambling, spirit-inhabited corpses under their command
-can call up a spirit as an action. A necromancer can command up to five spirits (or newly allied undead, as described
-below) at a time.
-
-A necromancer can attempt to take command of a spirit or undead creature within short range. They automatically succeed
-against an unaligned undead target of level 4 or less. If a targeted spirit is already allied with or in service to a
-PC, the PC must succeed on an Intellect defense roll or lose control of the spirit to the necromancer's will for one
-minute.
-
-Interaction: Necromancers are feared for their nonchalant attitudes toward life, especially the life of normal people
-(such as peasants and city folk). They will negotiate but usually don't have the capacity to care about another person's
-well-being; they're sociopathic.
-
-Use: A character has died, and their allies must find a necromancer to help retrieve their spirit. Of course, the
-necromancer wants something in return for this aid—perhaps an artifact pilfered from whatever underworld or hell the
-dead character is imprisoned within.
-
-Loot: Necromancers have one or two expensive items, a cypher, and possibly an artifact.
-
-### NOBLE KNIGHT 7 (21)
-
-Whether noble or ignoble, some knights achieve an amazing mastery over weapons, combat, and courtly graces, eclipsing
-lesser warriors and champions. The quests of some noble knights can lead them far across the land into strange new
-territories where they encounter and defeat various magical creatures.
-
-Motive: Accomplish noble (or ignoble) deeds
-
-Environment: Almost anywhere, often alone, sometimes with followers
-
-Health: 50
-
-Damage Inflicted: 10 points
-
-Armor: 3
-
-Movement: Short
-
-Modifications: All tasks related to heraldic lore and chivalry as level 8; Speed defense as level 8 while holding
-shield
-
-Combat: Noble knights are armed with massive weapons they can wield in one hand, which means they can also hold a
-shield. They are skilled with melee weapons (such as a battleaxe, broadsword, or mace) and inflict lethal damage on a
-hit.
-
-Noble knights can also rely on a magic artifact or two to aid them, and possibly a noble steed. The artifact might be
-the very weapon a knight wields in combat and could grant them one or more of the following additional abilities:
-
-> Legendary Strength. The noble knight can call upon the artifact to grant them great strength or fortitude to
-> accomplish a particular physical task (such as breaking down a door, lifting a boulder, or knocking down pillars
-> holding up a structure), which they attempt as if they were level 10.
->
-> Regeneration. The noble knight regenerates 2 points of health per round while the weapon is drawn.
->
-> Resistance. The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep.
-
-Interaction: Flowery language and impeccable manners show a knight's noble background. Those who negotiate with one in
-good faith are likely to come away with something of value. However, sometimes a noble knight is corrupt and betrays
-trusts.
-
-Use: A noble knight has decided that they must guard a bridge against any who would cross it.
-
-Loot: Noble knights carry weapons, heavy armor, and perhaps a cypher or even an artifact.
-
-### SAPIENT TREE 3 (9)
-
-Guardians of the wood, sapient trees stand eternally vigilant, often on the outskirts of their grove or forest to keep
-out those who might seek to do them—or other, ordinary trees— harm. They look like normal trees until they reveal their
-true nature, with limb-like branches and faces in the bark of their trunk. They don't always move, but with effort, they
-can uproot themselves and walk about. However, they usually do so only when no one is looking. The origin and
-temperament of sapient trees varies; they might be haunted trees possessed by spirits, trees animated by magic spells,
-or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel.
-
-Motive: Defense
-
-Environment: Found in groves or copses of five to twenty
-
-Health: 16
-
-Damage Inflicted: 4 points
-
-Armor: 3
-
-Movement: Short
-
-Modifications: Initiative as level 4; Speed defense as level 2 due to size
-
-Combat: When a sapient tree attacks, it often does so with surprise because it looks like a normal tree at first. If a
-character about to be attacked fails an Intellect defense roll, they do not perceive the attack in time, and the tree's
-attack is eased.
-
-> If a tree strikes in combat with one of its branch-arms, it can choose to grab the foe (rather than inflict damage)
-> and toss them an immediate distance away, inflicting 2 points of ambient damage if they hit the ground or another
-> solid object. If they are tossed at another creature, that second creature must make a successful Speed defense roll
-> or also take this damage.
->
-> Sometimes, a sapient tree that bears fruit will hurl its fruit up to short range, inflicting 4 points of damage.
->
-> Interaction: Sapient trees are generally unfriendly and indignant toward animal life. They are fearful and assume that
-> any creature not native to their forest is a threat. They are likely to attack first rather than speak, although they
-> can speak eloquently, if sometimes slowly.
->
-> Use: These trees populate magic forests. They can be used to surprise characters with an attack from an unexpected
-> direction.
-
-### SATYR 5 (15)
-
-These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic
-creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often
-relying on tricks and lies, or alluring music they play on pipes.
-
-Motive: Play tricks, gather treasure, fulfill desires
-
-Environment: Woodlands, hills, and plains
-
-Damage Inflicted: 6 points
-
-Armor: 1
-
-Movement: Short Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7
-
-Combat: Satyrs usually carry spears that they can use in melee and against foes within short range. They can also create
-magical effects by playing their pipes as an action, which can either bolster allies or harm enemies:
-
-> Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn to dancing
-> and leaping. Attacks made against affected targets are eased.
->
-> Feral Overture: An ally within short range is infused with magic, and one attack it makes on its next turn is eased;
-> if it hits, it inflicts +3 damage.
-> Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking
-> one of its allies.
-
-Interaction: Satyrs are inveterate mercenaries. They gladly work for strong drink and other treasures, and they ally
-with almost any creature capable of meeting their price. A satyr is always willing to start negotiations, but is prone
-to lying and exaggeration. Offering excessive libation, food, and other rewards is the only way to ensure that a satyr
-remains honest, and then for only a short period.
-
-Use: Strange piping music in the forest lures away young people from a nearby community. Community elders say a
-charismatic cult leader has set up in the woods and clouds the minds of all who come near.
-
-Loot: A satyr is likely to carry one or two cyphers.
-
-### SHADOW 1 (3)
-
-Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature's silhouette. They creep
-along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they're ready to
-clutch at a victim with their cold claws.
-
-Motive: Hunger for life energy
-
-Environment: Anywhere that shadows can occur
-
-Health: 3
-
-Damage Inflicted: 2 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Stealth as level 3
-
-Combat: Shadows attack with their claws, which feel like a cold breeze and drain 2 points of Might from their target
-with each hit. They can barely interact with physical objects, and even something as simple as moving a pebble an
-immediate distance or knocking over a candle takes intense concentration.
-
-A group of five shadows can act as a swarm, focusing on one target to make one attack as a single level 3 creature,
-inflicting 4 points of damage. In an area of complete darkness with no illumination at all, shadows are effectively
-powerless—they cannot attack and all their actions are hindered. If suddenly deprived of light, they slink about
-menacingly for a few minutes but lose interest if it seems like their prey won't be bringing back the light.
-
-Shadows are flat rather than insubstantial, but attacks that harm phased, ghostly, or similar creatures are fully
-effective against them. They can easily pass through narrow spaces such as the gap under a door or between the bars of a
-cell, but cannot move through solid objects.
-
-Interaction: Shadows never speak, but they can make rustling noises like a gently moving curtain. If controlled or
-prevented from attacking, they can communicate with simple pantomimes and seem to understand some pieces of language.
-
-Use: The flickering shadows from a campfire bend strangely and begin to creep toward a nearby character. A person
-appears to have two shadows just before they feel icy coldness slide along their flesh.
-
-### SOUL EATER 5 (15)
-
-A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature
-without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by
-occasionally absorbing the spirit or mind of living victims. An absorbed "soul" is burned away, which is why dread
-skulls are wreathed in flame; it's the by-product of the creature's previous meal.
-
-Motive: Hungers for souls
-
-Environment: Usually at the center of tombs
-
-Health: 15
-
-Damage Inflicted: 5 points
-
-Armor: 1
-
-Movement: Long when flying
-
-Modifications: Resists mental attacks and deception as level 7; Speed defense as level 7 due to size and quickness;
-knowledge of arcane methodologies and rituals as level 8
-
-Combat: A soul eater has a library of magic abilities it can draw upon, including long-range attacks of fire or cold
-against all targets within immediate range of each other, the ability to read the mind of a victim within short range on
-a failed Intellect defense roll, and the ability to cloak itself in the illusion of a normal human for up to an hour at
-a time.
-
-In addition, a dread skull can draw out a victim's consciousness and absorb it in a blaze of supernatural fire. To do
-so, the creature must bite a target, which inflicts 5 points of damage; the target must then succeed on an Intellect
-defense roll or take an additional 5 points of Intellect damage (ignores Armor).
-
-If a dread skull drains a character's Intellect Pool to 0 through repeated bites, the character's soul is sucked into
-the skull, and the body falls limp. Once absorbed into the skull, a victim's essence is trapped and slowly consumed over
-the next twenty-four hours. During this period, the skull regenerates 1 point of health per round.
-
-If a dread skull isn't destroyed within twenty-four hours of eating a soul, the victim's essence is fully consumed. If
-the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies.
-
-Interaction: Dread skulls are slightly insane but hellishly smart, which means that sometimes they will negotiate to get
-what they want.
-
-Use: Soul eaters remember a little bit of the knowledge of every creature's essence they consume. The PCs need to learn
-the command word of an artifact they've found, but the only one who knew it was consumed by a dread skull.
-
-Loot: Sometimes dread skulls keep treasures as trophies of past victories, consisting of 1d6 cyphers and maybe an
-artifact.
-
-### SPHINX 7 (21)
-
-A sphinx is a magical creature with a large lionlike body, feathered wings, and a head that is like that of a human or
-some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often
-found guarding temples or persons of great interest to the gods (although whether they serve good or evil depends on the
-individual sphinx). No matter what their head looks like, a sphinx can devour creatures as easily and quickly as a
-lion.
-
-Motive: Defense, riddles
-
-Environment: Deserts, plains, and mountains
-
-Health: 25
-
-Damage Inflicted: 7 points
-
-Armor: 2
-
-Movement: Short; long when flying
-
-Modifications: Intellect defense and magical lore as level 8
-
-Combat: A sphinx attacks with its lion claws, making two swipes as its action. A sphinx also has the following magical
-abilities:
-
-• Curse: Curse a creature within long range, hindering all their physical actions by two steps until some other magic
-lifts the curse.
-
-• Heal: Restore 10 health to an NPC, or allow a PC to use their next action to make a recovery roll that does not count
-toward their normal allotment. Can be used three times per day.
-
-• Riddle: A creature within long range must make an Intellect defense roll to answer a difficult riddle; failure means
-the creature stands confused for one minute even if they are attacked.
-
-• Spellbreaker: End an ongoing magical effect within short range, such as a curse or protective spell. If there are
-multiple effects, the sphinx chooses which one to end. It can target an immediate area instead of a specific effect
-(such as an area where it suspects an invisible enemy is hiding).
-
-• Teleport: Instantaneously move a very long distance. Can be used once per day.
-
-Interaction: Sphinxes are very intelligent and speak several languages (including at least one ancient or obscure
-language). If their demands are met (such as by answering a riddle or performing a service), they can be quite
-talkative, if arrogant.
-
-Use: A sphinx guards the main road into the city, killing anyone who fails to answer its riddle. A sphinx approaches,
-offering secret lore if the characters can direct it to a suitable mate or an abandoned temple it can restore and
-guard.
-
-Loot: A sphinx usually has one or two cyphers and perhaps a small artifact it can wear and use.
-
-### TROLL 6 (18)
-
-A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are
-dangerous but not particularly intelligent. Always ravenous, trolls eat anything, and rarely take the time to cook a
-meal. Usually, they distend their mouths and throats and swallow subdued prey whole.
-
-Motive: Hungers for flesh
-
-Environment: Nearly anywhere, hunting alone or in pairs
-
-Health: 30
-
-Damage Inflicted: 7 points
-
-Armor: 1
-
-Movement: Long
-
-Modifications: Speed defense as level 5 due to size; Might defense as level 7; sees through deception as level 4
-
-Combat: The troll attacks with its claws. If it hits, it grabs a foe tightly, then squeezes and bites until the victim
-is dead or it releases that victim to attack another creature. Each round that a held creature does not escape, they
-take 10 points of damage.
-
-Trolls regain 3 points of health per round. If a troll suffers a particularly egregious wound (10 or more points of
-damage in one round), rather than regain health in that round (and instead of taking any other action), the troll
-divides into two level 4 trolls that are 3 feet (1 m) tall. Spawned trolls that survive the battle and have access to
-food grow into full-power trolls within a few weeks.
-
-Interaction: Trolls speak their own simple language, but a few know a little bit of a local human language. Most prefer
-to attack and eat other creatures, but might be bargained with after a successful show of force.
-
-Use: Trolls may be chance encounters in the wilderness for unlucky travelers. Sometimes captured trolls are used by
-slavers, armies, and powerful wizards as guards and warriors.
-
-### WORM THAT WALKS 7 (21)
-
-This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the
-ground while its damp wrappings writhe and squirm as if infested with thousands of worms—because they are. Each worm
-that walks is a mass of psionic grubs squirming through a slush of salty ooze. Individually the grubs are harmless
-vermin, but together they're a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae.
-The tightly wound leather straps covering a worm that walks are just as important for hiding its true nature as for
-adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense.
-
-Motive: Domination of other creatures, hunger
-
-Environment: Almost anywhere
-
-Health: 30
-
-Damage Inflicted: 7 points
-
-Armor: 1
-
-Movement: Immediate; short when flying
-
-Modifications: Perception as level 8; Speed defense as level 5 due to slow nature
-
-Combat: A worm that walks can strike a single target in immediate range with a leather-wrapped "fist" as its action.
-When it hits and deals damage, several grubs spill out and attach to the victim (getting under most armor unless it's
-hermetically sealed or behind a force field), who must make a Might defense roll to shake them loose. On a failure, the
-grubs begin to feed, and the target takes 5 points of damage (ignores Armor).
-
-If a victim is killed while in immediate range of a worm that walks, the worms automatically engulf the body through a
-wide opening in their wrappings. The grubs go into a feeding frenzy, reducing the remains to nothing within minutes.
-During the frenzy, the worm that walks regenerates 2 points of health per round. A victim's equipment is retained for
-later study.
-
-A worm that walks can also emit a psychic burst that can target up to three creatures in short range as its action. On a
-failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable to take
-actions on their subsequent turn. If the victim is attacked while so stunned, their defenses are hindered by two steps.
-
-Interaction: A worm that walks can communicate telepathically with characters within short range. It negotiates only
-with those strong enough to harm it; otherwise, it tries to eat whoever it runs across. Even if the worm that walks
-makes a deal, it eventually reneges if it senses any advantage for doing so.
-
-Use: A worm that walks has been active in a small rural community for weeks, apparently in preparation for something it
-calls "the Great Hatching." If that refers to the hatching of more psychic grubs, it could spell trouble for a much
-larger region.
-
-Loot: A worm that walks might have one or two cyphers, though during combat it will use any devices that could help it
-in the fight.
-
-### WRAITH 2 (6)
-
-When a spirit of a dead creature fails to find its way to the afterworld, escapes the same, or is summoned forth by a
-necromancer, it may become a wraith: a bodiless spirit of rage and loss. A wraith appears as a shadowy or misty figure
-that can resemble the humanoid figure it once was, though wraiths tend to swarm together, making it difficult to
-distinguish them from each other. Wraiths are often mindless, consumed by their condition. But on occasion, a wraith not
-too far gone still remembers its life and may respond to questions or seek to locate its loved ones or enemies. A wraith
-may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit's mind erodes
-without physical substance to renew it, and it becomes an almost mindless monster of destruction.
-
-Motive: Destruction
-
-Environment: Almost anywhere, singly or in groups of six to ten
-
-Health: 6
-
-Damage Inflicted: 3 points
-
-Armor: 1
-
-Movement: Short while flying
-
-Modifications: Stealth as level 5
-
-Combat: A wraith attacks with its touch, which rots flesh and drains life.
-
-A wraith can become fully insubstantial. After it does so, the creature can't change state again until its next turn.
-While insubstantial, it can't affect or be affected by anything (except for weapons and attacks that specifically affect
-undead or phased creatures), and it can pass through solid matter without hindrance, but even simple magical wards can
-keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally.
-
-A group of five wraiths can act as a swarm, focusing on one target to make one attack roll as a single level 4 creature
-dealing 5 points of damage.
-
-Interaction: Most wraiths moan and scream in rage. The rare few that retain reason can speak in a sepulchral voice, and
-they may even negotiate. Any alliance with a wraith is usually short-lived, since the creature eventually forgets itself
-and descends fully into rage and the desire to spread destruction.
-
-Use: The PCs are attacked while attending a burial, or they happen to pass close to or camp near a graveyard. Another
-swarm of wraiths appears in a location where an earlier group was destroyed (indicating a necromancer is summoning
-them).
-
-### WYVERN 6 (18)
-
-Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan
-makes them seem much larger. Lacking a dragon's fiery breath or other magical abilities, wyverns rely on their strong
-flight and deadly stinger to catch and kill their prey, typically humanoids or large animals. Wyverns have four limbs—
-two legs used for clumsy walking and two arm-wings used for flight and balance.
-
-Motive: Hungers for flesh
-
-Environment: Mountains, hills, and plains where large prey is plentiful
-
-Health: 35
-
-Damage Inflicted: 5 points
-
-Armor: 1
-
-Movement: Short; long when flying
-
-Modifications: Perception as level 7; Speed defense as level 5 due to size
-
-Combat: Wyverns prefer to attack from the air, moving up to a short distance and making three attacks (bite, venomous
-stinger, claws) as their action. If a wyvern has to fight on the ground, it can attack only with its bite and stinger on
-its turn.
-
-The stinger injects poison, dealing an additional 5 points of Speed damage (ignores Armor) if the opponent fails a Might
-defense roll. Because the wyvern hunts primarily out of hunger, it usually focuses its attacks on one creature,
-weakening the prey so the wyvern can carry it away and eat in peace.
-
-Interaction: Wyverns lack the intelligence of true dragons. They are relatively smart animals (on par with large
-reptiles such as crocodiles) but can be distracted by easy prey. Allowing one to catch a pig, pony, or riding horse can
-give characters enough time to get safely away.
-
-Use: Hungry wyverns are known to swoop in and carry off livestock and travelers near a particular road or field. A gang
-of crafty bandits has managed to train a couple of wyverns as mounts and use them as flying cavalry for their troops on
-the ground.
-
- Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
-extracted, an intact venom gland from a dead wyvern can be used to poison one weapon (if sold, it is the equivalent of
-an expensive item).
-
 ### SCIENCE FICTION CREATURES AND NPCs
 
 The most important element of each creature is its level. You use the level to determine the target number a PC must
@@ -62920,1143 +54181,6 @@
 A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
 incapacitated.
 
-### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
-
-| Level | Name                  | Tech Rating |
-|-------|-----------------------|-------------|
-| 1     | Space rat             | Advanced    |
-| 2     | Silicon parasite      | Advanced    |
-| 3     | Infovore              | Fantastic   |
-| 3     | Mock organism         | Advanced    |
-| 3     | Natathim (homo aquus) | Advanced    |
-| 3     | Sentinel tree         | Advanced    |
-| 3     | Zero-point phantom    | Fantastic   |
-| 4     | Devolved              | Advanced    |
-| 4     | Ecophagic swarm       | Advanced    |
-| 4     | Hungry haze           | Fantastic   |
-| 4     | Inquisitor            | Fantastic   |
-| 4     | Malware, fatal        | Advanced    |
-| 4     | Redivus               | Fantastic   |
-| 4     | Wraith (homo vacuus)  | Advanced    |
-| 5     | Shining one           | Fantastic   |
-| 5     | Supernal              | Fantastic   |
-| 5     | Synthetic person      | Advanced    |
-| 6     | Vacuum fungus         | Advanced    |
-| 6     | Exoslime              | Fantastic   |
-| 6     | Photonomorph          | Fantastic   |
-| 6     | Storm marine          | Advanced    |
-| 7     | Posthuman             | Fantastic   |
-| 7     | Thundering behemoth   | Fantastic   |
-| 8     | AI                    | Advanced    |
-| 8     | Cybrid                | Fantastic   |
-| 8     | Wharn interceptor     | Fantastic   |
-| 10    | Godmind               | Fantastic   |
-| 10    | Omworwar              | Fantastic   |
-
-### ARTIFICIAL INTELLIGENCE (AI) 8 (24)
-
-If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
-godminds, AIs can develop inscrutable goals.
-
-AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular "computer core." A
-few are machines with organic parts. All are entities of extreme intelligence able to adapt to new situations, and most
-act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.
-
-Motive: Varies
-
-Environment: Almost anywhere
-
-Health: 33
-
-Damage Inflicted: 10
-
-Armor: 2
-
-Movement: Immediate
-
-Modifications: Speed defense as level 2, knowledge tasks as level 9
-
-Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
-creature to see—can affect all targets within short range of the AI (or the AI's local terminal), inflicting 10 points
-of damage from electricity (or 10 points of Intellect damage, which ignores Armor).
-
-Some AIs can take an action to absorb matter around them (such as walls, floor, equipment, unresisting living creatures,
-and so on), regaining 5 points of health.
-
-An AI is likely able to deploy cyphers and artifacts in combat and also relies on guardians (such as synthetic people
-made to its own design) to aid it. Unless a particular AI uses a computer core, damage to an AI may just be damage done
-to a "terminal," so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
-
-Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
-voice often sounds surprisingly human.
-
-Use: The characters are contacted by an AI sympathetic to biological beings. It wants them to accomplish a task on a
-moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isn't
-removed from the equation.
-
-Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two.
-
-### CYBRID 8 (24)
-
-Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a
-post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or
-conglomerate. The human remnants in each cybrid's carbon fiber and nested shells of nanotech exist in a red haze of
-pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.
-
-From the exterior, not much of the original human is obvious, except perhaps in the echo of a humanoid shape. Each one
-has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike.
-
-Motive: Kill away the pain
-
-Environment: Usually set to guard important areas, creatures, or objects, or deployed in war
-
-Health: 60
-
-Damage Inflicted: 10
-
-Armor: 3
-
-Movement: Short; flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using
-extended vehicular combat rules.
-
-Combat: Cybrids can attack up to three foes that they can see up to about 300 m (1,000 feet) away as a single action
-with graser (gamma ray laser) beams, inflicting 10 points of damage on each target and everything in immediate range of
-the target. Those caught in the beam who succeed on a Speed defense roll still suffer 2 points of damage. If the cybrid
-focuses on a single target, treat the attack as a level 10 attack that inflicts 14 points of damage, or 6 points even on
-a successful Speed defense roll.
-
- Self-repair mechanisms allow the creature to regain 2 points of health per round.
-
-Interaction: If communication can be opened up through a cybrid's haze of pain, it might be possible to temporarily wake
-the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
-it's become.
-
-Use: A cybrid has appeared in orbit around the station, ship, or moon with a compromised life support system or fragile
-dome. If it engages, the death toll will be staggering.
-
-Loot: PCs who investigate the inert remains of the creature discover several manifest cyphers.
-
-### DEVOLVED 4 (12)
-
-Conglomerate security subsidiaries regularly experiment with new ways to create super-soldiers, either to supply to a
-government on a contract basis, or to use for themselves. These experiments produced hundreds of dead
-ends—literally—plus a few dangerous failures. The devolved are one of those dangerous failures. These malformed, hideous
-brutes share a common heritage but display a wide array of maladies and mutations in the flesh, including withered limbs
-or elephantine patches of thick, scaly skin, misplaced body parts, and mental abnormalities. Simple-minded and afflicted
-with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.
-
-Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are
-shipped out to fight on faraway fronts, whether that's on a distant space station, moon, or in another star system
-entirely. Without their drugs, they may devolve.
-
-Motive: Hungers for flesh
-
-Environment: Groups of three to five, usually in locations where organized security can't easily reach
-
-Health: 21 Damage Inflicted: 6 to 12 points
-
-Movement: Short
-
-Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature
-
-Combat: Devolved attack with a claw, a bite, or some other body part, inflicting 6 points of damage. They throw
-themselves at their enemies with mindless ferocity and little regard for their own safety. Easily frustrated, a devolved
-grows stronger as its fury builds. Each time it misses with an attack, the next attack is eased by one additional step
-and the damage it inflicts increases by 2 points (to a maximum of 12 points). Once the devolved successfully inflicts
-damage on a target, the amount of damage it inflicts and the difficulty of its attacks returns to normal. Then the cycle
-starts anew.
-
-Interaction: Devolved speak when they must, punctuating their statements with growls and barks. Their understanding
-seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts.
-
-Use: An expedition to a ruined conglomerate research facility uncovers a cyst of devolved that live within its
-sheltering bunkers.
-
-Loot: For every three or so devolved, one is likely to carry a cypher.
-
-### ECOPHAGIC SWARM 4 (12)
-
-Tiny nanomachines can be incredibly useful tools. But they can also become a terrible threat. Like cells in a living
-body that develop cancer, these out-of-control self-replicating robots can consume everything in their path while
-building more of themselves. A typical swarm is about 6 m (20 feet) in diameter, individually consisting of millions of
-individual minuscule machines. However, several swarms can act together, creating a much larger cloud of death with just
-one purpose: to eat and replicate. Able to move large distances by gliding through the air, cloud-like swarms take on
-intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly.
-
-Ecophagic swarms sometimes build weird structures or artifacts in the wake of their feeding, like massive metallic ant
-or wasp mounds, or something without any reference at all in the natural world.
-
-Motive: Hungers for matter, including flesh
-
-Environment: Ecophagic swarms are drawn most to areas rich in rare-earth metals, such as large cities or space stations
-where everyone carries a smartphone, AR glasses, or something similar
-
-Health: 12
-
-Damage Inflicted: 4 points
-
-Movement: Flies a long distance
-
-Combat: As a mass of countless tiny machines, an ecophagic swarm can flow around obstacles and squeeze through cracks
-large enough to permit a single sub-millimeter machine. That includes over and around other creatures. Characters
-touched by a leading edge—or wholly enveloped within the hazy "body"—of an ecophagic swarm must succeed on a Might
-defense task or take 4 points of damage. If the character doesn't wear armor of some kind, they take 1 point of damage
-even if they succeed.
-
-For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it's an electrical attack),
-but it takes normal damage from attacks that affect an area (and electrical attacks), such as a detonation. A swarm
-cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.
-
-Interaction: Someone with an ability to communicate with machines might be able to interact with a swarm. Even then,
-attempts to influence it are hindered by three steps.
-
-Use: A promising new nanotech "printing" technology was hacked by radical elements.
-
-### EXOSLIME 6 (18)
-
-Amoeboid life predominates in some environments. Sometimes, it slimes asteroid crevices or its greasy residue is found
-on abandoned spacecraft. In a few cases, large portions of entire worlds are covered in living seas of translucent
-protoplasm. Individual volumes of exoslime are 5 m (15 foot) diameter moldlike blobs. Exoslimes possess independent
-minds, but in some settings may be manufactured entities designed to explore new locations, interact with aliens, or
-subjugate aliens. Exoslimes can learn to respect the autonomy of other creatures, though their natural instinct is to
-absorb novel objects and creatures they discover in order to learn about them. Exoslimes can also replicate anything
-they absorb, even a previously eaten living intelligent being.
-
-Motive: Hungers for information
-
-Environment: Moist and warm areas
-
-Health: 33
-
-Damage Inflicted: 6 points
-
-Movement: Immediate; immediate when climbing or burrowing
-
-Modifications: Speed defense as level 5 due to size
-
-Combat: Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime must
-succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime's surface
-and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who
-dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured
-fleshy creature, a process requiring about three rounds to complete. Duplicates have full autonomy, and can communicate
-with the slime.
-
-Interaction: An exoslime prefers to eat a newly-encountered creature, then create a duplicate of it to act as a
-translator. Of course, a stranger might not understand why the exoslime is trying to eat it.
-
-Use: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most
-materials.
-
-### GODMIND 10 (30)
-
-Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all
-its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of
-existence light-years across. When necessary, a godmind forms a nexus of consciousness—an instance—appearing as a
-disembodied eye of electromagnetic energy, ranging from about the size of a human eye all the way up to the size of a
-planet.
-
-Motive: Ineffable
-
-Environment: Anywhere, usually in space
-
-Health: 50 (per instance)
-
-Damage Inflicted: 15 points
-
-Movement: Very long when flying
-
-Combat: A godmind can vary the physical laws of the universe within a light-second of one of its instances (some would
-call them avatars) to create an effect most useful to the godmind at the time. For instance, a godmind could create a
-gamma ray burst inflicting 15 points of damage on all creatures within very long range, attempt to put a target into
-temporal stasis, send a target (even a target as large as spacecraft) through a temporary wormhole gate, and so on. It
-could also scan the memory banks of any digital machine, and possibly of any living creatures. In any event, if an
-instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn't harmed. An aggressor
-would have to find the godmind's primeval "computer core" to destroy one, likely an epic quest in and of itself.
-
-Interaction: To actually get a godmind's attention and negotiate could require ancient command code, finding an old
-input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, it's likely
-to be in a form that is initially enigmatic, though ultimately extremely powerful.
-
-Use: A universal threat requires a defense that is equally potent. Research suggests that the diffuse nebula known as
-the Double Helix may actually be the visible form of a vast godmind. Perhaps it can help.
-
-Loot: Sometimes a godmind provides powerful artifacts to aid those who petition them for aid, assuming the need is dire.
-
-### HUNGRY HAZE
-
-Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
-how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly
-advance when they sense prey, taking on a "hungry" orange-red hue as they cling to the bodies of whatever they attempt
-to feed on next.
-
-Victims being fed upon by a hungry haze sometimes hallucinate, seeing a physically manifest monster instead of formless
-vapor.
-
-Motive: Hungers for flesh
-
-Environment: Alone or in groups of three to five, usually in areas of strained space-time. Immune to the effects of
-vacuum.
-
-Health: 12
-
-Damage Inflicted: 5 points
-
-Movement: Flies an immediate distance each round
-
-Modifications: Stealth tasks as level 5
-
-Combat: A hungry haze breaks down the flesh of all living creatures within immediate range, inflicting 5 points of
-damage. As an insubstantial haze, only attacks that affect an area have a chance to inflict full damage on them; other
-successful attacks only inflict 1 point of damage, regardless of the amount indicated. If a hungry haze successfully
-feeds, it gains 1 point of health, even if the increase puts it above its maximum health. If a hungry haze is reduced to
-zero health, a smooth thumb-sized egg of unknown material is left behind.
-
-Interaction: A hungry haze does not speak or seem to have language. But it is not mindless; it can learn from its
-experiences and figure out creative solutions to problems.
-
-Use: After a research station on Mercury is abandoned for unspecified issues, salvagers show up looking for easy
-pickings. But a strange haze seems to hang over the station.
-
-Loot: People (or AI) interested in strange manifestations would probably pay for the remains of a hungry haze in an
-amount equal to the expensive price category.
-
-### INFOVORE 3 (9)
-
-Entities of information with an affinity for technology, infovores are nothing but stored information without a bit of
-mechanism to inhabit. But once one gains control of a device, computer system, or other powered item, it self-assembles
-over the course of a few rounds, becoming stronger and more dangerous as each second passes. Luckily, an infovore seems
-unable to hold this form for long, and whether defeated or not, it eventually falls back into so much scattered junk.
-But in one of those objects, the core of the infovore remains, waiting to come into close enough proximity to another
-fresh mechanism to begin the rebirth process again.
-
-Infovores have also been called ghost fabricators and aterics
-
-Motive: Hungers for information
-
-Environment: Anywhere powered devices are found
-
-Health: 9
-
-Damage Inflicted: 3–10 points
-
-Armor: 3
-
-Movement: Short
-
-Modifications: Attacks and defends at an ever-escalating level
-
-Combat: A newly animate infovore (level 3) has a rough but articulated form that it uses to batter and cut targets who
-carry powered devices on them. Unless destroyed, on each subsequent round it draws nearby inert mechanisms, unattended
-metallic and synthetic matter, and ambient energy, and its effective level increases by one. This level advancement
-completely heals all previous damage it has taken and advances it to the amount of health consistent with a creature of
-the next higher level. Damage, attacks, and defense continue to ramp up as well, continuing each round until the
-creature is either destroyed or it reaches level 10. After being active for one round at level 10, it spontaneously
-disassembles, falling back into so many scattered pieces of junk. Finding the "seed" device amid this junk is a
-difficulty 6 Intellect-based task.
-
-Interaction: Infovores are fractured, fragmented beings. Characters who can talk to machines might be able to keep one
-from "spinning up" to become a threat and learn something valuable, but only for a short period.
-
-Use: Among the devices collected from trade, salvage, archeological dig, or some other unique source, one was actually
-an inactive infovore, quiescent until plugged in or scanned.
-
-Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there's a
-chance that one of those cyphers is actually the infovore seed.
-
-### INQUISITOR 4 (12)
-
-Inquisitors are aliens who call themselves "inquisitors" when they contact new species. Their preferred method of
-interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any
-intelligent species they find (such as humans). Collected subjects may be gone for good, but other times they wake with
-little or no recollection of the experience save for bruises, missing digits or teeth, scabbed-over circular head
-wounds, and a gap of three or more days in their memory. Instead of arms, inquisitors sprout three sets of three
-tentacles like those of a squid, each of which branches into a smaller and finer set of manipulator tendrils. They can
-manipulate complex machines in a way that a regular human could never hope to. In most settings, inquisitors possess a
-level of technology and advancement well above that enjoyed by humans.
-
-Motive: Knowledge
-
-Environment: In groups of three to twelve
-
-Health: 18
-
-Damage Inflicted: 6 points
-
-Movement: Short; short when climbing
-
-Modifications: Knowledge-related tasks as level 8
-
-Combat: Inquisitors can batter and squeeze foes with their tentacles, but they prefer to use advanced items that they
-always carry, including long-range energy weapons that can inflict damage or, with a flipped setting, induce deep sleep
-for an hour or more if the victim fails a Might defense task. Usually, inquisitors attempt to cause as little damage as
-possible to potential subjects, so the sleep setting is used most often. They also carry defensive items, including
-manifest cyphers that can grant +4 to Armor for a few minutes or throw up a level 8 force field barrier. In case a
-specimen collection mission goes badly, at least one inquisitor carries a manifest cypher that creates a short-lived
-teleportation portal for instant transport to a distant and hidden base (which might be a spacecraft or a
-transdimensional redoubt).
-
-Interaction: Inquisitors are always eager to "talk," though they usually end up wanting to know a lot more than
-characters are willing to divulge.
-
-Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.
-
-Loot: Most inquisitors carry a couple of manifest cyphers that have offensive and defensive capabilities.
-
-### MALWARE, FATAL 4 (12)
-
-This purely malefic program has aggressive machine learning capabilities, allowing it to accomplish truly innovative and
-nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but
-corruption and lightning-quick electronic evolution has turned it into something that exists purely to infect orderly
-electronic systems, spacecraft, space stations, smart weapons, and anything else with an operating system. Infected
-objects turn against living people. An instance often has the form of the system it's infected, but occasionally fatal
-malware physically manifests as a metallic "cancer" of wires and self-assembling circuits hanging like a tumor across a
-server room, shipmind core, or data center, having perverted the original machine's self-repair functions. Sometimes 4D
-printers are also compromised.
-
-Motive: Corruption and destruction
-
-Environment: Any electronic system able to run code can host one or more instances
-
-Health: 18
-
-Damage Inflicted: 5 points
-
-Movement: As the system it infects
-
-Modifications: Knowledge tasks related to computers and other electronic systems as level 6
-
-Combat: An instance of fatal malware that physically touches (or electrically connects with) a powered device of up to
-level 6 can attempt to seize control of it. It can then use that device to attack living targets. If the controlled
-system is a computer, smartphone, AR glasses, or some other piece of equipment that doesn't have any intrinsic movement,
-the malware attempts to electrocute a user, or if a smart weapon, cause some kind of fatal accident with it. A
-compromised computer or shipmind voice can dangerously mislead victims. Fatal malware duplicates itself, creating many
-instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.
-
-Interaction: Fatal malware isn't really sentient and thus can't really be negotiated with; some instances could mimic
-intelligence to draw humans into a trap.
-
-Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in
-unexpectedly dangerous ways. The shipmind itself doesn't know it's infected.
-
-### MOCK ORGANISM 3 (9)
-
-Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation
-in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the
-gamut from disappointing to dangerous. If an artificial entity starts out benign, it's difficult to know if a hidden or
-slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesn't
-know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and destroyed?
-That's the eternal question and one that's usually answered by those most afraid of potential dangers that might
-accompany the creation of something no one intended.
-
-Motive: Defense or destruction
-
-Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility
-
-Health: 18
-
-Damage Inflicted: 5 points
-
-Armor: 2
-
-Movement: Short
-
-Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organism's
-poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison induces a
-coma-like slumber in the target. Each round the target fails to rouse—an Intellect task—they take 3 points of ambient
-damage.
-
-Interaction: A mock organism is intelligent and can sometimes be swayed by reason. It might be passive, but if disturbed
-in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mock
-organism might still be calmed, but all such attempts are hindered.
-
-Use: A scientist's ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the
-loss of its creator.
-
-Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or
-two and another item that, with a bit of jury-rigging, works as an artifact.
-
-### NATATHIM 3 (9)
-
-Genetically engineered to live in the water oceans discovered beneath the ice crusts of various solar moons, natathim
-(Homo aquus) have human ancestors, but barely look it. Survival in the frigid, lightless depths of extraterrestrial
-oceans required extreme adaptation. Predominantly dark blue, their undersides countershade to pure white. Though
-humanoid, their physiology is streamlined, giving their heads a somewhat fish-like shape, complete with gills and large
-eyes to collect light in the depths. Their bodies are adorned with fins and frills, including a long shark-like tail,
-and they have webbed extremities with retractable claws.
-
-Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the
-same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what's been
-done to them. Alternatively, natathim could be discovered in Earth's deepest oceans, their origin mysterious, but able
-to interbreed with humans as a method for maintaining their line.
-
-Motive: Just as with humans, natathim have many and varied motivations and drives.
-
-Environment: Anywhere in or near water, or in suits/craft with marine environments, in schools of three to twelve.
-Natathim can act normally in air for up to twenty-four hours before they must return to water.
-
-Health: 9
-
-Damage Inflicted: 4 points
-
-Armor: 2
-
-Movement: Short on land; long in the water
-
-Modifications: Swims as level 6
-
-Combat: Natathim attack with their retractable claws or, if available, technological weapons. Some have a
-magnetoreception ability that allows them to see into frequencies other creatures can't, or even stranger abilities to
-interact magnetically with their surroundings, though this is little understood.
-
-Interaction: Natathim can be sympathetic to humans, partners in space exploration, or consider humans to be bitter foes
-for having created their species in the first place, depending on the setting.
-
-Use: The PCs find evidence of an illegal gene tailoring experiment, with evidence pointing to research being done
-somewhere in the Opulence of Outer Planets.
-
-Loot: Some natathim carry valuable items and equipment.
-
-### OMWORWAR 10 (30)
-
-Among the many stories passed down the space lanes, a few stand out for their grandiosity. Take the tales of omworwar
-sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL
-travel. Scientists speculate that these creatures, if actually real, might very well be extant instances of ancient
-ultras, not extinct as everyone believes, or at least not completely. In almost every case so far recorded, omworwars
-have little interest in human spacecraft. (They're called omworwar after the sound disrupted communication devices make
-in their presence.) Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of
-translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny
-galaxy all their own.
-
-Wharn interceptors have been seen accompanying single omworwars, indicating an association, and is why some people refer
-to these beings as wharn cogitators.
-
-Motive: Unpredictable
-
-Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors
-
-Health: 42
-
-Damage Inflicted: 12 points
-
-Armor: 10
-
-Movement: Flies a very long distance each round; can maneuver like an autonomous level 7 spacecraft if using extended
-vehicular combat rules. FTL capable.
-
-Modifications: Speed defense as level 7 due to size
-
-Combat: An omworwar can manipulate and fold gravity (and space-time), allowing them to accomplish near-miraculous tasks
-including communication, creating or destroying matter, and propulsion via "falling" through the universe at FTL speeds
-from the perspective of an outside observer. Which means one can rend a spacecraft, send a spacecraft spinning through
-the galaxy, or create asteroid-sized chunks of space-matter for any number of purposes if it spends several rounds in
-deep concentration.
-
-Interaction: Omworwar disregard most other creatures, because from the omworwar's perspective, they're like mayflies,
-here and then gone again in an eyeblink of their existence. However, one may give a moment to someone who has discovered
-an ancient ultra secret or artifact, pass on information that might otherwise never be known, or even provide a useful
-manifest cypher.
-
-Use: A reflective object composed of unknown material was found at the core of an unexpectedly destroyed space station.
-Those who managed to flee in lifeboats report having seen what might have been an omworwar, bleeding energy and eyes
-going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis.
-
-Loot: Four level 10 manifest cyphers.
-
-### PHOTONOMORPH 6 (18)
-
-Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and
-devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures.
-Sometimes, photonomorphs are enforcers created by much more powerful beings; other times they are the result of some
-person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous
-beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own
-glowing bodies, which they can change with only a little effort. This variability of form, coupled with their vast
-power, may be why many seem slightly mad.
-
-Motive: Varies
-
-Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres
-
-Health: 22
-
-Damage Inflicted: 8 points
-
-Armor: 3
-
-Movement: Reconstitutes itself anywhere light can reach within long range as part of another action
-
-Modifications: Knowledge tasks as level 8
-
-Combat: Photonomorphs draw upon their own light to manifest effects equal to their level. Effects include the ability to
-attack creatures at long range with laser-like blasts, create glowing walls (or spheres) of force within an area up to 6
-m (20 feet) on a side, become invisible, change its appearance, and create simple objects and devices out of hard light
-that last for about a minute (unless the photonomorph bleeds a few points of its health into the object to make it last
-until destroyed).
-
-A photonomorph regains 2 points of health each round in areas of bright light. It is hindered in all actions if the only
-source of light is itself or objects it has created.
-
-Interaction: Photonomorphs are intelligent and paranoid, but not automatically hostile. They have their own self-serving
-agendas, which often involve elaborate schemes.
-
-Use: A photonomorph appears, claiming to be a herald of some vastly more powerful cosmic entity or approaching alien
-vessel.
-
-### POSTHUMAN 7 (21)
-
-Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
-all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities
-radically exceed regular people. They can't really be considered human any longer; they've transcended humanity, which
-is why they're also sometimes called transhumans. They're often involved in large-scale projects, such as creating
-bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm
-of consciousness or being.
-
-Motive: Variable
-
-Environment: Alone or in small groups or communities in orbital colonies or other designed locations
-
-Health: 50
-
-Damage Inflicted: 9 points
-
-Armor: 4
-
-Movement: Short; flies a long distance
-
-Modifications: Knowledge tasks as level 9
-
-Combat: Posthumans can selectively attack foes up to a very long distance away with bolts of directed plasma that deal 9
-points of damage. A posthuman can dial up the level of destruction if they wish, so instead of affecting only one
-target, a bolt deals 7 points of damage to all targets within short range of the primary target, and 1 point even if the
-targets caught in the conflagration succeed on a Speed defense roll.
-
-Posthumans can also call on a variety of other abilities, either by small manipulations of the quantum field or by
-deploying nanotechnology. Essentially, a posthuman can mimic the ability of any subtle cypher of level 5 or less as an
-action.
-
-Posthumans automatically regain 2 points of health per round while its health is above 0.
-
-Interaction: Posthumans are so physically and mentally powerful that they are almost godlike to unmodified people, and
-either ignore, care for, or pity them. Knowing what a posthuman actually wants is hard to pin down because their
-motivations are complex and many-layered.
-
-Use: A rogue posthuman is researching a method whereby they might portal into the "quantum" realm of dark energy
-underlying the known universe of normal matter. Despite the revealed risk of antagonistic post-singularity AIs roaming
-that realm escaping, the posthuman continues their work.
-
-Loot: The body of a posthuman is riddled with unrecognizable technologies fused seamlessly with residual organic
-material—or at least material that grows like organic material used to. Amid this, it might be possible to salvage a few
-manifest cyphers and an artifact.
-
-### REDIVUS 4 (12)
-
-Redivi spend most of their lives—uncounted millennia—hurtling through space. Most never encounter anything, but some few
-impact other worlds, are captured by alien spacecraft, or otherwise intercepted. Their traveling form resembles rocky
-space rubble the size of a small spacecraft—until they unfurl glowing magnetic plasma wings, revealing themselves as
-strange creatures of living mineral. Redivi can interact with almost any electronic system and manipulate
-electromagnetic fields. Redivi are searchers, all sent forth by the Great Mother, billions upon billions of them (they
-say), looking for the seed of the next great cosmic expansion. Thus, most redivi are consumed with finding out more,
-finding other redivi, and eventually, finding their "universal seed."
-
-Motive: Knowledge
-
-Environment: Almost anywhere, searching
-
-Health: 12
-
-Damage Inflicted: 5 points
-
-Armor: 4
-
-Movement: Flies (magnetically levitates) a short distance each round
-
-Combat: The stone carapace of a redivus makes a huge "club" when it rams into foes. However, it can also control metal
-within short range, causing it to flex, animate, crush, or smash. For instance, targets wearing metal space suits are in
-trouble when that metal begins to unravel. Alternatively, a redivus can use nearby metal to wrap around a target and
-constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.
-
-Interaction: If any kind of radio or similar communication is in use, these creatures can commandeer it and speak
-through it, learning a new language seemingly over the course of minutes. Redivi will cooperate with reasonable requests
-and negotiate, especially if there's a chance they'll find out something new.
-
-Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding
-action of something truly terrible.
-
-### SENTINEL TREE 3 (9)
-
-Depending on the sci-fi setting, sentinel trees are mutated trees that grow near radioactive craters dimpling the
-landscape, alien plant-life that evolved in a different biosphere (or dimension), or the result of intensive
-gene-tailoring, possibly of the illegal sort. Regardless of their provenance, sentinel trees resemble thorny masses of
-knotted vines. Razor-sharp glass-like leaves flex like claws, and vibrating pods glisten, ready to detonate if thrown.
-If cultivated, they may take on a shape designed to further frighten—or at least warn away— those who see one. Sentinel
-trees are mobile, aggressive, and feed on almost any sort of organic matter. Once it brings down prey, it sinks barbed
-roots in the body for feeding and decomposition.
-
-Motive: Feed
-
-Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum
-
-Health: 12
-
-Damage Inflicted: 3 points
-
-Armor: 1
-
-Movement: Immediate
-
-Combat: Sentinel trees can fling a vibrating pod at a target within long range, which detonates on impact, inflicting 3
-points of damage on all targets within immediate range of the blast. Targets must also succeed on a Might defense roll
-or be poisoned for 3 points of damage, plus 3 points again each subsequent round until a Might task is successful. A
-sentinel tree can also lash out with its barbed vines at a target within immediate range, inflicting 3 points of damage.
-Melee targets must also succeed on a Might defense roll or become entangled and unable to take physical actions until
-they can break free on their turn.
-
-Interaction: Sentinel trees are about as smart as well-trained guard dogs. They can't speak, but can understand some
-words and gestures.
-
-Use: A grove of sentinel trees guard a compound that the characters need to break into.
-
-### SILICON PARASITE 2 (6)
-
-These tiny silvery insect-like creatures range in size from a sub-millimeter to up to 30 cm (1 foot) in diameter,
-emitting short pulses of violet-colored laser light to sense and sample their environment. Composed of organic silicon
-wires and wafers, and self-assembled or evolved in some unnamed lab or spacecraft wreck, silicon parasites are vermin
-that working space stations and spacecraft have learned to hate. Despite taking steps to avoid transfer, a ship may only
-learn they have silicon parasites when a swarm boils up from a crack in the cabling or seam in the deck plating after
-being agitated by a high-G maneuver or some other disturbance. If that disturbance is combat or some other dire
-emergency, silicon parasites thrown into the situation makes everything worse.
-
-Motive: Defense, harvest electronic materials necessary to self-replicate.
-
-Environment: Usually on spacecraft and space stations in groups of up to twenty
-
-Health: 6
-
-Damage Inflicted: 3 points
-
-Armor: 1
-
-Movement: Short; climbs a short distance each round
-
-Modifications: Speed defense as level 4 due to size.
-
-Combat: Only "large" silicon parasites are a danger to most creatures. When four or more parasites coordinate their
-attacks, treat the attack as that made by a single level 4 creature that inflicts 5 points of damage, and on a failed
-difficulty 4 Might defense roll, an attack that holds the target in place until it can successfully escape. A held
-target automatically takes 5 points of damage each round, or even more if other silicon parasites in the area pile on.
-Silicon parasites can operate in complete vacuum without harm.
-
-Interaction: By and large, silicon parasites behave like social insects, though some claim that large numbers of them
-have acted with greater intelligence and forethought than mere unthinking insects can manage.
-
-Use: A swarm of silicon parasites floods into the hold and makes off with an important device, dragging it into the
-crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or
-working pieces of equipment.
-
-### SPACE RAT 1 (3)
-
-Yeah, rats made it to space. And against all expectations, one strain evolved in the harsh radiation and zero-G
-environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long,
-sport a truly prehensile tail, and can quickly change their shade of their skin to blend in to their surroundings. They
-can also drop into a state of extreme torpor that allows them to survive stints of vacuum exposure lasting several
-days.
-
-Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the
-rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They're
-also vicious when cornered.
-
-Motive: Defense, reproduction
-
-Environment: Anywhere humans live in space
-
-Health: 5
-
-Damage Inflicted: 3 points
-
-Movement: Short; short when climbing or gliding through zero G
-
-Modifications: Stealth and perception as level 5
-
-Combat: Space rats flee combat unless cornered or one of their burrows is invaded. Then they attack in packs of three or
-more, and from an ambush if possible. One space rat pack attacks the victim as a level 3 creature inflicting 5 points of
-damage with claws, while another pack helps the first, or attempts to steal a food item or shiny object from the
-character being attacked. To resist theft while being attacked on two fronts, a target must succeed on a Speed defense
-roll hindered by two steps.
-
-Interaction: Space rats are slightly more intelligent than their Earth-bound cousins, though true interaction is not
-possible. On the other hand, sometimes their behavior seems spookily sapient.
-
-Use: Space rats assemble crude nests in out-of-the-way supply closets or in hard-to-reach system interiors, but often
-enough, end up shorting out weapons or life support. Sometimes, they get into the hold and eat anything edible in the
-cargo.
-
-Loot: Some percent of valuable equipment stolen on the spacecraft or station finds its way to space rat nests.
-
-### STORM MARINE 4 (12)
-
-The storm marine creed is an oft-repeated mantra, "I will never quit, knowing full well that I might die in service to
-the cause." Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
-suite of cybernetic and network-connected drone guns, few things can stand before a storm marine fireteam. Storm marines
-usually work for nation-states, conglomerates, and similar entities. They mercilessly conduct their mission, even if
-that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.
-
-Motive: Achieve mission goals
-
-Environment: Alone in or in fireteams of three, anywhere nation-states or similar entities have a financial or military
-interest
-
-Health: 15
-
-Damage Inflicted: 6 points
-
-Armor: 4
-
-Movement: Long; flies a long distance each round
-
-Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware.
-
-Combat: Thanks to their battlesuit, a storm marine has many options in combat. They can deploy an electrified blade to
-attack every foe in immediate range as a single action, or use a long-range heavy energy rifle that inflicts 6 points of
-damage.
-
-A storm marine can deploy two level 3 gun drones that fire energy rays at two different targets up to 800 m (2,600 feet)
-away, inflicting 6 points of damage. If the drones focus on a single target, a successful hit deals 9 points of damage
-and moves the target one step down the damage track. The drones can attack only once or twice before returning to their
-cradles in the storm marine's suit for several rounds to recharge.
-
-Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.
-
-Use: A fireteam of storm marines are sent to eliminate the PCs or someone the PCs know on suspicion of being radical
-elements that need to be dealt with.
-
-Loot: Though bio-locked to each storm marine, someone who succeeds on a difficulty 8 Intellect task to reprogram the
-suit could gain a battlesuit of their own, minus the drones (which fly off or detonate).
-
-### SHINING ONE 5 (15)
-
-Some alien beings abandoned their physical forms millennia ago, becoming entities of free-floating energy and pure
-consciousness. They travel the galaxies, exploring the endless permutations of matter, space-time, cosmic phenomena,
-dark energy, and life. They are endlessly fascinated with the permutations they discover. They sometimes appear as a
-silhouette of gently glowing light, in a form like to the alien species they wish to observe. Under circumstances where
-a shining one is moved to more directly interact, one can actually convert itself into matter once more, again taking on
-the biology and form of the species it wishes to interact with. But generally, shining ones observe and learn; they try
-not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a
-convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they've
-gleaned.
-
-Motive: Knowledge
-
-Environment: Anywhere, usually alone
-
-Health: 15
-
-Damage Inflicted: 6 points
-
-Movement: Instantly moves to anywhere it can see at the speed of light as part of its action once per round
-
-Modifications: All tasks related to knowledge as level 8
-
-Combat: As immaterial beings of energy, shining ones only take damage from energy attacks. And even then, there is a
-chance that the energy heals a damaged shining one rather than harming it if the attack roll was an odd number. Usually
-a shining one doesn't fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one
-fights for its existence with energy blasts inflicting 6 points of damage on up to two different targets within very
-long range (or the same target twice).
-
-Alternatively, a shining one may attempt to discorporate a target, turning it into a being something like itself. In
-this case, each time a target is hit by an energy blast, it must also succeed on an Intellect defense roll. On a failed
-roll, it loses 6 points of Intellect damage (ignores Armor). If the target's Intellect Pool is emptied, it becomes a
-freefloating ball of energy unable to take any actions other than observe for a few minutes before suddenly converting
-back to its original form with an explosive pop.
-
-Interaction: Shining ones can manipulate their environment to communicate with other species, using sound, light, puffs
-of odiferous complex chemicals in place of words, and so on. If approached with respect, they freely exchange
-information with others, seeking to grow their knowledge and that of those they meet.
-
-Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their
-ability to consolidate power. Something must be done before it's too late.
-
-### SUPERNAL 5 (15)
-
-Half humanoid and half-dragonfly, supernals are beautiful entities, though certainly alien. Each supernal possesses a
-unique wing pattern and coloration and, to some extent, body shape. These patterns and colors may signify where in the
-hierarchy a particular supernal stands among its kind, but for those who do not speak the language of supernals (which
-is telepathic), the complexity of their social structure is overwhelming. Whether they are agents of some unknown alien
-civilization or seek their own aims, supernals are mysterious and cryptic. Most fear contact with them, because they
-have a penchant for stealing away other life forms, who are rarely seen again.
-
-Motive: Capture humans and similar life forms, and bring them somewhere unknown.
-
-Environment: Almost anywhere
-
-Health: 23
-
-Damage Inflicted: 6 points
-
-Movement: Short; flies a long distance (even through airless vacuum); can teleport to any known location once per ten
-hours as an action
-
-Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
-
-Combat: Supernals usually only enter combat when they wish, because they bide their time in a phased, invisible state.
-But when one attacks with the touch of its wing, it draws the life force directly out of the target, inflicting 6 points
-of Speed damage (ignores Armor).
-
-A supernal can summon a swarm of tiny machines that resemble regular dragonflies made of golden metal. The swarm either
-serves as a fashion accessory as they crawl over the supernal's body, or as components in a piece of living art.
-
-Supernals regain 1 point of health per round (even in an airless vacuum, which they can survive without issue), unless
-they've been damaged with psychic attacks. They can teleport to any location they know as an action once every ten
-hours.
-
-Supernals often carry manifest cyphers useful in combat, as well as an artifact.
-
-Dragonfly swarm: level 2; flies a long distance each round; eases physical tasks, including attacks or defense
-
-Interaction: Although supernals only speak telepathically, peaceful interaction with these creatures is not impossible.
-It's just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed
-location, for unknown reasons.
-
-Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest
-cyphers, and possibly an artifact.
-
-### SYNTHETIC PERSON 5 (15)
-
-Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how
-they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into
-"products" that would serve humanity as assistants and companions, but later gained sentience. In other cases, synthetic
-people are the result of a state-sponsored program to develop war machines or automated assassins that looked like
-regular people. Another origin for synthetic people is through the design of awakened (and inimical) AIs as part of an
-effort to kill off all regular biological people. Now they roam their environment looking like anyone else. Some synths
-try to fit into whatever kind of society they can find. Some may not even know that they are not human. Others are
-bitter, homicidal, or still retain their programming to kill. Some of these may have even shed some or all of their
-synthetic skins to reveal the alloyed mechanisms beneath.
-
-Motive: Varies
-
-Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four
-
-Health: 24
-
-Damage Inflicted: 7 points
-
-Armor: 2
-
-Movement: Long
-
-Modifications: Disguise and one knowledge task as level 6
-
-Combat: A punch from a synthetic person can break bones. In addition, some synths (especially of the killer variety) can
-generate a red-hot plasma sphere once every other round and throw it at a target within long range. The target and all
-other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
-
-A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can't repair itself
-thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4
-points of health.
-
-Interaction: Synthetic people that pretend to be (or think that they are) human interact like normal people. But an
-enraged one or one that's been programmed to kill is unreasoning and fights to the end.
-
-Use: A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not
-any of them harbor programs that require that they kill humans is entirely up to the GM.
-
-Loot: One or two manifest cyphers could be salvaged from a synth's inactive form.
-
-### THUNDERING BEHEMOTH 7 (21)
-
-When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
-thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to
-treelike heights, these fearless predators are powerful and dangerous hunters, even for those armed with advanced or
-fantastic weaponry. Behemoths use color-changing frills to help them appear like tall trees while they stand in wait for
-prey, as still as mighty hardwood trunks, until they break cover and spring an ambush. Behemoths can produce
-extraordinarily loud noises, sometimes simply roaring, but often replicating the stuttering scream of an attacking
-spacecraft. They use their strange "roars" to confuse, lead astray, and, if possible, stampede prey into killing grounds
-such as regions of soft sand, off cliff tops, or as often as not, into the waiting mouth of another behemoth.
-
-In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.
-
-Motive: Fresh meat
-
-Environment: Forests, alone or in a hunting group (known as a "crash") of two or three
-
-Health: 35
-
-Damage Inflicted: 9 points
-
-Armor: 2
-
-Movement: Short
-
-Modifications: Disguise (as trees) as level 8 when unmoving. Deception (sounding as if an attacking spacecraft) as level
-8. Speed defense as level 3 due to size.
-
-Combat: A thundering behemoth can attack a group of creatures (within an immediate area of each other) with a single
-massive bite. Thanks to its long neck, it can make that attack up to 9 m (30 feet) away. One victim must further succeed
-on a Might defense task or be caught in the creature's maw, taking 9 additional points of damage each round until it can
-escape.
-
-A thundering behemoth's ability to replicate threatening noises is often used deceptively at a distance, but the
-creature can use it to stun all targets within immediate range so they lose their next turn on a failed Might defense
-roll.
-
-Interaction: Behemoths have a complex communication system among themselves, using their color-changing frills and
-modulation of the thunder they produce. They think of humans and most other creatures as food.
-
-Use: The sound of fighting spacecraft has repeatedly spooked human colonists on an alien planet, though they have rarely
-seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to
-investigate.
-
-### VACUUM FUNGUS 5 (15)
-
-Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine
-lines through the ice of frozen moons, and infesting the center of small asteroids and near-Earth objects (NEOs). Though
-able to survive in vacuum, the fungus takes on new morphology when sufficient spores find their way into habitable
-zero-G spaces. Then they fuse together and grow into a bulbous, emerald-hued fruiting body, typically reaching about 1 m
-(3 feet) in rough diameter, though individuals can grow much larger if not discovered. Sticky and soft to the touch,
-they are able to grow undetected in the dark corners of cargo holds, in ductworks, hanging from the ceiling of unused
-crew quarters, and so on.
-
-Vacuum fungus may be proof that extra-terrestrial life exists, but that triumph of scientific discovery may seem less
-important to those who find a clump, because they are incredibly toxic to living creatures.
-
-Motive: Reproduction
-
-Environment: Anywhere in zero G, as an unreactive ooze in vacuum, or as a fruiting body in atmosphere, alone or in a
-cluster of three to five
-
-Health: 22
-
-Damage Inflicted: 6 points
-
-Movement: Climbs (adheres) an immediate distance each round
-
-Combat: A fruiting body can selectively detonate spore pods along its surface once per round. When a pod detonates,
-green fluid sprays everywhere within immediate range. Living creatures who fail a Speed defense roll take 6 points of
-damage from the clinging fluid. An affected target must also succeed on a Might defense roll. On a failure, an affected
-section of flesh rapidly swells, becoming a bilious green lump, and explodes one round later, having the same effect as
-a detonating pod.
-
-Interaction: No real interaction with vacuum fungus is possible.
-
-Use: Scientists are incredibly excited to discover that the strange ooze they've noticed staining the exterior of their
-research domes is actually a variety of fungal life. They will likely become less excited when they discover the large
-growths secretly growing in the cavity beneath the floor of their research dome in a little-used storage closet.
-
-### WHARN INTERCEPTOR 8 (24)
-
-Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living
-battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful
-(hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely
-whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But
-when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried
-to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.
-
-Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter "wharn
-cogitators." However, it's impossible that omworwars simply "appropriate" any wharn interceptors they encounter.
-
-Motive: Defense
-
-Environment: Anywhere floating through the void
-
-Health: 53
-
-Damage Inflicted: 15 points
-
-Armor: 5
-
-Movement: Flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using extended
-vehicular combat rules. FTL capable.
-
-Modification: Speed defense as level 3 due to size.
-
-Combat: Most of the time, wharns are inactive and might look like tumbling rocks. In this state, space voyagers may be
-able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep in its
-body wake it for reasons of its own, it becomes aggressive.
-
-A wharn's main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a
-target up to a light-second away. Unless a target is protected by some kind of force field, the 15 points of damage
-inflicted ignores Armor. A wharn's eyes can pierce most forms of camouflage, cloaking effects, and cover that is less
-than about 200 m (650 feet) thick.
-
-Interaction: In spite of their ferocious aspect and war-machine heritage, wharn interceptors do not destroy every
-spacecraft (and void-adapted creature) they come across, or even most. Indeed, sometimes a wharn may attempt to initiate
-communication via various machine channels. But what comes across are usually nonsense sounds and tones, and sometimes
-mathematical formulas.
-
-Use: The PCs, attempting to enter an abandoned space station or spacecraft, are distracted when a wharn attempts to
-destroy the very same object.
-
-### WRAITH 4 (12)
-
-Wraiths (Homo vacuus) are genetically engineered to live in the vacuum of space by directly metabolizing high-energy
-charged particles abundant in the void. Though derived from human stock, wraiths are alien in body, sometimes concealing
-themselves in layers of shroud-like tissue, other times revealing themselves as wispy, elongated things of glowing red
-plasma. In some settings, wraiths are partners with humans, working in locations where humans would find difficult. In
-other settings, wraiths went their own way generations earlier, and rediscovering them would be a first contact
-scenario. Alternatively, wraiths might be a threat to humans, hating humans for having created a species forced to spend
-its existence in the dark void of space.
-
-Motive: Varies with individual or setting
-
-Environment: Anywhere in vacuum, though usually with access to some kind of enriched radiation source. Environments with
-1 G or higher eventually kill wraiths.
-
-Health: 15
-
-Damage Inflicted: 6 points
-
-Movement: Short when flying in zero and low G
-
-Modifications: Perception and stealth tasks as level 7
-
-Combat: Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage
-from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation
-as long-distance attacks, though doing so costs the wraith 1 point of health. Wraiths are immune to radiation, and
-attacks using radiation heal a wraith's lost health by the amount of damage the attack would have otherwise afflicted.
-Gravity of 1 G or greater hinders all wraith actions.
-
-Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
-
-Use: A distant space station stops all communication. Investigators are dispatched to find out what happened. Once
-aboard, they unravel clues that suggest wraiths may have been responsible.
-
-Loot: Some wraiths carry valuable items and equipment.
-
-### ZERO-POINT PHANTOM 3 (9)
-
-Temporary violations of conservation of energy mean that "virtual particles" constantly and seemingly randomly pop out
-of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles,
-taking the form of a very large, almost spider-like entity of many legs, stalks, and arms. What they're doing when
-they're not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply
-not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to
-prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid
-surfaces, raising a cloud of shadow.
-
-Motive: Hungers for flesh
-
-Environment: Anywhere dark
-
-Health: 15
-
-Damage Inflicted: 4 points
-
-Movement: Short; short when climbing
-
-Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom
-
-Combat: A zero-point phantom attacks with needlelike leg and tentacle tips. A victim that takes damage must succeed on a
-Might defense task, or become poisoned, the effect of which is to drop them one step on the damage track. The victim
-must keep fighting off the poison until they succeed or drop three steps on the damage track; however, those who fall to
-the third step on the damage track from a phantom's poison are not dead. They are paralyzed and can't move for about a
-minute. If a phantom isn't otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most
-victims phased away in this fashion are never seen again.
-
-Zero-point phantoms can stutter in and out of existence on their turn once every few minutes. When they do, they return
-with full health.
-
-Interaction: Zero-point phantoms are about as intelligent as predators like wolves.
-
-Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It's as if everyone just disappeared. There are
-signs of a struggle, though with what isn't clear.
-
 ### HORROR CREATURES AND NPCs
 
 The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
@@ -64069,2349 +54193,6 @@
 NPC of its level. For more detailed information on level, health, combat, and other elements, see the Understanding the
 Listings section in the Cypher System Rulebook.
 
-### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
-
-| Level | Name                     | Genre                                                                                                                       |
-|-------|--------------------------|-----------------------------------------------------------------------------------------------------------------------------|
-| 2     | Hivemind child           | Aliens, dark magic, science gone wrong                                                                                      |
-| 2     | Skeleton\*               | Comedy horror, dark magic, demons, zombies                                                                                  |
-| 3     | Cannibal                 | Comedy horror, cryptids, dark magic, degenerates, zombies                                                                   |
-| 3     | Nightgaunt               | Aliens, cryptids, Lovecraftian                                                                                              |
-| 3     | Vampire, transitional\*  | Degenerates, science gone wrong, vampires                                                                                   |
-| 3     | Vat reject\*             | Doppelgangers, science gone wrong, simulacra                                                                                |
-| 3     | Zombie\*                 | Degenerates, Lovecraftian, science gone wrong, zombies                                                                      |
-| 4     | Deep one\*               | Lovecraftian                                                                                                                |
-| 4     | Devil\*                  | Dark magic, demons                                                                                                          |
-| 4     | Ghost\*                  | Ghosts, dark magic, J-horror/K-horror                                                                                       |
-| 4     | Ghoul\*                  | Cryptids, degenerates, Lovecraftian, zombies                                                                                |
-| 4     | Grey\*                   | Aliens, doppelgangers, science gone wrong                                                                                   |
-| 4     | Mad scientist            | Aliens, body horror, comedy horror, demons, doppelgangers, Lovecraftian, science gone wrong, simulacra, werewolves, zombies |
-| 4     | Werewolf \*              | Degenerates, science gone wrong, slashers, survival horror, werewolves                                                      |
-| 5     | Cryptic moth             | Cryptids                                                                                                                    |
-| 5     | Demon\*                  | Dark magic, demons, J-horror/K-horror                                                                                       |
-| 5     | Fallen angel\*           | Dark magic, demons                                                                                                          |
-| 5     | Ichthysian               | Comedy horror, cryptids, science gone wrong                                                                                 |
-| 5     | Killer clown\*           | Clowns, comedy horror, killer toys, slashers                                                                                |
-| 5     | Killing white light\*    | Aliens, Lovecraftian, science gone wrong                                                                                    |
-| 5     | Mi-go\*                  | Aliens, body horror, cryptids, Lovecraftian                                                                                 |
-| 5     | Replicant\*              | Doppelgangers, simulacra                                                                                                    |
-| 5     | Wendigo\*                | Cryptids, degenerates                                                                                                       |
-| 5     | Witch\*                  | Dark magic, degenerates, demons                                                                                             |
-| 6     | Mummy                    | Aliens, dark magic, mummies                                                                                                 |
-| 6     | Reanimated               | Cryptids, science gone wrong, simulacra                                                                                     |
-| 6     | Yithian                  | Aliens, doppelgangers, Lovecraftian                                                                                         |
-| 6     | Vampire\*                | Degenerates, science gone wrong, vampires                                                                                   |
-| 6     | Xenoparasite\*           | Aliens, body horror, science gone wrong                                                                                     |
-| 7     | Fundamental angel        | Demons, science gone wrong                                                                                                  |
-| 7     | Shoggoth                 | Aliens, body horror, Lovecraftian                                                                                           |
-| 8     | Blob                     | Aliens, body horror, Lovecraftian, science gone wrong                                                                       |
-| 8     | Elder thing              | Aliens, cryptids, Lovecraftian, science gone wrong                                                                          |
-
-\* Creature found in the Cypher System Rulebook
-
-Blob 8 (24)
-
-The huge, undulating mass of this creature is composed of a mucus-like solid. The half-amorphous blob defeats its foes
-by absorbing prey, integrating a victim's tissue into its own. In essence, the victim becomes the blob, and all of the
-victim's knowledge is available to the blob for later use.
-
-If it later desires, a blob can release a nearly perfect replicant of any creature that it has absorbed. Replicants have
-the memories and personalities of the originals, but they do the blob's bidding, which is usually to explore distant
-locations or lure prey into the open using a friendly face. A particularly well-crafted replicant might not know it's
-not the original. Creating a replicant takes a blob a day or two of effort, during which time it's unable to defend
-itself or eat, so it's not a task the creature attempts lightly.
-
-Motive: Assimilation of all flesh
-
-Environment: Anywhere
-
-Health: 66
-
-Damage Inflicted: 8 points (acid gout)
-
-Movement: Immediate; immediate when burrowing
-
-Modifications: Speed defense as level 5 due to size
-
-Combat: The blob can project a gout of acid at short range against a single target. Though slow, a blob is always moving
-forward. A character (or two characters next to each other) within immediate range of a blob must succeed on a Might
-defense roll each round or be partly caught under the heaving mass of the advancing creature. A caught victim adheres to
-the blob's surface and takes 10 points of damage each round. The victim must succeed on a Might defense roll to pull
-free. A victim who dies from this damage is consumed by the blob, and their body becomes part of the creature.
-
-If a blob has absorbed living flesh within the last hour, it regenerates 3 points of health per round while its health
-is above 0.
-
-Interaction: A blob's favored method of communication is to absorb whoever tries to interact with it. If a replicant is
-handy, the blob might talk through it if the blob can touch the replicant and use it like a puppet.
-
-Use: The old man the PCs accidentally hit with their vehicle has a weird, mucus-like growth on one hand (in addition to
-the damage he sustained in the accident). He probably should be taken to the hospital to have his injuries and the
-quivering growth looked at.
-
-Loot: A blob might have several cyphers swirling about in its mass that it uses to equip replicants.
-
-GM intrusion: The character pulls free of a blob they were caught under, but a piece of quivering protoplasm remains
-stuck to their flesh. They must do serious damage to themselves (enough to incapacitate) within the hour, scraping off
-the protoplasm before it absorbs them and becomes a new mini-blob.
-
-Cryptic Moth 5 (15)
-
-Normal moths are enigmatic, gauzy haunts of twilight. The feathery touch of their wings on your face can startle, even
-frighten. This is to be expected, since moths are the children of cryptic moths, malign and intelligent entities of
-another realm. Sometimes referred to as mothmen, other times as shadow faeries, cryptic moths are certainly alien. Each
-possesses a unique wing pattern and coloration, and, to some extent, body shape. These patterns
-
-and colors may signify where in the hierarchy a particular cryptic moth stands among its siblings of the night, but for
-those who do not speak the language of moths, the complexity of their social structure is overwhelming.
-
-Motive: Capture humans, possibly for food, possibly for breeding purposes
-
-Environment: Almost anywhere, usually at night
-
-Health: 23
-
-Damage Inflicted: 5 points
-
-Movement: Short; long when flying
-
-Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
-
-Combat: Cryptic moths usually enter combat only when they wish, because until they attack
-
-and become visible, they can remain unseen and invisible to most eyes. The touch of a cryptic moth's wing draws life and
-energy from targets, inflicting 5 points of Speed damage (ignores Armor).
-
-Cryptic moths regain 1 point of health per round while their health is above 0, unless
-
-they've been damaged with a silvered or cold iron weapon, or by electrical attacks.
-
-Once every hour or so, a cryptic moth can summon a swarm of normal moths to aid
-
-them in combat or, more often, serve as a fashion accessory or component in a piece of living art.
-
-Moth swarm: level 2
-
-If a cryptic moth is prepared, it may carry cyphers useful in combat, and perhaps even an artifact.
-
-Interaction: Although very few cryptic moths speak human languages, peaceful interaction
-
-with these creatures is not impossible. It's just extremely difficult, as they see most
-
-humans as a source of food or bodies to lay their eggs in.
-
-Use: A character is followed by a cryptic moth intent on capturing and enslaving them.
-
-Loot: A cryptic moth usually has a few cyphers, and possibly a delicate artifact.
-
-GM intrusion: The cryptic moth grabs the character and flies up and away, taking the victim with them.
-
-Elder Thing 8 (24)
-
-Elder things are mostly extinct, but a few remain trapped in the Antarctic ice or rule over crumbling cities in deep
-trenches at the bottom of the ocean.
-
-Beholding an elder thing bends the mind to the point of breaking. An elder thing has a great barrel-like body standing
-some 8 feet (2 m) tall. Knobby protrusions in the crown and base each unfold five appendages that recall the arms of a
-starfish. When agitated, an elder thing unfolds a pair of wings that help it flutter a limited distance.
-
-Meddling by elder things created multicellular life that spread across Earth billions of years ago and ultimately
-brought about humanity. As the younger species grew in numbers and influence, the elder things went into decline, a
-process hastened by wars against strange beings from other worlds and uprisings by the servitor race they created, the
-shoggoths.
-
-Motive: Reclaim absolute sovereignty
-
-Environment: In arctic regions or deep underwater
-
-Health: 30
-
-Damage Inflicted: 6 points
-
-Movement: Immediate; long when flying
-
-Modifications: All tasks related to knowledge of magic or science as level 10; Speed defense
-
-as level 6 due to form
-
-Combat: An elder thing can attack with five tentacles divided any way it chooses among up
-
-to three targets within immediate range. A target hit by a tentacle must also succeed on a Speed defense roll or become
-grabbed until it escapes. Each round, the elder thing automatically inflicts 6 points of damage on each grabbed target
-until the victim succeeds on a Might defense roll to escape.
-
-An elder thing can reach into the mind of a target within short distance. If the target fails an Intellect defense roll,
-the elder thing reads their thoughts while the target remains within long
-
-distance. During this time, the elder thing knows everything the target knows, hindering the target's attack and defense
-rolls against the elder thing. The elder thing can use an action to rend the target's thoughts, which inflicts 6 points
-of Intellect damage on a failed Intellect defense roll. An elder thing can passively read the thoughts of up to two
-creatures at one time.
-
-An elder thing also might carry a few cyphers and an artifact it can use in combat.
-
-Interaction: An elder thing communicates through whistles and pops created by moving air through tiny orifices arranged
-around its body. Elder things see humans as a lesser form of life and may demand worship, sacrifices, or something else
-from people it encounters.
-
-Use: Fishermen return to a coastal village with a large block of ice in tow. In the ice is something dark and large—an
-elder thing frozen alive. If the thing thaws out, it will likely take over the community and enslave the people living
-there.
-
-Loot: An elder thing usually has one artifact and two or three cyphers.
-
-GM intrusion: A character who sees an elder thing for the first time goes temporarily crazy on a failed Intellect
-defense roll. They might stand in place and gibber, run away, or laugh hysterically for a few rounds. If the character
-takes damage, they shake off the temporary madness.
-
-Fundamental Angel 7 (21)
-
-Fundamental angels are mysterious holy beings that maintain and guard fundamental concepts of the universe, such as
-time, gravity, and energy. They have powers and agendas deriving from higher states of reality. They are strange,
-terrifying, and inconstant in form, unlike the relatively benign and comprehensible winged humanoids from religion and
-myth.
-
-In the rare times when mortals interfere with these concepts, fundamental angels manifest in the world to set things
-right. They have intervened to destroy cataclysmic atomic weapons, power sources that skirt the rules of matter and
-energy, and life forms that betray the principles of creation.
-
-For the purpose of vampire aversions, the angel's direct and area attacks count as religious power or sunlight,
-whichever is worse for the vampire.
-
-Motive: Preserving the natural order
-
-Environment: Anywhere, usually in response to mortal activity
-
-Health: 35
-
-Damage Inflicted: 8 points
-
-Armor: 2 (+3 against energy)
-
-Movement: Short; short when flying
-
-Modifications: All knowledge as level 9; attacks against mad science and supernatural targets as level 8
-
-Combat: A fundamental angel attacks other creatures by creating a long-range blast of
-
-bright divine energy that inflicts 8 points of damage. In addition, it automatically inflicts 4 points of damage each
-round against all creatures within short range, although it can shield itself with wings or other protrusions to negate
-this effect against individuals.
-
-Any creature within long range that sees it and fails an Intellect defense roll becomes frightened unless the angel
-tells it (specifically or in general) not to be afraid.
-
-As an action, it can teleport up to a hundred miles away or transport itself fully to its native dimension where it
-exists as pure thought and spirit.
-
-Interaction: A fundamental angel operates on a mental and metaphysical level far above humans and doesn't bother to
-explain itself to anyone other than its targets. It goes out of its way to not harm innocent creatures. It can
-communicate with any creature that uses language.
-
-Use: "FEAR NOT!" says the radiant being that appears out of nowhere. It ignores bystanders and uses a beam of energy to
-destroy a scientist and his experimental reactor.
-
-Loot: Fundamental angels sometimes create or refresh subtle cyphers by their mere presence.
-
-GM intrusions:
-
-A fundamental angel's successful attack also blinds its opponent, lasting until they make an Intellect defense roll (try
-once each round).
-
-A fundamental angel makes a second attack this round against a target that is adjacent to its primary target.
-
-Hivemind Child 2 (6)
-
-A hivemind family is a scouting expedition of part-alien creatures sent to study and infiltrate human society, either
-out of scientific curiosity or as a long-term plan for world domination or human extinction. Some entities might
-intercept human astronauts, reprogramming their DNA or attaching a parasite to their mind or soul. Others might send a
-machine to
-
-an isolated community, remotely impregnating some of the inhabitants to gestate and give birth at the same time. The end
-result is a group of hivemind children who have a psychic link, unusual powers, and loyalty to their inhuman creators.
-
-Hivemind children often have a very similar appearance even if they have different parents—they might all have pale
-blond hair, unusually wide-set eyes, six fingers on one hand, or an odd posture. They eerily match each other's
-expressions and movements. They think and speak as children years older than they appear. Their emotional responses are
-muted to an almost sociopathic extent.
-
-Depending on their origin, the weird children may be mentored or protected by an altered adult, or by human parents in
-denial about the monsters they care for.
-
-Motive: Conquest, exploration, infiltration
-
-Environment: Human settlements
-
-Health: 6
-
-Damage Inflicted: 2 points
-
-Movement: Short
-
-Modifications: Mental attacks and Intellect defense as level 3; defend against attacks from
-
-living creatures as level 3 due to mind reading; perception and scientific knowledge as
-
-level 4
-
-Combat: Individually, hivemind children are physically no stronger or more durable than
-
-a typical human. Their true strength is in their ability to read and control minds. Their telepathic link means that if
-one of them knows something, all of them within long range automatically know it.
-
-Hivemind children can automatically read the surface thoughts of anyone they can
-
-see within short range, even if the target is unwilling. As an action, they can force
-
-an intelligent living creature within short range to take a physical action, including something that would cause the
-target harm, such as forcing a target to stick their hand into boiling water, steer a moving car off a cliff, or shoot
-themselves with a pistol (if used as an attack, this inflicts damage equal to the hivemind child's level or the
-controlled creature's level, whichever is greater).
-
-Two hivemind children within short range of each other automatically augment each other's mental powers, allowing them
-to read or control minds of two targets at once as a level 4 creature. Four within short range of each other can read or
-control minds of four targets at once as a level 5 creature, and eight or more can work together to read or control
-minds of eight people as a level 6 creature.
-
-Interaction: Hivemind children want to protect themselves and observe humans and will try to do so until they appear as
-old as adults. Their long-term goals are unclear but probably don't have humanity's best interests in mind.
-
-Use: Children born after a scientific expedition are strange and different. Multiple small villages all over the world
-experience births of children with weird abilities.
-
-Loot: Hivemind children may have no useful items or one weird science device they've built with their inhuman knowledge.
-
-GM intrusions:
-
-A group of hivemind children briefly manifest a teleportation or telekinesis ability
-
-at the same level as their mind control.
-
-The injury or death of one hivemind child angers the rest, increasing their level and damage by +2 for one round.
-
-Ighthsian 5 (15)
-
-Ichthysians are thought to be aquatic evolutionary offshoots of hominids or the result of experiments trying to fuse
-human and amphibian or fish DNA. They are physically similar to humans standing fully upright, with webbed hands, claws,
-froglike or fishlike features, gills, and strong muscles from a lifetime of swimming. They live in the water but are
-comfortable with extended forays onto land. Their intelligence is between that of a smart animal and a human; they can
-use simple tools such as rocks and sticks, and may build dams to modify waterways in their territory.
-
-Some ichthysians are reputed to have the ability to heal others, and local villages may worship these beings as gods.
-
-Motive: Hunger for flesh, curiosity, solitude
-
-Environment: Anywhere near bodies of fresh water Health: 18
-
-Damage Inflicted: 6 points
-
-Armor: 2
-
-Movement: Short on land; long in the water
-
-Modifications: Strength-based tasks and swimming as level 6; defense against poison as level 3
-
-Combat: Ichthysians attack with their
-
-powerful claws. They are less mobile on land and prefer to attack from the water. If overmatched, they would rather flee
-to deep, dark water than fight to the death.
-
-An ichthysian regenerates 2 points of health each round as long as it starts the round with at least 0 health. This
-regeneration greatly extends their lifespan, and it is common for them to live to be more than two hundred years old.
-
-Ichthysians are prone to mutation, especially in response to pollutants and other chemicals. These mutations might be
-physical deformities, but could be as strange as transparent flesh, poisonous skin, extra eyes with enhanced senses, or
-extra limbs.
-
-Interaction: Ichthysians are not aggressive but will retaliate with full force against anything that attacks them, and
-one can remember specific enemy humans from its past.
-
-Use: A cryptid fish-person has been spotted in the vicinity of a deforested area adjacent to a mighty river. Villagers
-tell stories of an ancient water god that heals sickness and grants wishes.
-
-Loot: An ichthysian's lair might have a strange relic or device that works like a cypher or artifact.
-
-GM Intrusions:
-
-A slain ichthysian suddenly regenerates 5 health and immediately attacks or tries to flee.
-
-The ichthysian suddenly mutates in response to an attack, thereafter gaining +2 Armor or +2 levels in defense against
-that type of attack.
-
-Mummy 6 (18)
-
-Mummies are intelligent undead, usually royalty or members of the priesthood, risen from their burial places to destroy
-those who disturbed their rest. Many seek to undo wrongs against them from ages past or re-establish themselves in their
-former high stations.
-
-Motive: Vengeance, love, power
-
-Environment: Regions where mummification was common Health: 24
-
-Damage Inflicted: 7 points
-
-Armor: 2
-
-Movement: Short
-
-Modifications: Climb, stealth, ancient history, and ancient religion as level 8
-
-Combat: Mummies are strong, capable of lifting an adult human with one hand and throwing the person across a room. They
-attack with weapons that were buried with them or use their fists. A mummy usually has one or more of the following
-abilities:
-
-Curse: Anyone who disturbs a mummy's tomb must make an Intellect defense roll or become cursed, which hinders their
-
-actions by two steps (forever, or until cured).
-
-Disease: The mummy's attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve
-hours or take 5 points of ambient damage.
-
-Lifelike appearance: A mummy can repair its body to assume a fully human appearance. This usually requires time and the
-flesh of several people, often those who awakened it.
-
-Magic: Once per hour, the mummy can cast a spell from the Minor Wish character ability.
-
-Minion: Animate up to four mummified bodies as mindless lesser mummies or skeletons (depending on how well the bodies
-are preserved), lasting for one day.
-
-Lesser mummy: level 3, climb and stealth as level 4; health 12; Armor 1
-
-Swarm: Call a swarm of bugs (usually scarab beetles or scorpions) to attack a foe or obscure vision.
-
-Swarm of bugs: level 3
-
-Interaction: Mummies want to destroy anyone who disturbs their burial places. Ambitious mummies might choose living
-beings to be their spies and servants, bribing them with funereal treasures or threatening them into submission.
-
-Use: Villagers whisper that a tomb has been opened and a mummy's curse will strike down anyone who gets in the
-creature's way.
-
-Loot: Mummies usually have treasures equivalent to three or four expensive items and perhaps a handful of magical
-manifest cyphers or even a magical artifact.
-
-GM Intrusions:
-
-A dying mummy speaks a curse upon those who killed it, hindering all their actions by two steps (forever, or until
-cured).
-
-What was overlooked as a fake or a prop turns out to be an actual mummy and attacks a character.
-
-Nightguant 3 (9)
-
-A nightgaunt's hands and feet have no opposable digits. All its fingers and toes can grasp with firm but unpleasant
-boneless strength. Hungry nightgaunts swoop out of the night, grab prey, and fly off into darkness. The creatures
-sometimes "work" for other agencies, though often enough, their goals are obscure.
-
-Motive: Unknowable
-
-Environment: Anywhere dark, usually in groups of four to seven
-
-Health: 9
-
-Damage Inflicted: 4 points
-
-Armor: 1
-
-Movement: Immediate; long when flying (short when flying with a victim) Modifications: Perception and Speed defense as
-level 4; stealth
-
-as level 7
-
-Combat: A nightgaunt can attack with its barbed tail. To catch a foe, a nightgaunt dives through the air from just
-outside of short range. When it does, it moves 100 feet (30 m) in a round and attempts to grab a victim near the
-midpoint of its movement. A target who
-
-fails a Speed defense roll (and who isn't more than twice the size of the nightgaunt) is jerked into the creature's
-boneless clutches and carried upward, finding themselves dangling from a height of 50 feet (15 m).
-
-The nightgaunt automatically tickles grabbed victims with its barbed tail. This subtle form of torture hinders all the
-victim's actions by two steps.
-
-Interaction: Nightgaunts never speak, and they ignore anyone who attempts to interact with
-
-them, whether the communication takes the form of commanding, beseeching, or frantically pleading. Such is the way of
-nightgaunts.
-
-Use: Someone who bears one or more of the PCs a grudge discovers a tome of spells and summons a flight of nightgaunts,
-which set off in search of their prey.
-
-Loot: One in three nightgaunts has a valuable souvenir from a past victim, which might be an expensive watch, a ring, an
-amulet, or sometimes a cypher.
-
-GM intrusion: The character is startled by the nightgaunt and suffers the risk of temporary dementia. On a failed
-Intellect defense roll, the character shrieks and faints (or, at the GM's option, babbles, drools, laughs, and so on).
-The character can attempt a new Intellect defense roll each round to return to normal.
-
-Reanimated 6 (18)
-
-A reanimated is a humanoid creature patched together from corpses (or crafted directly from muscle, nerves, and sinew),
-then returned to life through a hard-to-duplicate series of electromagnetic induction events. Though made of flesh, a
-reanimated's return to consciousness and mobility is marked by a substantial increase in hardiness, resistance to
-injury, and longevity. On the other hand, the process usually obliterates whatever mind was once encoded in the donor's
-brain, giving rise to a creature of monstrous rage and childlike credulity. Sometimes the reanimated is bound to its
-creator in service, but such ties are fragile and could be snapped by an ill-timed fit of fury.
-
-Motive: Defense, unpredictable
-
-Environment: Anywhere in service to a mad scientist, or driven to the edges of civilization Health: 70
-
-Damage Inflicted: 7 points
-
-Movement: Short; long when jumping
-
-Modifications: Speed defense as level 4; interaction as level 2; feats of strength and toughness as level 8
-
-Combat: A reanimated attacks foes with its hands. Any time a foe inflicts 7 or more points of damage on the reanimated
-with a single melee attack, the creature immediately lashes out in reactive rage and makes an additional attack in the
-same round on the foe who injured it.
-
-If the reanimated begins combat within long range of foes but outside of short range, it can bridge the distance with an
-amazing leap that concludes with an attack as a single action. The attack inflicts 4 points of damage on all targets
-within immediate range of the spot where the reanimated lands.
-
-Some reanimated are psychologically vulnerable to fire, and they fear it. When these reanimated attack or defend against
-a foe wielding fire, their attacks and defenses are hindered by two steps.
-
-If struck by electricity, a reanimated regains a number of points of health equal to the damage the electricity would
-normally inflict.
-
-Interaction: Fear and food motivate a reanimated, though sometimes beautiful music or innocence can stay its fists.
-
-Use: Depending on where a reanimated falls along its moral and psychological development, it could be a primary foe for
-the PCs, a secondary guardian to deal with, or a forlorn beast in need of aid.
-
-GM Intrusion:
-
-The character's attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
-
-Shoggoth 7 (21)
-
-Shoggoths vary in size, but the smallest are usually at least 10 feet (3 m) across. They are the product of incredibly
-advanced bioengineering by some strange species in the distant past. They are angry, vicious predators feared by any who
-have ever heard of these rare creatures (or who have encountered them and somehow survived to tell the tale). They were
-created by the elder things but overthrew their masters and now roam the vast, ancient cities they have claimed for
-themselves.
-
-Rumors abound of a few very rare, particularly intelligent shoggoths that intentionally reduce their own mass and learn
-to take on the forms of humans so they can integrate themselves into society (and prey upon humans at their leisure).
-
-Motive: Hungers for flesh
-
-Environment: Anywhere
-
-Health: 35
-
-Damage Inflicted: 10 points
-
-Armor: 10 against fire, cold, and electricity
-
-Movement: Long
-
-Modifications: Speed defense as level 6 due to size
-
-Combat: Shoggoths sprout tendrils and mouths and spread their wide, amorphous forms, allowing them to attack all foes
-within immediate range. Those struck by a shoggoth's attack are grabbed and engulfed by the thing's gelatinous body and
-suffer damage each
-
-round until they manage to pull themselves free (engulfed creatures can take no other physical actions while they are
-caught). Each round of entrapment, one object in the victim's possession is destroyed by the foul juices of the
-amorphous horror.
-
-Shoggoths regenerate 5 points of health each round. They have protection against fire, cold, and electricity.
-
-Interaction: A shoggoth can't be reasoned with.
-
-Use: The PCs find an ancient structure of metal and stone. Wandering through it, they note
-
-that every surface is clear of dirt and debris. Soon they discover why—a shoggoth squirms through the halls, absorbing
-everything it comes upon (and it fills the passages it moves down, floor to ceiling, wall to wall).
-
-Loot: A shoggoth's interior might contain a cypher.
-
-GM intrusion: The character is engulfed in the shoggoth, their gear scattered throughout the thing's undulating form,
-and their body turned upside down so that escape attempts are hindered.
-
-Yithian 6 (18)
-
-The yithians (also known as the Great Race of Yith) were immense wrinkly cones 10 feet (3 m) high, with a head, four
-limbs, and other organs spreading from the top of their body. They communicated by making noises with their hands and
-claws, and they moved by gliding their lower surface across a layer of slime, like a slug. Their civilization was
-destroyed a billion years before the present day, but they transported their minds into new bodies far in the future and
-may still be encountered observing the past (our present) by telepathically inhabiting human bodies.
-
-Motive: Knowledge Environment: Anywhere Health: 22
-
-Damage Inflicted: 6 points Armor: 2
-
-Movement: Short
-
-Modifications: All knowledge as level 8; Intellect defense as level 7; Speed defense as level 5
-
-due to size and speed
-
-Combat: Although large and hardy, members of the Great Race are ill-suited to physical
-
-combat. If they must engage in melee, they use pincer-like claws. They almost always wield artifacts and cyphers,
-however, which makes them dangerous opponents. Assume that a yithian has one or more of the following abilities arising
-from advanced technology devices:
-
-• Force field that grants them +3 Armor
-
-• Mental field that gives them +4 Armor against any mental attack
-
-• Ray emitter that inflicts 7 points of damage up to long range
-
-> • Cloaking field that renders them invisible for up to ten minutes
-
-• Stun weapon with short range that makes the target fall unconscious for ten minutes
-
-Yithians have the ability to transfer their consciousness backward or forward through time, swapping minds with a
-creature native to the era they wish to observe. A yithian inhabiting the body of another creature is in complete
-control of that body. A creature trapped in the body of a yithian must attempt Intellect-based tasks each time it wishes
-to exert control.
-
-For the most part, it is trapped in the yithian's body and is merely along for the ride.
-
-It's worth noting that the bodies the yithians use are not their original bodies, but instead the bodies of supremely
-ancient creatures that they inhabit. The Great Race hails originally from some extraterrestrial world.
-
-Interaction: Yithians are not malicious, but they are quite focused and relatively uncaring about other races, such as
-humans.
-
-Use: A yithian projects its mind across the aeons, swapping consciousnesses with the character. While controlling the
-character's body, the yithian is there mainly to learn and observe, and rarely takes any violent actions.
-
-Loot: A yithian encountered in the flesh will have 1d6 manifest cyphers and very likely a technological artifact.
-
-GM intrusion:
-
-The yithian produces a cypher that has a function that is perfect for its current situation: a teleporter to get away, a
-protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
-character's.
-
-### FAIRYTALE CREATURES
-
-The following creatures and characters are provided to help populate your fairy tale game.
-
-Generally, the listings in this book work much the same way as they do for all Cypher System creature listings—the
-standard template includes the level, description, motive, environment, and so on.
-
-The most important element of each creature is its level. You use the level to determine the target number a PC must
-reach to attack, defend against, or otherwise interact with a creature or NPC. In each entry, the difficulty number for
-the creature is listed in parentheses after its level.
-
-A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
-incapacitated. For easy reference, most entries list a creature's health, and they always do so if it's different from
-the normal amount for a creature of its level.
-
-For more detailed information on how to use level, health, combat, and other elements, see the Understanding the
-Listings section in the Cypher System Rulebook.
-
-Due to the dual and complex nature of many creatures in fairy tales, along with the large number of archetypes, there
-are several additional elements that you'll want to take particular note of when using the creature listings.
-
-A creature's health is always equal to its target number unless otherwise stated.
-
-Suggested Additional Creatures for Use in Fairy Tale Settings
-
-The Cypher System Rulebook provides a short list of creatures and NPCs that work well in fairy tale games. The following
-creatures from that book can also be used, although some may need small tweaks to their appearance or motives to make
-them more fairy-tale in nature.
-
-• Abomination • Chimera
-
-• Demigod
-
-• Demon
-
-• Devil
-
-• Djinni
-
-• Dragon
-
-• Elemental
-
-• Ghost
-
-• Ghoul
-
-• Giant
-
-• Goblin
-
-• Golem
-
-• Nuppeppo
-
-• Ogre
-
-• Orc
-
-• Prince(ss) of summer • Statue, animate
-
-• Witch
-
-• Wizard, mighty
-
-Beasts and Beings by Archetype
-
-Animals
-
-| Animals, common       |
-|-----------------------|
-| Animals, magical      |
-| Bagheera              |
-| Beast                 |
-| Black Dog             |
-| Cat sidhe             |
-| Centipede, whispering |
-| Cheshire Cat          |
-| Crow, monstrous       |
-| Devil's dandy dogs    |
-| Hans the Hedgehog     |
-| Leveret (giant hare)  |
-| Puss in Boots         |
-| Robber birds          |
-| Sand fleas            |
-| Satyr                 |
-| Toby the turtle       |
-| Wolf, Big Bad         |
-
-Crafted
-
-| Geppetto's children            |
-|--------------------------------|
-| Golem (Cypher System Rulebook) |
-| Horse head automatons          |
-| Tin Woodman                    |
-| Virgilius's copper dogs        |
-
-Earth Beings
-
-| Erikling                        |
-|---------------------------------|
-| Giant (Cypher System Rulebook)  |
-| Goblin (Cypher System Rulebook) |
-| Golem (Cypher System Rulebook)  |
-| Minotaur                        |
-| Ogre                            |
-| Satyr                           |
-| Troll                           |
-
-Fey Beings
-
-| Áine, Fairy Queen of Light and Love           |
-|-----------------------------------------------|
-| Angik                                         |
-| Brownie                                       |
-| Caileach                                      |
-| Cat sidhe                                     |
-| Changeling                                    |
-| Enchanted moura                               |
-| Erlking                                       |
-| Fairy godmother                               |
-| Gráinne, the Wayward Daughter                 |
-| Headless horse                                |
-| Nightmare                                     |
-| Nymph                                         |
-| Pixie                                         |
-| Prince(ss) of summer (Cypher System Rulebook) |
-| Satyr                                         |
-| Tink                                          |
-| Tunnel bog                                    |
-| Will-o-wisp                                   |
-
-Of the Grave
-
-| Death                                 |
-|---------------------------------------|
-| Demigod (Cypher System Rulebook)      |
-| Demon (Cypher System Rulebook)        |
-| Devil (Cypher System Rulebook)        |
-| Djinni (Cypher System Rulebook)       |
-| Fallen Angel (Cypher System Rulebook) |
-| Ghost (Cypher System Rulebook)        |
-| Ghoul (Cypher System Rulebook)        |
-| Skeleton (Cypher System Rulebook)     |
-
-Human NPCs
-
-| Aristocrat          |
-|---------------------|
-| Child               |
-| Crafter             |
-| Huntsman/Woodcutter |
-| Robber/Thief        |
-| Scholar             |
-
-Named Characters
-
-| Happy           |
-|-----------------|
-| Humpty Dumpty   |
-| Maid Maleen     |
-| Snow White      |
-| Toby the turtle |
-
-Royalty
-
-| Áine, Fairy Queen of Light and Love               |
-|---------------------------------------------------|
-| Aristocrat                                        |
-| Cardinal King                                     |
-| Gráinne, the Wayward Daughter                     |
-| Listening King                                    |
-| The Listening King's Seven Starry-Headed Children |
-| One-Eyed Jacque                                   |
-| Prince(ss) of summer (Cypher System Rulebook)     |
-| Queen                                             |
-| Red Knight                                        |
-| White stag royal                                  |
-
-Shapeshifters
-
-| Changeling |
-|------------|
-| Enchanter  |
-| Queen      |
-| Witch      |
-
-Spiring Beings
-
-| Black dog                             |
-|---------------------------------------|
-| Charon the Ferryman                   |
-| Death                                 |
-| Demigod (Cypher System Rulebook)      |
-| Demon (Cypher System Rulebook)        |
-| Devil (Cypher System Rulebook)        |
-| Djinni (Cypher System Rulebook)       |
-| Fallen Angel (Cypher System Rulebook) |
-| Ghost (Cypher System Rulebook)        |
-| Ghoul (Cypher System Rulebook)        |
-| Nightmare                             |
-| Skeleton (Cypher System Rulebook)     |
-
-Tricksters
-
-| Cheshire Cat                   |
-|--------------------------------|
-| Puss in Boots                  |
-| Raven of the Seven Ravens Army |
-| Satyr                          |
-| Wolf, Big Bad                  |
-
-Water Beings
-
-| Caileach             |
-|----------------------|
-| Cult of the Serpent  |
-| Ghost of the arbella |
-| Grundylow            |
-| Isonade              |
-| Mermaid, misery      |
-| The Sea, Herself     |
-| Siren                |
-
-Witches, Wizards, and Sorcerers
-
-| Witch (archetype)            |
-|------------------------------|
-| Apple-pip Witch              |
-| Baba Uaga                    |
-| Blind Witch                  |
-| Dame Gothel                  |
-| Enchanter                    |
-| Kitchen Witch                |
-| Sea Witch                    |
-| Virgilius the Sorcerer       |
-| Wicked Witch of the West     |
-| Witch of the Drowning Slough |
-
-World and Weather Beings
-
-| Moon               |
-|--------------------|
-| The Sea, Herself   |
-| West Wind          |
-| Wind children, the |
-
-### MAGICAL ANIMALS
-
-Bear: level 5; health 20; Armor 1; two magical abilities
-
-Cat: level 2; two magical abilities
-
-Fish: level 2; one magical ability
-
-Fox/Rabbit/Monkey: level 3, cunning and trickery as level 5; two magical abilities
-
-Horse/Donkey: level 4; two magical abilities
-
-Mouse/Rat: level 2; one magical ability
-
-Raven/Owl: level 3, intelligence and cunning as level 4; one magical ability
-
-Snake/Serpent: level 3; bite inflicts 4 points of Intellect damage (ignores Armor); one magical ability
-
-Songbird: level 1; offer sage advice to those they choose; one magical ability
-
-Stag/Hart: level 4; Armor 1; horns inflict 3 points of damage; two magical abilities
-
-Suggested Magical Abilities for Animals
-
-Bless (use magic to give a character or object something beneficial, such as giving a weapon +1 damage for one round, or
-giving another character +1 Armor for one round)
-
-Boon (provide the character with a small beneficial object, such as a goose that lays a golden egg, a fish that finds a
-lost ring, and so on)
-
-Conjure (create a small useful item, such as a flask of water, a loaf of bread, or a candle)
-
-Curse (curse another creature to inflict damage, stun, daze, or otherwise affect them negatively for one or more rounds)
-
-Glamour (make themselves or someone else look different for a short period of time, or cast an illusion over a small
-area or for a short duration)
-
-Healing (heal themselves, another character, or a natural element of the world for 1–3 Pool points or health)
-
-Information (give directions to a town, the name of the man who lives in the nearby cottage, or the rumors about the
-area)
-
-Invisibility (turn themselves, another character, an object, or a place invisible for a short period of time)
-
-Sage Advice (see the future, offer suggestions on a difficult task, or guide a character's actions)
-
-Shapeshifting (become a different type of animal or object, or cause someone else to become an animal or object for a
-short period of time)
-
-Wish Granting (grant a small wish, such as the ability to float for a short time in order to cross a river)
-
-Talking Objects
-
-If you have a talking object in your game, it has a level (just like creatures and regular objects), and every
-interaction with it is based on that level. Its level can be based on
-
-its physical and mental complexity as well as its purpose. So something like a singing teapot might be level 2 with 2
-Armor, and it can hurl its lid at a foe to inflict 2 points of damage. A complicated talking lock who guards a precious
-treasure might be level 5 or 6 and can cast a spell (inflicting 3 points of damage) on anyone who tries to pick it.
-
-Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might
-or might not be living, depending on its nature.
-
-### OF BITE AND CLAW (CREATURES)
-
-The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and
-snarks.
-
-Bagheera: This cunning, bold, and brilliant black panther can be someone's worst enemy or their most loyal friend,
-protector, and mentor.
-
-Level 7; stalking, hunting, sneaking,
-
-and chasing prey as level 8; persuasion and positive social interactions as level 8; inflicts 6 points of damage with
-teeth and claws; can pounce on a victim from a long distance away to inflict 7 points of damage and knock the victim
-prone.
-
-Beast (with a capital B): Sometimes a human cursed, sometimes an animal blessed, often just a creature from the
-beginning, Beasts are bestial humanoids with large claws and jaws. Most Beasts have a single thing that they love deeply
-and will do anything to protect: a garden, a human, their home, a book from their childhood.
-
-Level 6, intimidation and protection as level 7; Armor 2; inflicts 4 points of damage with an item related to their
-beloved (gardening shears, for example).
-
-Cheshire Cat: Interacting with this riddling, punning, disappearing striped cat is enough to make anyone feel
-discombobulated. Can make a great ally if you're seeking answers, have lost your way, or need advice.
-
-Level 6, punning and wordplay as level 7, Speed defense as level 8 due to intangibility; will disappear rather than
-fight.
-
-Puss in Boots: Smart and smart-alecky, Puss in Boots always has a plan in motion, and at least two others that are about
-to begin.
-
-Level 5; planning, scheming, persuasion, and deception as
-
-level 7; Armor 2; inflicts 4 points of damage with elaborate swordplay.
-
-Black Dog 6 (18)
-
-Black dogs go by many names: hellhounds, bearers of death, black hounds of destiny, and devil dogs, just to name a few.
-Typically they are spectral or demonic entities that show up at night. They are often sinister, malevolent, or
-purposefully harmful (such as the Barghest and Black Shuck). Occasionally, black dogs are helpful and benevolent,
-guarding people from danger, helping them find the correct path, or signifying the death of someone nearby.
-
-Black dogs are usually large, shaggy, and as black as night, with long ears and tails. However, despite their name, they
-can be any color. The real distinction is that they are definitely not regular, living dogs. Some have eyes like fire,
-some howl with a ghostly, ethereal song, and still others have telltale witches' marks upon their chest or back.
-
-Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are
-sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they
-can pass on to those around them.
-
-Black dogs sometimes serve as familiars for witches and sorcerers.
-
-Motive: Bring harm and pain; help and guard
-
-Environment: Crossroads, places of execution, and ancient paths Health: 20
-
-Damage Inflicted: 8 points
-
-Armor: 2
-
-Movement: Long; very long when running
-
-Modifications: Sneaking, hiding, and attacking from surprise or advantage as level 7 Combat: Malevolent black dogs will
-attack from a position of surprise or advantage,
-
-inflicting 8 points of damage with their spectral teeth and claws. Some black dogs cause such a deep feeling of despair
-and sadness, just by being nearby, that they inflict 2 points of Intellect damage each round on everyone who can see
-them or otherwise sense their presence.
-
-Interaction: Running, at least from the malevolent ones, is typically the best course
-
-of action. Dealing with helpful black dogs is often an interesting and unexpected
-
-experience, as they don't talk and don't explain who they choose to help or why.
-
-Use: The characters are fighting an extremely tough foe when a black dog steps in to
-
-help them out (or to help their foe). The characters are lost in the woods, and a large,
-
-menacing black dog steps out of the forest and leads them back to safety.
-
-Loot: Black dogs rarely have anything valuable on them. However, killing a black dog causes
-
-it to haunt whoever dealt it the fatal blow. That person feels such deep anxiety and despair that all their actions are
-hindered for at least one day, and often longer.
-
-GM intrusions: The black dog howls, creating such a mournful sound that everyone in very long distance who can hear it
-takes 4 points of Intellect damage. A character who sees the black dog is deeply affected by sadness and moves one step
-down the damage track.
-
-Cat Sidhe 4 (12)
-
-Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches and now have shifted permanently
-into cat form. They're all black except for a single white symbol on their chest, which is their name.
-
-When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each
-time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails
-remaining, their death is final.
-
-While cat sidhes inflict damage with their soul-stealing attacks, the roleplaying element of a character losing part of
-their soul is possibly more important than the game effect. Consider removing something from the character that will
-affect them in interesting and unusual ways.
-
-Motive: Steal souls, gain power
-
-Environment: Highlands, mountains, and forests
-
-Health: 15
-
-Damage Inflicted: 6 points
-
-Movement: Long
-
-Modifications: Speed defense as level 6 due to quickness and agility
-
-Combat: Cat sidhes can attack with their claws for 6 points of damage, but they much
-
-prefer to engage from a long distance, using their unique ability to cast curses that steal part or all of a victim's
-soul. They may attack a foe using the following types of soul-stealing curses. Characters who succeed on an Intellect
-defense roll resist the effect, but take 1 point of Intellect damage due to the effort. If someone can read the symbol
-on the cat's chest and pronounce it, they gain +1 Armor against the cat's attacks.
-
-Falter. Removes a favored part of the creature's personality, such as their sense of humor, courage, or kindness. The
-creature doesn't forget that they had that part of their personality; they just can't remember how to access it again.
-All social interactions are hindered.
-
-Fester. Replaces a piece of the character's soul with an idea, false memory, or thought that, once placed, grows into
-something insidious and dangerous inside them. The character takes no damage at the time, but each time they make a
-recovery roll, they take 2 points of Intellect damage.
-
-Forget. Removes something from the creature's memory, such as all nouns (including their own name), a loved one's face,
-their current purpose, an ability, or a skill. This inflicts 3 points of Intellect damage and causes the character to
-forget the specific thing.
-
-Interaction: Having once been witches, cat sidhes are smart, cunning, and dangerous. Most have no interest in
-conversations or bargains, unless they are injured in some way. They
-
-can, however, sometimes be distracted from their purpose of stealing souls by riddles, music, and children's games.
-
-Use: A cat sidhe stalks a forest where the characters are passing through on their way elsewhere. Someone sends the
-characters to capture a "lost" cat, which turns out to be a cat sidhe.
-
-Loot: When a cat sidhe dies, it disappears, leaving behind only the once-white symbol on its chest in the form of a
-medallion.
-
-GM intrusion: The cat sidhe yowls, causing a second cat sidhe to appear from hiding
-
-Satyr 5 (15)
-
-These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic
-creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often
-relying on tricks and lies, or on alluring music they play on pipes.
-
-Motive: Play tricks, gather treasure, fulfill desires
-
-Environment: In woodlands where other faerie or mythological creatures are found
-
-Health: 18
-
-Damage Inflicted: 6 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7
-
-Combat: Satyrs usually carry spears that they can use in melee and against foes within short range.
-
-Satyrs can also create magical effects by playing their pipes as an action, which can either bolster allies or harm
-enemies.
-
-Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn dancing and
-leaping. Attacks made against affected targets are eased by one step.
-
-Feral Overture: An ally within short range is infused with magic. One attack it makes on its next turn is eased by one
-step, and if it hits, it inflicts +3 damage.
-
-Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking
-one of its allies.
-
-Interaction: A satyr is always willing to start negotiations, but is prone to lying and exaggeration. Offering excessive
-libation, food, and other treasures is the only way to ensure a satyr remains honest, if only for a short period.
-
-Use: Strange piping music in the forest lures away young men and women from a nearby community. The elders say a
-charismatic cult leader has set up in the woods, and clouds the minds of all who come near.
-
-Loot: A satyr is likely to carry
-
-GM intrusion: If the character fails an Intellect defense task, they think of the satyr as a good friend for up to one
-minute or until they can escape the mental effect.
-
-Snark 7 (21)
-
-The snark is unimaginable. It is a Boojum, you see. An agony in eight fits. Part snail and shark and bark and snake and
-snarl. It has feathers that bite, claws that catch, and jaws that snatch. It softly and suddenly vanishes away, never to
-be met with again. It smells of the will-o-wisp, sleeps late in the day, and breathes fire when it finds something funny
-(which is nearly never).
-
-Motive: Unfathomable
-
-Environment: Upon islands filled with chasms and crags, near bathing machines, and around those whose coats are too
-tight in the waist Health: 21
-
-Damage Inflicted: 5 points
-
-Armor: 2
-
-Movement: Short when moving perpendicular; long when moving sideways
-
-Modifications: Invisibility, shapeshifting, confusion, and mimsy as level 8
-
-Combat: Inflicts 5 points of damage with biting feathers, catching claws, and snatching jaws. Also blows out a stream of
-fire that can light a match or inflict 3 points of damage to everyone in close range.
-
-Interaction: Not recommended.
-
-Use: The characters are given the impossible task of hunting a snark. Whether or not they actually find one, they have
-grand adventures along the way.
-
-Loot: The frabjous joy of catching the impossible, improbable, unimaginable snark.
-
-GM intrusion: Everything about the snark is a GM intrusion.
-
-Wolf, Big Bad 8 (24)
-
-The Big Bad Wolf (just call him the Wolf, for he is truly the only one worthy of that title) is a beast of near
-immortality, kept alive by the legends that swirl around him, the constant stream of terrorizing tales. Once the stalker
-of the woods, now he stalks the streets and towns, no longer staying to the shadows, no longer merely hunting girls and
-grandmothers. As his reputation has grown, so has his appetite. He hungers. He swallows worlds. He will not be
-contained.
-
-Motive: Hunger
-
-Environment: Woods, cities, behind you
-
-Health: 30
-
-Damage Inflicted: 8 points
-
-Armor: 1
-
-Movement: Long
-
-Modifications: Hunting, seeking, and sneaking as level 9
-
-Combat: The Wolf 's bite does 8 points of damage. Additionally, he has a variety of abilities that he may use.
-
-What Big Ears You Have: Can track and hear his prey up to a mile away. Tracking ignores all cloaking abilities,
-including magical ones.
-
-What Big Eyes You Have: Mesmerizes his victims for two rounds, convincing them that he is a friend and that they should
-do what he suggests.
-
-What Big Teeth You Have: Swallows his victim whole, holding them in his belly. It's a level 8 Speed or Might defense
-task to avoid being eaten whole. Captured characters can attempt to cut themselves free, which requires three successful
-attacks.
-
-Huff and Puff: Exhale creates a wind so strong it can knock over foes, trees, and even houses. Inflicts 6 points of
-damage to everything within long distance, and knocks most things prone. Once the Wolf uses this ability, he can't use
-it again for three rounds.
-
-Interaction: Despite his constant hunger and his gnawing need to swallow the world, the Wolf makes an interesting ally
-(provided that he's well fed at the time) for he is smart and cunning, and has myriad tricks for moving through the
-world.
-
-Use: The Big Bad Wolf is a great character to introduce into a modern fairy tale game. Imagine his new iteration as an
-urban legend, spreading through the internet.
-
-GM intrusions: The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and
-that person calls for help from out of the Wolf's mouth.
-
-### CRAFTED (CREATURES)
-
-Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like
-Pinocchio,
-
-the Iron Giant, Edward Scissorhands, the Gingerbread Man, and the Tin Man.
-
-Gingerbread Creatures
-
-Gingerbread creatures can take any shape and form, but are most often humans, dogs, or dragons. Typically crafted and
-brought to life by witches and enchanters, gingerbread creatures tend to remain loyal to their creators, even if they
-are treated poorly.
-
-Level 2, Speed defense as level 4 due to quickness; when touched or eaten, some gingerbread creatures release a sweet,
-slow poison that inflicts 1 point of damage each round for 1d6 rounds.
-
-Geppetto's Children
-
-Made of wood and wishes, Geppetto's children are everywhere in the world. They go through a number of life stages,
-starting as wooden puppets and eventually becoming real humans. No matter what stage they're in, they're nonstop sources
-of destruction and chaos.
-
-Level 4; Armor 1; have a passion for creating, collecting, and using cyphers, particularly detonation cyphers
-
-Virgilius's Copper Dogs
-
-Once the loyal companions of Virgilius the Sorcerer, this pack of dogs now runs feral. Despite being created through the
-power of magic, they despise anything that stinks of magic and attempt to bring it down.
-
-Level 5; Armor 2
-
-Tin Woodman 7 (21)
-
-Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman's story is a sad one. His beloved axe
-was enchanted by a wicked witch in order to keep him from his other true love (it's a long story, but suffice it to say
-that witches who are wicked do wicked things). His beloved axe turned on Nick Chopper, taking off one limb after
-another. A tinsmith kindly replaced Nick's missing body parts (except his heart) with tin prosthetics, but eventually
-nothing was left of the original human and he became the Tin Woodman.
-
-Note that the Tin Woodman will never tell you this story himself, for he has no heart and seeks only revenge: revenge
-upon the witch who cursed him, upon the tinsmith who did not replace his heart, upon the rain that rusts him. Someday,
-he will find all the original parts of himself, no matter who they belong to currently, so that he can return to his
-original form.
-
-Motive: Revenge, find his original body parts
-
-Environment: Anywhere
-
-Health: 21
-
-Damage Inflicted: 4 points
-
-Armor: 4
-
-Movement: Short; immediate if rusted Modifications: Speed defense as level 5 due to rust
-
-Combat: Inflicts 7 points of damage with his enchanted axe.
-
-Interaction: The Tin Woodman is singularly focused, and cares only about clues that lead to revenge or his original body
-parts. He does not eat, drink, or sleep, and often comes across as frantic and frenzied.
-
-Use: The PCs are hunting the same foe that the Tin Woodman is, and either they join together, or the Tin Woodman tries
-to prevent them from reaching the foe before he does.
-
-Loot: Enchanted axe
-
-> Enchanted axe (artifact): level 7; inflicts 7 points of damage; can be activated to move a long distance away from the
-> wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)
-
-GM intrusion: A character's weapon gets caught in the Tin Woodman's metal body, pulling the weapon out of their hands.
-
-Death 10 (infinite)
-
-Death goes by many names, takes many forms, and has only one purpose: to make all equal in the end. Death is often an
-unwanted visitor—taking the life of someone who is not ready to go—but just as often, they come to those who are ready.
-To them, Death is a most welcome, the most welcome, guest of all.
-
-While some see Death as evil, they are not inherently so, no more than the cougar hunting the hare for dinner. In fact,
-they are the great equalizer, raising paupers to kings and kings to common people.
-
-Death is ancient, but not old. Wise, but not all-knowing. Brilliant, but not perfect. Death is also, very often, bored.
-They have seen everything, heard everything, and done everything that it is possible for an immortal being to do, and
-some days they feel sure they will never experience anything new or interesting again. But still, they try, taking on
-new guises, hiding themselves away, even traveling to distant stars and moons before their duties and obligations once
-again pull them to return.
-
-If Death appears at the foot of a person's bed, that person can recover if the proper steps are taken. If Death is at
-the head of the bed, almost nothing can be done to save the victim, beyond an impossible bargain.
-
-Motive: To do their duty and make everyone equal
-
-Environment: Everywhere and anywhere
-
-Health: ∞
-
-Damage Inflicted: Death
-
-Armor: Immune to all harm
-
-Movement: Variable depending on their form, but Death can move instantaneously almost
-
-anywhere that they desire
-
-Modifications: Seeing through trickery, deception, or bargaining as level 8
-
-Combat: Death kills. They kill any number of ways, depending on their mood, what's at
-
-hand, and how they believe the person should leave their life. Thankfully, death only comes for someone when their time
-is up.
-
-Still, it's not considered wise to provoke or challenge Death to physical combat, for there is only one outcome: a
-single attack from Death kills the victim (except in the rare case where the victim has protection against death, such
-as with one of Death's candles).
-
-Interaction: Death cannot be hurt and cannot be killed, but they can be bargained with, bet against, and sometimes
-tricked. More rarely, they have even been known to lose a bargain or be captured for a short period of time.
-
-Use: Bargaining with Death is a potential way to achieve an impossible task or gain a very rare item, but of course it
-always comes with a price (usually an earlier death for the bargainer or someone else). Death is always looking for
-something interesting going on, and may appear just to spend time with the characters if they're engaged in an
-intriguing activity.
-
-GM intrusion: Death mistakes a character for someone else.
-
-### OF EARTH AND STONE (CREATURES)
-
-Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are
-made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in
-important ways, such as the way in which the minotaur is part of its maze or the way that dwarves have a unique
-connection to mountains.
-
-Because the archetype of earth beings covers a broad range of creatures, there is no general entry for an earth being.
-
-Dwarf: level 4; Armor 2; mining pick inflicts 4 points of damage; beards provide magical abilities such as finding
-treasure, enabling flight, shapeshifting, and turning invisible. Cutting a dwarf's beard off or learning their name
-provides an asset on all interactions with that dwarf.
-
-Feral tree: level 3; Armor 3; no movement; lashing branches attack up to three characters as a single action; on a
-failed Might defense task, the characters are held in place until they can escape.
-
-Troll: level 6; claws inflict 7 points of damage and grab victim until they can escape; grabbed creature takes 10 points
-of damage per round; troll regains 3 points of health per round.
-
-Erlking 6 (18)
-
-This vaguely humanoid creature is an animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt.
-It wears a crown of oak leaves and a cloak of mist.
-
-Its eyes are knotholes, and its hands are sharpened twigs. An erlking is a greedy spirit of hunger deemed Unseelie by
-the faerie nobility of that wild and wicked realm. Erlkings love to hunt and eat children, who are particularly
-susceptible to the promises and glamours that the creatures spin.
-
-An erlking is a former noble stripped of title, lands, and even form,
-
-and exiled into the night for crimes unimaginable in their cruelty. An erlking's victims are found in the cold sunlight,
-pale and bloodless, with their vital organs nibbled out.
-
-Motive: Hungers for flesh and to reclaim stripped titles
-
-Environment: Almost anywhere wooded at night Health: 27
-
-Damage Inflicted: 6 points
-
-Armor: 4
-
-Movement: Short; immediate when burrowing
-
-Modifications: Stealth tasks as level 7
-
-Combat: An erlking prefers to attack from hiding, and whisper a child or other creature
-
-within short distance from their bed out into the night if the victim fails an Intellect defense task. An affected
-creature remains under the erlking's spell for up to an hour or until attacked or otherwise harmed.
-
-When it attacks physically, an erlking can attack three times on its turn with root tendrils. A target hit by a tendril
-must also succeed on a Speed defense roll or become grabbed until they escape. The erlking automatically inflicts 6
-points of damage on each grabbed creature each round until they succeed on a Might-based task to escape.
-
-Silvered and cold iron weapons ignore an erlking's Armor. If an erlking's remains are not burned or otherwise destroyed,
-it will sprout and grow a new body from its corpse within a day.
-
-Interaction: An erlking may negotiate if creatures have something it wants, or if targets are armed with silvered or
-cold iron weapons.
-
-Use: An erlking is active only by night; by day, it hides beneath a mound of weedy earth indistinguishable from the
-surrounding terrain.
-
-GM intrusion: A character surprised by an erlking in the darkness must succeed on an Intellect defense task or lose
-their next action as they faint, run screaming, or stand paralyzed in terror.
-
-Minotaur, the 7 (21)
-
-The most famous minotaur is the Minotaur, the singular beast from which all lesser minotaur myths descend. The product
-of a god-cursed union between human and bull,
-
-the Minotaur is monstrous, and only the flesh of people can nourish it. It is usually lost
-
-in a labyrinth created to contain it. But it occasionally gets free to hunt the wider world before the labyrinth pulls
-it back. Some demigods claim to have slain the Minotaur, but the Minotaur always returns.
-
-Motive: Hungers for flesh
-
-Environment: Usually in mythological labyrinths, but sometimes metaphorical ones Health: 33
-
-Damage Inflicted: 10 points
-
-Armor: 3
-
-Movement: Short
-
-Modifications: Breaking through barriers as level 9
-
-Combat: The Minotaur attacks by goring foes on its horns, inflicting 10 points of damage
-
-on a successful attack. If the Minotaur charges a short distance, it can attack as part of
-
-the same action and inflict an additional 5 points of damage.
-
-The Minotaur is trapped by the labyrinth, but also part of it. Whenever a character attacks
-
-the Minotaur, they must succeed on an Intellect defense task or be claimed by the labyrinth themselves until they can
-escape with a successful difficulty 7 Intellect task. Those claimed by the labyrinth seem to disappear and find
-themselves wandering a dark maze. Once a character successfully escapes, they are no longer subject to being claimed by
-the labyrinth for several days.
-
-If killed, the Minotaur's body is claimed by the labyrinth. Thirty-three days later, the Minotaur is resuscitated.
-
-Interaction: The Minotaur can speak, but usually chooses not to. It is belligerent and cruel, and always hungry.
-
-Use: The Minotaur has escaped the labyrinth and now wanders the narrow streets of a metropolis, treating the winding
-alleys and twisting roads as its new maze.
-
-GM intrusion: The Minotaur smashes into the wall, causing a section of the tunnel or hallway to collapse on the
-character(s), inflicting 10 points of damage and trapping them until they can escape the rubble
-
-Enchanter 5 (15)
-
-Enchanters include magic-users of all genders. They may choose to call themselves wizards, sorcerers, mages, or
-diviners, depending on their strengths, abilities, and desired reputations.
-
-Enchanters usually take great pride in their appearance, including their outfits, accouterments, and equipment. They
-often incorporate living or dead elements of dangerous creatures, such as spiders, snakes, crocodiles, and dragons, into
-the objects that matter to them. Additionally, they may imbue objects with powerful magic.
-
-Enchanters can use long-lasting or even permanent versions of their magical abilities, but doing so usually requires
-minutes or hours of time.
-
-Most enchanters have one or more apprentices or helpers, typically animals that have been made human temporarily or
-humans who are in the service of the enchanter until some debt of theirs or their family's has been paid.
-
-Sorcerer's Apprentice: level 3
-
-Motive: Control magic, power
-
-Environment: Everywhere, particularly in places where magic is present and powerful Health: 20
-
-Damage Inflicted: 5 points
-
-Armor: 2
-
-Movement: Short
-
-Modifications: Using and controlling magic as level 7
-
-Combat: Magical weapons and artifacts (such as a whip made of living snakes, a staff with a
-
-biting wolf's head on top, or a sword that acts of its own accord) do 5 points of damage. Additionally, an enchanter may
-employ a number of magical abilities, including the
-
-Following:
-
-Animate: Takes any material (such as wood or stone) and turns it into an animate level
-
-4 creature. The creature has a mind and will of its own, and acts just as that type of
-
-creature would act if it were born instead of created.
-
-Blood to Stone: Turns living creatures into stone, or immobilizes them in their current form. Breaking free is a level 6
-Might task.
-
-Enchant: Imbues a normal object with a magical power. The object works under the
-
-enchanter's command, and does as the enchanter asks of it. For example, an enchanter might imbue a foe's weapon and
-force it to attack the foe, or they might imbue a door and have it close tight against incoming dangers.
-
-Endless Passage: Creates an endless series of thick spiderwebs, invisible barriers, rings of flame, or other hurdles
-across an entrance, exit, tunnel, or passage. Every time one of the hurdles is broken, another forms. Characters'
-movement is halved while going through the endless passage, and they take 2 points of Intellect damage each round.
-
-Invisible: Turns anything (including themselves, others, and entire areas up to 30 feet by 30 feet \[9 m by 9 m\])
-invisible for ten minutes. It's a level 6 Intellect task to be able to see something that has been made invisible.
-
-Persuasion: Convinces all victims in long range that what they believe is not real or that what is false is real.
-Sometimes this ability just affects others' minds, creating a mental dissonance. Other times, the enchanter creates an
-illusion or other visible, auditory, and tactile element that persuades a character to believe everything they are
-
-experiencing. The effect lasts for ten minutes. Additionally, an enchanter may have one or more of the same abilities as
-a witch or a faerie.
-
-Interaction: For the characters, an enchanter may be a terrifying foe or a powerful ally. Enchanters are fickle, perhaps
-due to their close relationship with magic, and may change their loyalties on a whim or an imagined slight.
-
-Use: The characters need to have an object imbued, a person returned to life, or a curse undone, and they turn to the
-enchanter for help. The characters accidentally insulted
-
-the enchanter in some way, and now the enchanter is hunting them down to get revenge.
-
-Loot: Enchanters often protect their precious items with spells and magical locks (level 8). Behind those wards are 1d6
-cyphers, an artifact, and an elegant or interesting outfit.
-
-### ENCHANTERS OF THE WORLD
-
-Morgan Le Fay 9 (27)
-
-Morgan le Fay (also known as Morgen, Margain, Morgant, and various other names) is a powerful sorceress from the legends
-of King Arthur. She has an unpredictable duality to her nature, with the potential for great good and great evil.
-
-Combat: Attacks with a variety of weapons, including a sword and staff. She also can use
-
-any of the following abilities: charm, enchant, glamour, heal, invisible, persuasion,
-
-protect, revive, seduce, and shrivel.
-
-Interaction: Morgan le Fay is fickle and enigmatic, and rarely reveals her purposes. If she
-
-agrees to help the characters in some way, it's absolutely because she has a higher goal
-
-in mind.
-
-Use: The characters are stopped by a beautiful woman in the woods, who asks them to
-
-help her accomplish a great task. A powerful foe has brought Morgan le Fay into his confidence, and she is helping him
-against the PCs.
-
-Oz, The Great and Terrible 5 (15)
-
-It is perhaps the greatest feat the Wizard of Oz ever pulled off to make everyone believe that he was not a sorcerer at
-all, but merely a ventriloquist and balloonist from some faraway land. He is, in fact, far more powerful than that, but
-prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious.
-
-Combat: Oz does not fight, but instead sends his army of green-whiskered soldiers forth.
-
-He may also use an artifact or spell to protect himself, hide himself, or flee. He can use
-
-the following abilities: enchant, invisible, persuasion.
-
-Green-whiskered soldiers: level 4; Armor 2; unloaded rifles deal 4 points of damage
-
-Interaction: Curmudgeonly and a bit of a humbug, but rarely with evil intent, Oz is likely to
-
-help those who ask, although he often fumbles things just to make a point.
-
-Use: The characters set off to meet the powerful ruler of a strange land. Or they encounter
-
-someone they believe is just a humble, simple man, but who instead turns out to be
-
-incredibly powerful.
-
-Loot: Oz has at least one artifact, as well as 1d6 cyphers.
-
-Virgilius the Sorcerer 7 (21)
-
-The most renowned of all the poet-sorcerers, Virgilius studies and uses the power of the written word to enhance his
-magical abilities. He keeps a black book, which is the source of his spells, and creates copper creatures to protect and
-defend him. He has a love of challenges, such as magician's battles, and seeks them out.
-
-Combat: Can use the following abilities: animate, blood to stone, enchant, endless passage. Interaction: Virgilius is
-quick thinking, wily, and full of interesting schemes. Those who
-
-entertain him for longer than a moment might find him a very useful ally. However, he is also driven toward revenge,
-particularly on those who attempt to publicly humiliate or shame him.
-
-Use: The characters enter into a battle of wits or wills, only to discover they're competing with Virgilius.
-
-Loot: Carries a black book
-
-> Black book (artifact): level 6; allows the user to cast animate, blood to stone, enchant, or endless passage. Casting
-> a spell from the black book costs 2 Intellect points and is an action.
->
-> Depletion: 1 in 1d6
-
-### FEY (CREATURES)
-
-In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
-boggarts, and goblins. There are so many types of fey beings in
-
-the world that it's nearly impossible to categorize them as just one thing, or to list them all. They do have a few
-characteristics in common, however. They are typically sentient, humanoid in form, connected to nature in some way, and
-magical.
-
-Angiks: Reanimated spirits of babies who died, typically due to hard winters, and who now haunt the living. At night,
-they turn into giant owls and prey on solitary travelers.
-
-Level 3; talons inflict 4 points of damage
-
-Changelings: Fairy children left in place of stolen human babies (and occasionally adults as well), typically raised
-among humans.
-
-Level 2; shapeshifting and knowledge of the fey world as level 4
-
-Nymphs: Supernatural beings (often female) associated with protecting a particular location or landform, such as a
-river, tree, or mountain.
-
-Level 3, stealth and positive social interactions as level 6
-
-Pixies: Benign and mischievous creatures that live near stone circles, tombs, and other burial grounds.
-
-Level 2, stealth and finding lost items as level 6
-
-Faerie 3 (9)
-
-In general, faeries (sometimes called fairies or fair folk) are humanoid in appearance, small in stature, and magical.
-They are associated with music, mirth, tricks, and taunts. Seeing one is an omen—hopefully, an omen of a silly song or
-the first appearance of an annoying new road companion (the very faerie sighted) flitting around, asking the questions
-of a curious four-year-old hyped up on sugar water and ice cream. Some faeries are tricksters, delighting in playing
-pranks and stealing clothing, equipment, or prized objects. And a few are malicious, luring travelers to their various
-dooms, making deadly deals, and forcing others into captivity.
-
-Not all faeries have wings, but those that do find many ways to use them to their advantage.
-
-Motive: Unpredictable
-
-Environment: Encountered alone or in a flutter of three to twelve, usually in forests Health: 12
-
-Damage Inflicted: 4 points
-
-Movement: Immediate; long when flying
-
-Modifications: Tasks related to performance and deception as level 5; Speed defense as
-
-level 5 due to size and quickness
-
-Combat: A faerie attacks by hurling sparkling magic dust at a target within short range. In
-
-addition, if a faerie is touched or struck by a melee weapon, more magic dust puffs away from the faerie and clouds the
-attacker, who must succeed on a Speed defense task or suffer the same amount of damage they just dealt to the faerie.
-Sometimes faeries wield tiny weapons, such as bows, spears, or swords; treat these as light weapons.
-
-A faerie can see in the dark, but it can also emit bright light (often colored) and appear as a glowing humanoid or an
-illuminated sphere.
-
-Faeries regain 1 point of health per round while their health is above 0 unless they've been damaged with a silvered or
-cold iron weapon.
-
-In addition to inflicting damage with their fairy dust and their weapons of choice, faeries have a number of curses and
-abilities at their disposal. These include the following:
-
-> Animal Friend: Most faeries can communicate with animals, and a few can even summon animals within long range for help
-> and protection. Some faeries can also grant others the ability to communicate with animals, but only for a day.
->
-> Charm: Some faeries can attempt to use a song or light display to charm others within short range. The target must
-> succeed on an Intellect defense task or fall into a suggestible state for one hour. During this period, the target can
-> be led by the faerie until attacked, damaged, or shaken from their glamour.
->
-> Clairvoyance: The faerie grants someone the ability to see the future, the past, faeries, or one of the hidden faerie
-> worlds. This gift lasts for one day, or until the character makes a ten-hour recovery roll.
->
-> Heal: The faerie heals themselves, a plant, a creature, or another character for 1d6 + 2 points of damage.
->
-> Illusion: Powerful faeries can cast elaborate and convincing illusions that make them and their worlds appear more
-> appealing and beautiful. Illusions can cover up to a mile in area. Seeing through the illusion is a task equal to the
-> faerie's level and lasts for ten minutes. After that, the viewer reverts to seeing the illusion and quickly forgets
-> that they saw anything else.
->
-> Invisibility: Makes the faerie invisible to most eyes. Seeing, hearing, or sensing a faerie when it's invisible is a
-> task equal to the faerie's level. A failed attempt to see a faerie causes the viewer to see something that harms their
-> mind, inflicting 1 point of Intellect damage.
->
-> Vortex: A defensive tactic where one or more threatened faeries use their wings to create a strong gust of wind,
-> tornado, or vortex. The wind pushes their foes back a long distance and inflicts 2 points of damage.
->
-> Faeries have a wide variety of weaknesses, including silver, iron, technology, sugar and salt (they must count each
-> grain), and cream (intoxicates them). But not all faeries have the same weaknesses, and some may not have any.
-
-Interaction: Faeries are mercurial creatures, but except for the malicious ones, they can be negotiated with, especially
-if offered sweets, wine, cream, or other gifts. That said, faerie attention spans are limited, so even one that means
-well could end up leaving the PCs in the lurch at just the wrong moment.
-
-Use: The characters come upon an injured faerie, who promises to grant them their deepest wish if they agree to help it.
-They must decide if they believe the faerie speaks true, or if it's a trap.
-
-Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times
-larger on the inside and could contain expensive items or cyphers.
-
-GM intrusion: A character accidentally does something to offend a helpful faerie, causing it to turn on them.
-
-Fairy Godmother 6 (18)
-
-Fairy godmothers are nearly always beneficent beings, typically acting as mentors, parents, or protectors, much like
-human godparents. The difference, of course, is that fairy godmothers have a great deal more magic at their disposal.
-
-Overall, fairy godmothers are kind, gentle, and loving to almost everyone, not just their godchildren. Of course, not
-all fairy godmothers are good at their roles—some may act out of their own interests and inadvertently (or purposefully)
-do harm to those they are supposed to protect. This is particularly true if they feel like they have not been given the
-respect they deserve, or have been offended in some way.
-
-And if you should harm someone they have pledged to protect? Beware, beware, for there is no wrath like that of a fairy
-godmother's.
-
-Motive: Protect their protégés, be respected
-
-Environment: Cities, towns, and anywhere someone is in need of assistance
-
-Health: 24
-
-Damage Inflicted: 6 points
-
-Armor: 2 (magical)
-
-Movement: Short; long when flying
-
-Combat: Fairy godmothers attack by shooting a stream of sharp-edged glitter up to a long
-
-distance from their magic wands (glitter gets into every nook and cranny, and thus ignores Armor). Fairy godmothers can
-bestow blessings upon their friends and allies, and curse their enemies.
-
-Fairy godmothers can cast any of the skills and abilities that faeries can cast, as well as a few that are specific to
-them, including the following:
-
-> A Little Luck: The fairy godmother blesses a character with luck, granting them the opportunity to reroll once in the
-> next day without spending XP.
->
-> A Little Misfortune: Despite the name, this is usually a beneficial spell. It is designed to give a nearby character
-> something to overcome so that they might grow stronger in temperament or stature. When this spell is cast, the
-> character receives a GM intrusion on their next action (no matter what their roll is) and receives 1 XP to give away
-> (but not one to keep).
->
-> Alteration: Can turn any creature within short range into a different creature (such as a mouse into a horse) and any
-> object into a similarly shaped object (such as a
->
-> Prophecy: Creates a prediction for the future of a single person. The prediction has a high chance of coming true, but
-> is not certain. (Prophecies work like GM intrusions that will take place in the future; the player can reject the
-> prophecy by spending an XP.) Not all prophecies are negative.
-
-Interaction: Interacting with fairy godmothers is usually a little frantic, frenzied, and full of "Bibbidi-bobbidi-boo!"
-If they like you, they're likely to prove a loyal, steadfast, and useful ally. If not, well, hopefully you like being
-turned into a horse, or worse.
-
-Use: Fairy godmothers make great lighthearted additions to encounters, particularly ones where the characters are
-preparing for a ball, a fight, or a big adventure.
-
-GM Intrusion: The fairy godmother's magic goes awry and a character is accidentally turned into a horse.
-
-Áine, Fairy Queen of Light an Love 9 (27)
-
-Áine is the fairy queen of summer and the sun, and is known by many names: the Fairy Queen of Light and Love, Bright
-One, Sun Goddess, and Sweetheart of the Fairies. She is a kind, true, and benevolent ruler, and is loved by nearly
-everyone. Known for making just and fair bargains with humans, she is often sought after for blessings and boons.
-
-Motive: To be just and true, to protect her realm
-
-Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the summer months.
-
-Health: 99
-
-Damage Inflicted: 12 points
-
-Armor: 5
-
-Movement: Short; very long when shapeshifted
-
-Combat: Áine rarely engages in combat herself, as she prefers to leave that role to her son
-
-Geroid and his army. However, if she's attacked or feels the need to defend her realm or someone in it, she will not
-hesitate to step in. She attacks using the power of the sun, focusing light into a narrow beam that inflicts 12 points
-of damage on the target.
-
-In addition, Áine has the power of chlorokineses—she can manipulate plants and flowers within very long range, causing
-them to grow to enormous proportions. She can use them as weapons that grab and hold multiple victims (level 7 Might
-task to break free) or that do damage via strangulation or thorns (7 points of damage). Any bees in the area act to help
-the queen.
-
-> Queen's bees: level 3; sting victims for 3 points of damage and paralyze
-
-them for one round
-
-She can also shapeshift into a red mare as she chooses. As a mare, she inflicts 6 points of damage with her hooves or
-bite, can become immaterial as an action (makes it impossible to successfully attack her, but she cannot attack in this
-form), and can move to a spot within long range instantaneously (does not require an action).
-
-Interaction: Just, true, and kind, Áine makes a powerful ally, provided that she does not feel that she or her realm are
-threatened. Those who wish harm on others or who she sees as malevolent in action or thought are more likely to
-
-find themselves on the wrong end of the Bright One's anger.
-
-Use: Characters who wish for something important in their lives to change may ask Áine to grant them a boon. She
-sometimes helps those in need without them asking for it (but, of course, only for a price). If the characters attend a
-fairy ball or feast, they may encounter Áine as an honored guest.
-
-Loot: Áine wears a crown of glass, but it is not visible unless she chooses it to be (she rarely does) or she dies. She
-carries little else, for she is a person of deeds, not items.
-
-GM intrusion: One of Áine's ardent followers believes a character is threatening their beloved queen.
-
-Gráinne, the Wayward Daughter 9 (27)
-
-Gráinne is the Fairy Queen of Hope and Despair, sometimes also called the Wayward Daughter, the Winter Queen, and Dark
-One. Gráinne is to the dark what Áine is to the light. This doesn't mean that Gráinne is evil, just that she represents
-what is good and bad in the world that is hidden in shadows, buried beneath the ground, and revealed at night. She has
-her own moral code, one that can work in the favor of those who are cunning and willing to look at the darkness of their
-own hearts.
-
-Motive: To honor the darkness, to protect her realm
-
-Environment: She shares a fairy realm with her sister, where she rules in winter. In the summer, she sleeps in the
-Sorrows, a belowground realm out of time and space.
-
-Health: 99
-
-Damage Inflicted: 12 points
-
-Armor: 5
-
-Movement: Short; long when flying
-
-Combat: Gráinne is a talented combatant, and seems to revel in having a foe who is a
-
-challenge to her. She carries a dark green crystal staff that emits a dark coil of reddish energy, which inflicts 12
-points of damage. Alternatively, she can send out a cloud of black smoke that deals 9 points of damage to all creatures
-in a short area. She also wears the Tiara of Pailis, a griffin-shaped tiara that allows her to fly. Gráinne has a
-variety of magical abilities at her disposal, including the following:
-
-Animal Communication: Gráinne has a special affinity with badgers and can ask them for help. When she calls them (as an
-action), a cete of eight large badgers appears. They act as two level 4 creatures; attacked beings must also succeed on
-an Intellect defense roll or be shapeshifted into a badger for one round.
-
-Oneirokinesis: Gráinne can infiltrate people's dreams to converse with them. As such, she might implant an idea in their
-heads (such as "I'm going to die tonight" or "I should go back home"). When the character wakes, they must succeed on a
-level 6 Intellect defense roll to shake the idea. Otherwise, they feel a strong need to act on it, and are hindered in
-any tasks that go against the idea (this lasts until they make their next recovery roll).
-
-Shadowmelding: Gráinne merges with shadows, making her nearly
-
-intangible. In this form, she cannot be injured by physical attacks, and her attacks inflict 8 points of Intellect
-damage on anyone whose body is darkened by her shadow.
-
-Interaction: For those who don't mind a little darkness and moral ambiguity, Gráinne makes a powerful ally.
-
-Use: The characters stumble into a fairy realm, only to be met by its just-woken guardian. Grieving characters may find
-the solutions and solace they seek in Gráinne's magic and power.
-
-Loot: Tiara of Pailis
-
-Tiara of Pailis (artifact): level 7; allows the wearer to fly a long distance each round (as an action). The wearer can
-control their speed, direction, and height. Depletion: 1 in 1d20
-
-GM Intrusion: A character's companion animal or mount is affected by Gráinne's animal affinity and falls under her
-power.
-
-Queen 6 (18)
-
-Ah, the Evil Queen. Ruler of the land, watcher in the mirror. Full of magic, utterly merciless, and sharp of tongue.
-Evil and wicked queens abound in fairy tales, from those who have no names and are remembered only for their evil deeds,
-to those whose names will never be forgotten: Queen Grimhilde, Maleficent, the Queen of Hearts, and the White Witch.
-These queens seek power for power's sake, not caring what destruction lies in their wake.
-
-Of course, not all queens are evil—just the ones you hear about most often. But they are all powerful in their own way,
-even if they are forced to hide it by their circumstances. While they too crave power, they seek it in order to protect
-their lands, their people, and their loved ones.
-
-Motive: Power
-
-Environment: Anywhere, but typically in cities and towns, where there are people to admire
-
-and fear them
-
-Health: 18
-
-Damage Inflicted: 4 points
-
-Movement: Short
-
-Combat: Queens almost always carry an artifact of great power, such as a staff, crown,
-
-mirror, or sword, that grants them unique abilities and skills.
-
-Queens often have familiars, such as ravens, who fight for or beside them. Most familiars can do 4 points of damage with
-an attack.
-
-Some queens may also be witches or fey creatures, and thus have the ability to use one or two spells and curses that
-witches and fey also use.
-
-Queen Grimhilde 8 (24)
-
-Perhaps best known for her attempts to kill Snow White through magic and poison, Grimhilde has other passions and
-talents as well. She seeks ways to make all beings obey her commands, starting with the huntsman who so stupidly and
-willfully deceived her so long ago.
-
-Environment: One of her many castles, the woods
-
-Armor: 2
-
-Health: 18
-
-Damage Inflicted: 4 points
-
-Movement: Short
-
-Combat: Her vulture familiars swirl about all foes in short range, knocking them prone
-
-and inflicting 4 points of damage. She can use the following witch abilities: glamour,
-
-imprison, and seduce.
-
-Vulture familiars: level 4
-
-Interaction: Grimhilde is cunning and devious, always hatching plans against those who
-
-harm her, who threaten to overshadow her, or who have caught her eye in some way.
-
-Use: The characters enter an area that is under Grimhilde's power and must face her wrath.
-
-Loot: She has a mirror mirror artifact, as well as 1d6 cyphers (often poison).
-
-The Red Queen 6 (18)
-
-The Red Queen has never once yelled "Off with her head!" In fact, she has never yelled. It's horrible manners, and
-besides, when you know how to wield power, you don't need all that noise and chaos. You need only whisper and be still,
-and everyone will politely fall quiet and listen.
-
-Environment: Polite dinner parties and social gatherings
-
-Armor: 1
-
-Combat: Prefers verbal sparring over the physical sort, and inflicts 3 points of damage with a single cutting remark or
-sharp-tongued retort.
-
-Interaction: The Red Queen is quite proper and chatty, the perfect host and the perfect guest. The only time she ever
-grows irate is when the subject of her sister, the Queen of Hearts, comes up.
-
-Use: While attending a party to steal something, the characters are caught by the Red Queen
-
-The Snow Queen
-
-The Snow Queen rules over the "snow bees"—snowflakes that look like bees. She keeps an ornate palace surrounded by
-gardens in the lands of permafrost, but she can be seen elsewhere in the world where snowflakes cluster. Most say she is
-cold, and they would be right. She has been part of the snow for so long that it's possible she no longer remembers
-warmth or kindness or love.
-
-Environment: Anywhere there is snow, ice, or winter
-
-Armor: 2 (from personal ice walls)
-
-Combat: Creates a snowstorm that blinds all foes in long range for three rounds; ice shards rain down upon all foes in
-long range, inflicting 2 points of damage; reindeer familiar inflicts 5 points of damage with her horns.
-
-Interaction: The Snow Queen is not evil—she just has forgotten what it means to be human, with human needs and human
-hearts (not that she was ever truly human, but that's a story for another time). She is willing to bargain if she
-understands what she gets out of it.
-
-Use: The Snow Queen guards the entrance to a place the characters need to enter.
-
-### OF WATER AND WAVES (CREATURES)
-
-Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
-areas of the world.
-
-Drowning Fairies: There are many types of creatures known as "drowning fairies," including Peg Powler, the Water Leaper,
-Fossegrim, and Jenny Greenteeth. These creatures typically dwell below or next to water and tempt, pull, or trick
-passersby into the water.
-
-Level 6, persuasion and creating illusions as level 7; can grab a creature in short range and pull them into and under
-the water and attempt to drown them (level 6 Might or Speed defense task to break free)
-
-Fuath: Fuathan are intangible spirits that dwell deep in the seas and oceans. They consider themselves protectors of
-these realms, particularly against fishermen and others who would damage the environment or creatures there. Fuathan
-have the power to make themselves visible, most often taking the form of humanoid creatures with green skin and the
-flowing mane and tail of a golden horse.
-
-Level 5, defense as level 7 due to intangibility; if they know a person's name, they can gain control over the person,
-forcing them to do their bidding for a short time
-
-Naiad: These water nymphs inhabit rivers, springs, waterfalls, and other bodies of fresh water. Typically appearing as
-beautiful young women with long limbs and flowing hair, naiads are considered protectors, for they guard their land
-fiercely. However, they are easily provoked and their wrath is fierce.
-
-Level 4; can cause water to boil, inflicting 3 points of heat damage on foes; can unleash flash floods that sweep all
-foes back a very long distance and inflict 2 points of ambient damage (ignores Armor)
-
-Cailleach 5 (15)
-
-Not actually a water spirit, but one who has made her peace with the sea in an eternal bargain, Cailleach once lived on
-land. Now she is a recluse deep in the ocean in the realm known as the Expanse of Halirane. She appears ancient, and in
-fact is much older than that. She shaves her head bald, wears dozens of shell earrings in each ear, and has a glass eye
-that allows her to see three views of the future. As part of her bargain with the sea, she can never return to dry land
-again, or she will lose all of her powers forever.
-
-Motive: To be left alone
-
-Environment: A home hidden inside a coral reef at the bottom of the ocean. Her home is a large dead whale that the sea
-magically preserves as part of their bargain.
-
-Health: 30
-
-Damage Inflicted: 6 points
-
-Movement: Short; very long when shapeshifted
-
-Modifications: Seeing through deceptions and lies as level 6, healing as level 8
-
-Combat: Cailleach has many abilities at her disposal, some of which come from the sea and
-
-others that come from her own magic. They include the following:
-
-Healing Pot: If she has the proper ingredients and takes a day to do so, Cailleach can brew a healing salve in her
-special pot. Depending on what she adds to the mixture, this salve can do one of three things: restore 10 Might points,
-move someone up one step on the damage track, or remove a curse (up to level 6).
-
-Reptilian Form: Cailleach takes the form of a reptile of any size. While in this form, she has +3 Armor and does 6
-points of damage with her bite, claw, or tail lash. In addition, she regains 3 points of health per round.
-
-Restore to Life: Putting her wizened pointer finger into someone's mouth can bring them back to life, but only if
-they've been dead for less than a day and only if she holds her finger there for exactly as long as they've been dead.
-After that, her finger falls off. It takes three days for her to regrow a new one.
-
-See the Future: Cailleach can use her glass eye to scry the future of an individual. She does so by first removing the
-eye, and then having the person hold it in their mouth until she asks for it back (sometimes this is for just a second,
-and sometimes it's for hours—it's hard to know if the variable length of time is part of the ritual or just her dark
-sense of humor). She typically sees three possible futures, and all of them have an equal chance of coming to pass.
-
-Wanton Destruction: As part of her agreement with the sea, Cailleach was given the power to control small parts of it at
-a time. She can create a whirlpool that catches up all creatures and objects within short range of its center and
-inflicts 5 points of ambient damage (ignores Armor).
-
-Interaction: Cailleach is a recluse and introvert whose deepest longing is to be left alone
-
-to increase her knowledge of magic. She also likes puzzles and games, and out of everything on land, she misses birds
-most of all (for interacting with, not eating). Those who bring her any of those items are likely to draw Cailleach out
-of her shell and have a positive interaction.
-
-Use: Cailleach can be a beneficial ally, particularly as a healer. She might also be convinced to help fight against an
-encroaching danger, especially if it's threatening her solitude and privacy.
-
-Loot: She typically carries a number of sea cyphers, and her home is filled with books, scrolls, and journals of all
-sorts.
-
-GM intrusion: The sea offers additional assistance to Cailleach's spells, increasing her damage or movement.
-
-Kelpie 6 (18)
-
-A sinister aquatic creature that takes the shape of a grey horse or white pony, the kelpie lures unsuspecting passersby
-and attempts to drown them in a nearby body of water.
-
-Some kelpies look just like horses. Others look as if they're created from elements of the swamp—maybe its tail is
-algae, its mane cattails, its eyes glowing pebbles or miniature moons. Maybe eels and snails and other creatures are its
-teeth or tongue. One thing about kelpies is always true: their manes are always dripping and their hooves are always
-inverted.
-
-If someone knows a kelpie's name and says it aloud, the kelpie loses all its power over that person and retreats to the
-depths of the water.
-
-Motive: Unknown
-
-Environment: Near or in rivers, streams, lakes, and other bodies of running or still water.
-
-Modern settings might find them near public or private swimming pools, koi ponds,
-
-and reservoirs.
-
-Health: 21
-
-Damage Inflicted: 4 points
-
-Movement: Very long when running
-
-Combat: When a passerby approaches, the kelpie might appear tame, a little lost, injured,
-
-or otherwise friendly and in need. Or, if the passerby appears weary or sad, the kelpie will offer a ride upon their
-back. The kelpie's sticky skin traps the rider (level 7 Might task to break free). Once the rider is seated, the kelpie
-may attempt to drown them in the lake, run so fast that the rider takes 5 points of Intellect damage from fright, or
-roll over on them, inflicting 4 points of damage (ignores Armor).
-
-Interaction: Not all kelpies are malevolent. Some were once "tamed" by someone who learned their names and loved them.
-These kelpies actively seek out human contact, attempting to find someone to replace the one they loved.
-
-Use: In the gloom, a large black horse appears, wearing beautiful tack and acting as if lost. It offers one of the weary
-characters a ride upon its back.
-
-GM intrusion: While dealing with something else, the characters come upon a kelpie in the process of drowning someone.
-
-The West Wind 9 (27)
-
-The West Wind has no master, no shackles, no chains. She goes where she will, and woe to those who try to capture or
-hold her. When she's not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue
-tuxedo, her short silver hair pushed back from her face.
-
-Not all winds are living creatures. Sometimes the wind is just the wind. But you won't know which is which until you try
-to talk with it.
-
-Motive: To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others
-
-Environment: Anywhere she wants to be
-
-Health: 40
-
-Damage Inflicted: 6 points
-
-Movement: Very long
-
-Modifications: Speed defense as level 10; sees through and resists trickery, lies, deceit, and intimidation as level 10
-
-Combat: Inflicts 6 points of damage to every creature and object she chooses within a very long distance, and knocks
-them prone.
-
-Interaction: Some say the West Wind is cold, but she's really just an introvert and prefers to spend most of her time
-traveling alone. However, she's actually very warm hearted and is likely to help those in need. She does not respond
-well to trickery, traps, or attempts to force her hand (unless they're terribly clever or smart, and then she admits
-grudging respect for the perpetrators).
-
-Use: The characters need the West Wind's help to travel somewhere, knock something down, or retrieve something from a
-hidden place. Someone needs an elegant date to a royal ball or a fairy festival.
-
-Loot: Sometimes the West Wind picks up interesting things on her travels. She may gift allies these items, including
-cyphers, artifacts, and even creatures.
-
-GM intrusion: The West Wind lifts a character high in the air and threatens to let them fall.
-
-Wind Children 4 (12)
-
-The children of the wind cannot be measured in known numbers, for they are here and there and everywhere. They are not
-born, so much as borne, by weather patterns, wishes, and wants. Dust devils, gales, and zephyrs are all wind children.
-
-Motive: See everything, know everything
-
-Environment: Everywhere there is weather, real or magic-made
-
-Health: 12
-
-Damage Inflicted: 4 points
-
-Movement: Long
-
-Combat: Inflicts 4 points of damage with an exhale. Alternatively, can knock a character prone for one round.
-
-Interaction: Interacting with wind children is a bit like interacting with a group of mischievous, precocious, and
-spoiled kids. However, they know many things, having been all over the world, and will often share what they know in
-exchange for new secrets or knowledge.
-
-Use: One of the PCs seeks information about a person, place, or thing. The characters need a surreptitious spy to gather
-information for them.
-
-Loot: Information, secrets, and possibly a cypher or two picked up during their travels.
-
-GM intrusion: The wind children grab something precious from one of the characters and start to play a game of "keep
-away" with it.
-
-Witch 5 (15)
-
-Witches are complex beings of myriad personalities, desires, and abilities. Sometimes they're the stuff of nightmares,
-with tales of their exploits keeping children safe in their beds during the darkest hours. Other times they're wise
-helpers—at least for a little
-
-while, or possibly for a price. Often, they're a little of everything, taking on no end of roles throughout their
-lifetime. They may isolate themselves deep in the dark woods, falsify their way into a royal family, or reside in the
-middle of town, hiding their identity.
-
-But one thing they are, always, is dangerous, for they carry within their hearts and heads knowledge, power, and
-magic—and a willingness to use all of them when necessary. Motive: Domination of others, power, knowledge, eternal life
-or beauty, hunger, revenge Environment: Almost anywhere, although most often alone in unique dwellings in the
-
-forest, in civilization as healers, or having infiltrated royal families
-
-Health: 21
-
-Damage Inflicted: 5 points
-
-Movement: Short; long if flying
-
-Combat: In addition to inflicting damage with their weapon of choice (often a staff or long,
-
-curved blade), witches can curse their enemies.
-
-They also have a number of spells and abilities at their disposal. These include the
-
-Following:
-
-Familiar: When attacked, a witch relies on the aid of their familiar to improve their Speed
-
-defense. The familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch's
-familiar is so shocking to a witch that their attacks and Speed defense are hindered for a few days. It's also a way to
-ensure that the witch never forgives their foe or grants mercy.
-
-Glamour: Glamour is an illusion that the witch creates. It may let them look like someone else, appear to be a tree or a
-bird, or even make them invisible. Seeing through the glamour is a level 8 Intellect task. A failed attempt inflicts 2
-points of Intellect damage. Once a character sees through the glamour, they cannot unsee it.
-
-Heal: The witch touches another creature and heals them for 6 points of damage. Some witches must pull health from
-another living being in long range in order to use this ability. Pulling health from a living being inflicts 2 points of
-damage on that being.
-
-Imprison: The witch creates a prison within long range and captures a foe inside it as a single action. The prison might
-be physical (a tower, a cage, a trap, a binding around the body) or mental (they can't move, their muscles are no longer
-under their control, they are afraid to move). Resisting being caught is a level 5 defense task (Might, Speed, or
-Intellect, depending on the type of imprisonment). If a character is caught, breaking free is a level 5 task (of the
-appropriate stat).
-
-Protect: Places a confinement spell to keep someone from going in or out of a location, building, or room. Those who
-attempt to pass through the spell but fail take 3 points of Intellect damage and are knocked back. Once the spell
-activates, it disappears.
-
-Revive: This rare and costly ability allows a witch to bring someone back to life, as long as they haven't been dead for
-more than a year. In order to accomplish this, the witch needs all or part of the body of the dead, a beloved object of
-the dead's, and the willingness of someone else to take on a curse that results from the magical working (roll on the
-Curse table to determine the resulting curse). Revive takes ten minutes to cast, and the character returns to life with
-1 point in all of their Pools.
-
-Seduce: Creatures within short range who fail an Intellect defense roll become enamored of the witch. Resisting the
-witch's persuasion attempts is hindered by two steps until the victim succeeds on an Intellect defense roll; each time
-they fail to resist the persuasion attempt, the witch's next persuasion attempt is eased by an additional step.
-
-Additional abilities: Witches might also have access to the witch abilities in the Cypher System Rulebook. These are
-charm, hexbolt, shrivel, and vitality. Some witches might have other magical abilities similar to those of enchanters.
-
-GM intrusions: The witch's familiar joins the fray, tripping up characters and hindering their actions.
-
-> Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact
-> or cypher and prepares to use it.
-
-### WITCHES OF THE WORLD
-
-Baba Yaga 9 (27)
-
-Baba Yaga (sometimes called Frau Trude) lives many lives and has many personalities. She is both one witch and many. She
-uses her magic to create a new version of herself each time her
-
-life takes a new branch, following all of them at once, becoming every version of herself that she might have been.
-
-Some versions of Baba Yaga are helpful. Others harmful. Some Baba Yagas live
-
-in the woods in a wooden hut that walks around on giant chicken legs, some
-
-fly through the sky in a giant mortar and pestle, and some guard any wild spaces that they have deemed important. Some
-capture and cook young children in a special stove. Some do all of the above.
-
-Combat: Baba Yaga can use the following abilities: heal, hexbolt, imprison, protect, revive, shrivel, and vitality.
-
-Interaction: It is almost impossible to know which Baba Yaga you have met until you look deep in her eyes (a level 7
-Intellect task). There, you might see a tiny flame, and in that flame, learn a bit about her life.
-
-Use: Baba Yaga has her long, bony fingers in nearly everything that happens. She might be behind the counter at the herb
-and potion shop, guarding the entrance to a cave full of treasure, or offering her services in breaking (or casting)
-curses.
-
-Loot: 1d6 cyphers, an artifact, and various other odds and ends
-
-The Blind Witch 5 (15)
-
-The Blind Witch is skinny and always hungry. She lives deep in the forest in a house made of confectionery, which allows
-her to catch, fatten, and eventually eat any children unlucky enough to get caught in her trap.
-
-Modifications: Cooking as level 6, deception and trickery as level 7, seeing through
-
-deception and trickery as level 4
-
-Combat: She can use the following abilities: charm, protect, and vitality. She is immune to visual effects, including
-hallucinations.
-
-Interaction: The Blind Witch can appear sweet and charming, and might play up her blindness and apparent frailty for
-sympathy.
-
-Use: Characters wandering the woods might come upon a candy house, and woe to them
-
-should they take a bite. A rescue mission could lead here.
-
-Loot: She usually has at least one magical animal in a cage, along with various children and
-
-even adults. Two or three cyphers can be found in her kitchen, along with her magic oven, which bakes children into
-gingerbread.
-
-Dame Gothel 5 (15)
-
-Sometimes taking the form of a young woman and sometimes an old one, Dame Gothel cares for one thing above all: her
-beautiful walled garden, the flowers and vegetables that grow inside it being the envy of all others. Unlike many other
-witches, she does not harm children and in fact has been known to protect them, at least as long as they are innocent of
-wrongdoing.
-
-Modifications: Gardening and potions as level 6
-
-Combat: She can use the following abilities: heal, imprison, protect, and shrivel.
-
-Interaction: Dame Gothel is an introvert who mostly desires to be left alone, and woe be
-
-to those who invade her space in any way, for she has a deep sense of right and wrong and a penchant for revenge upon
-those who cross her. However, she has been known to help those seeking aid, and is particularly skilled in using what
-she grows in her garden to aid her magic.
-
-Use: The characters need a concoction to heal someone, remove a curse, or help them get pregnant. The characters
-accidentally trespass on Dame Gothel's space.
-
-Loot: Various plants, potions, and cyphers
-
-The Sea Witch 6 (18)
-
-Living in the darkest depths of the sea, the Sea Witch is dangerous, wily, persuasive, and scheming. She is best known
-for brewing up life options—for a price. If you want what she's got (and she's got everything), you bring her what she
-wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won't miss them . . .
-
-Modifications: Persuasion, intimidation, coercion, and swimming as level 8
-
-Combat: She can use the following abilities: charm, familiar (water snakes), glamour, imprison, protect, seduce, and
-shrivel.
-
-Interaction: The Sea Witch will always make a bargain, take a bet, gamble all she's got on
-
-the downtrodden and woe-be-gotten. Not because her heart is big, but because she makes sure that the house—that's
-her—always wins.
-
-Use: The characters need a potion, a spell, a curse, or any other bit of magic, large or
-
-small, and the Sea Witch will find a way to put it in their hands and let them walk away
-
-thinking they've come out ahead. At least until she comes to collect.
-
-Loot: A chest full of gifts and winnings from lovers, fawners, and those who should have known better, including 1d6
-cyphers and two artifacts.
-
-The Wicked Witch of the West 5 (15)
-
-With her three pigtails and diminutive stature, it would be easy to write off the Wicked Witch of the West as a
-nobody—and many have—but her power lies in the creatures that work for her and in her vast and growing collection of
-magical footwear.
-
-She can see up to 2 miles (3 km) away with her single eye, and wears galoshes that give her +2 Armor against water and
-liquid of all kinds.
-
-Modifications: Tasks involving water and the dark as level 3
-
-Combat: She carries an umbrella that acts as a heavy weapon, and she can use the following abilities: familiar (pack of
-wolves, swarm of bees, flock of crows, and an army
-
-of flying monkeys), hexbolt, imprison, protect, and shrivel.
-
-Interaction: She is volatile in nature and quick to anger. However, she can also be a bit cowardly, and will likely back
-down in a confrontation (only to send her hordes of magical animals out afterward to do her dirty work).
-
-Use: The characters need to find galoshes of fortune and decide to steal a pair from the Wicked Witch of the West.
-Perhaps they need to make it through the land she presides over and must find a way to get her approval.
-
-Loot: Whatever shoes she's wearing (which are very likely an artifact).
-
 ### NPCS
 
 ### MODERN MAGIC NPCs
@@ -66816,359 +54597,6 @@
 Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
 lucky enough to have an artifact (usually a weapon or armor).
 
-### THIEF 4 (12)
-
-A thief takes things that don't belong to them—preferably with their victim remaining unaware of the crime until the
-thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan
-elaborate heists to steal priceless items from prominent targets.
-
-Motive: Greed, curiosity, risk
-
-Health: 12
-
-Damage Inflicted: 4 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5
-
-Combat: Thieves prefer small concealable weapons—knives, batons, and so on—so they can quickly make themselves look like
-an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and
-smoke pellets to distract or delay foes and give themselves an opportunity to get away. They aren't above using poison,
-typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task.
-
- Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
-like to know the risks and rewards of what they'll be doing, and they don't like surprises.
-
-Use: A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A gang of
-pickpockets targets a character's jewelry or cyphers.
-
-Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a
-cypher they plan to use or sell.
-
-### HORROR NPCs
-
-Cannibal 3 (9)
-
-A cannibal is someone who has decided that eating other people is not only necessary but desirable. Whether this
-decision was forced by circumstance or made out of some secret, maladaptive urge, cannibals are dangerous because they
-hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That's when a
-cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations.
-
-Motive: Hungers for human flesh
-
-Health: 12
-
-Damage Inflicted: 5 points
-
-Movement: Short
-
-Modifications: Deception, persuasion, intimidation, and tasks related to friendly interaction as level 6
-
-Combat: Cannibals use whatever weapon is at hand. They usually don't attack unless they can surprise their prey. When
-cannibals have surprise, they attack as level 5 creatures and inflict 2 additional points of damage.
-
-Interaction: Cannibals seem friendly and charming until they decide you are for dinner. Use: Characters looking for a
-place to sleep, hide, or stay for the night are invited in by one
-
-or more cannibals—perhaps an entire family of them.
-
-Loot: A cannibal has currency equivalent to a very expensive item and possibly a cypher.
-
-GM intrusion: The cannibal reveals a severed and gnawed- upon body part of a previous victim. The character must succeed
-on an Intellect defense task or be stunned and lose their next turn.
-
-Mad Scientist 4 (12)
-
-A mad scientist is someone who delves into areas of science best left unexamined, abandoning ethics and pushing for what
-can be created without asking if it should be.
-
-Motive: Understanding and exploiting reality
-
-Environment: Usually in a lab
-
-Health: 15
-
-Damage Inflicted: 7 points
-
-Movement: Short
-
-Modifications: Defends as level 6 due to a gadget (or cypher); knowledge of advanced
-
-science as level 7
-
-Combat: Mad scientists are usually accompanied by security guards, robots, zombies, or
-
-some other appropriate creature. A mad scientist can attempt to take command of an enemy's technological device (armor,
-a weapon, a cypher, a robot, and so on) within short range for up to one minute using a handheld device.
-
-Mad scientists usually have access to a long-range energy or high-velocity weapon that inflicts 7 points of damage. They
-often carry manifest cyphers that increase Armor, confuse opponents' senses, or transform themselves into a form that
-eases all their actions by two steps.
-
-Interaction: Mad scientists are narcissistic and love to monologue about their work. They negotiate but usually are
-sociopathic and don't care about other people. Some are filled with self-loathing but too far gone to feel they can
-change.
-
-Use: Blackouts and strange noises have been traced to a location found to hold a secret lab where a scientist is
-creating something amazing and monstrous.
-
-Loot: Mad scientists have a few manifest cyphers and possibly an artifact.
-
-GM intrusion: The mad scientist produces a gadget or cypher that proves to be the perfect answer to a dilemma at hand.
-
-### FAIRYTALE NPCS
-
-The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
-fairy tales.
-
-From General to Specific: While the NPCs listed here are general types, such as crafter and robber, it's easy to turn
-them into specific characters from common and well-known fairy tales. For example, with a little tweaking, you can turn
-a generic tailor into the tailor from The Brave Little Tailor. Just give the crafter NPC a banner that says "SEVEN WITH
-ONE BLOW" and embrace a jaunty, overconfident nature, and you have the titular character.
-
-Health, Not Pools: Remember that NPCs don't have stat Pools. Instead, they have a characteristic called health. When an
-NPC takes damage of any kind, the amount
-
-is subtracted from their health. Unless described otherwise, an NPC's health
-
-is always equal to their target number. Some NPCs might have special reactions to or defenses against attacks that would
-normally deal Speed damage or Intellect damage, but unless the NPC's description specifically explains this, assume that
-all damage is subtracted from the NPC's health.
-
-Naming Your NPCs: You might have noticed that in fairy tales, many characters —especially those of the lower or working
-classes—don't have a name beyond their title, position, or profession (or sometimes their marriage status). "The
-Woodcutter," "the Tailor," "the Baker's wife," and so on. While you could follow suit and just call your NPC "the
-Woodcutter," most player characters are going to ask that person their name. It's likely to break immersion if you throw
-in a modern name, or if the NPC tries to explain that they don't have one, they're just called "the Woodcutter." And if
-you call them all Jack, then no one (including you) will remember which one is which. Consider coming up with a list of
-names ahead of time so that you're always ready to give players something to call a new walk-on character.
-
-Aristocrat 4 (12)
-
-Aristocrats are not quite high royalty—they are not kings or queens, nor even princes and princesses—but they are those
-with money and power enough to wield in dangerous or glorious ways. Knights and barons are typically aristocrats, as are
-characters like Bluebeard and Mr. Fox. Some aristocrats, such as knights, may only want to do good and protect the
-things that matter to them. Others, of course, prefer to use the darker side of their privileged position.
-
-Motive: Money, power, marriage, take who or what they want, protect what they care about Environment: Typically in
-cities and towns, occasionally off by themselves in large castles and manors
-
-Health: 12
-
-Damage Inflicted: 5 points
-
-Armor: 2
-
-Movement: Short
-
-Modifications: Social engineering, persuasion, intimidation, and lying as level 6
-
-Combat: Many aristocrats have had training in combat maneuvers, as is appropriate to their station. Others may wield
-knives, scalpels, or butcher's tools with precision.
-
-Interaction: Interaction with an aristocrat often starts out positive—after all, it is delightful to be in the glow of
-someone so charming and powerful. For some, the interaction remains positive. A knight is just a knight. For others, a
-sense of unease begins to settle in after a time, as if there's something not quite right behind the facade.
-
-Use: An aristocrat is about to marry and someone is worried about the safety of their future spouse. A knight is
-outmatched by a dragon or other strong opponent and seeks someone to come to their aid.
-
-Loot: Most aristocrats have currency equal to a very expensive item, in addition to fine clothes or medium armor,
-weapons, and miscellaneous items.
-
-GM intrusions: The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders.
-
-Child 1 (3)
-
-Children play the roles of urchins, siblings, daughters, sons, waifs, servants, royal family members, child brides, and
-more.
-
-Motive: Seeking safety, comfort, money, or food; play; bringing joy
-
-Environment: With their families, or lost in the world trying to find their way. Sometimes in
-
-the employ or care of someone who has found them, stolen them, or otherwise become
-
-their guardians, caretakers, or keepers.
-
-Health: 3
-
-Damage Inflicted: 1 point
-
-Movement: Short
-
-Modifications: Run, hide, sneak, and escape as level 2; knowledge of the nearby area, people, and activities as level 3
-
-Combat: Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift
-weapons, such as their fists, a stick, or a toy.
-
-Interaction: Children are often smarter, more creative, and more wily than they're given credit for. They may have a lot
-of knowledge about nearby people, places, and activities that can help the PCs, particularly if there's an exchange of
-food, money, or other goodies involved.
-
-Use: Someone or something is stealing children from the village, and the mayor is offering to pay a large sum to anyone
-who tracks down the creature and rescues the children. One of the PCs catches a waif stealing from their pack in the
-night; the child says they've been lost in the woods for days.
-
-Loot: Children typically have very little on their person, although they may have a special memento of their family or a
-close friend.
-
-GM intrusions: The child shouts, laughs, or talks too loudly, accidentally drawing the attention of a nearby guard
-toward a character.
-
-Someone mistakenly thinks a character has stolen the child, and attacks them.
-
-Crafter 2 (6)
-
-Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters
-aren't particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their
-disposal for weapons.
-
-Motive: Defense
-
-Environment: In their workshops or peddling their trade while traveling
-
-Health: 8
-
-Damage Inflicted: 3 points
-
-Movement: Short
-
-Modifications: Appropriate craft as level 3
-
-Combat: Crafters are unlikely to initiate combat, as most just want to be left alone to do
-
-their work (or to convince you to buy their wares). If they're forced to fight, they will typically use any item they
-have at hand (such as a rolling pin, butcher's knife, crafting tool, or length of wood).
-
-Interaction: Most crafters are happy to talk about their craft or the objects that they've made and have for sale. They
-take pride in their work, and flattery and attention can go a long way.
-
-Use: To the PCs, crafters can be allies, obstacles, or both. Being friends with a crafter often has obvious long-term
-benefits, while stealing from them has short-term advantages (and possible long-term disadvantages).
-
-Loot: A crafter has currency equivalent to an inexpensive item, as well as crafting tools and materials and anything
-they've crafted that they're carrying or wearing.
-
-GM intrusion: The crafter uses their crafting tool in a way that the character didn't anticipate, putting the character
-in a disadvantaged position.
-
-Huntsman/Woodcutter 2 (6)
-
-A huntsman may be in the employ of a powerful magic user, protecting a section of the woods they consider their own, or
-just trying to provide for their family by chopping wood and hunting game.
-
-Motive: Follow orders, support their loved ones, protect the innocent
-
-Environment: Woods, forests, and other wild lands
-
-Health: 8
-
-Damage Inflicted: 2 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Tracking and pathfinding as level 4
-
-Combat: Huntsmen and woodcutters both understand the power of the perfectly aimed
-
-shot or swing. They take their time, steady their hand and breath, and hit with precision
-
-and force.
-
-When they take no action on a turn, their next attack inflicts twice the normal damage. Interaction: Many huntsmen and
-woodcutters are motivated by a deep need to be loyal,
-
-but they're also soft of heart and have a strong moral center. If they're tasked with
-
-something they deem unpalatable, they may forgo their promises and go rogue.
-
-Use: They are hunting the characters on the orders of a higher authority. They save the PCs
-
-from a dangerous foe, then ask for assistance for their own tasks.
-
-Loot: In addition to their clothing and mundane weapon, they likely have an expensive
-
-token of promise or affection from someone they have helped or who they owe fealty to.
-
-GM intrusion: A perfectly timed cut sends a tree down in the direction of the character.
-
-Robber/Thief 4 (12)
-
-Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want what you have, and they're willing to
-get it any way they can. Some robbers are honorable, stealing only from the rich or the evil. Others will take anything
-that isn't nailed down or magically protected.
-
-Robbers often travel in pairs or small groups of dedicated friends and fellow robbers. Motive: What's yours is mine
-
-Environment: Anywhere there's something to be stolen
-
-Health: 12
-
-Damage Inflicted: 2 points
-
-Armor: 1
-
-Movement: Short
-
-Modifications: Stealth, including sneaking, stealing, hiding, and deception, as level 5; attacking from hiding as level
-### 5
-
-Combat: Robbers typically prefer light and medium weapons, particularly bows and small blades. Interaction: Most robbers
-have a moral code of some sort—it just may not be the code
-
-that others abide by. Still, they are willing to listen to reason (and particularly the sound of sliding coins). Robbers
-are often willing to be hired for jobs that are too difficult for others.
-
-Use: Robbers happen upon the place where the characters have made camp, and ask to join them. A group of robbers arrives
-to steal a thing that the characters are just about to steal themselves.
-
-Loot: Depending on whether they've just robbed someone or not, robbers may have anywhere from nothing (other than their
-weapons and clothing) up to the currency equivalent of a very expensive item.
-
-GM intrusion: The robber's arrow manages to hit two foes in a single attack, or the robber shoots two arrows at multiple
-foes.
-
-Scholar 2 (6)
-
-Scholars might be librarians, sages, wise women, crones, experts, or soothsayers. Typically, scholars seek knowledge
-above all else, and many also are willing to share it with others (sometimes for a price, sometimes just for the joy of
-sharing knowledge). A scholar's expertise might be general or specific—they may study the world at large or home in on a
-specific type of magic or fey being, for example.
-
-Motive: Find answers, seek knowledge
-
-Environment: Schools, libraries, the royal study, laboratories, and anywhere there are sources of information
-
-Health: 6
-
-Damage Inflicted: 3 points
-
-Movement: Short
-
-Modifications: Intuition, persuasion, detecting falsehoods, and most knowledge tasks as level 4
-
-Combat: Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe's
-
-weaknesses (if any) and exploit them in combat. Some scholars might have learned spells or abilities from those they've
-studied. Others might be examining a useful cypher or artifact, and will use it on their attackers.
-
-Interaction: Most scholars are helpful and full of information (whether or not it's useful or true information varies
-from scholar to scholar). What they don't know, they may be willing to learn or study, if given the proper tools and
-incentive. However, some scholars are secretive, hoarding their knowledge for their own personal uses.
-
-Use: Scholars can be incredible allies, offering clues, hints, and information that can help the characters. However,
-they may be reclusive and hard to find, hidden away in ancient libraries or secret laboratories.
-
-Loot: Most scholars have currency equivalent to a very expensive item and one or two cyphers.
-
-GM Intrusion: Something the scholar is studying comes alive, creating havoc and disarray throughout the area.
-
 ### CYPHERS
 
 ### MODERN MAGIC CYPHERS
@@ -68047,2258 +55475,6 @@
 
 Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
 
-### SUPERHERO CYPHERS
-
-### POWER BOOST CYPHERS
-
-This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher
-System Rulebook into one cypher with variable effects based on cypher level.
-
-| 01-10 | Area boost     |
-|-------|----------------|
-| 11-20 | Burst boost    |
-| 21-30 | Damage boost   |
-| 31-40 | Efficacy boost |
-| 41-50 | Energy boost   |
-| 51-60 | Range boost    |
-| 61-80 | Shift boost    |
-| 81-90 | Stunt boost    |
-| 91-00 | Target boost   |
-
-### EFFICACY BOOST
-
-Level: 1d6 + 1
-
-Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if
-the cypher is level 5 or higher).
-
-### SHIFT BOOST
-
-Level: 1d6 + 2
-
-Effect: This cypher boosts one power shift
-
-that the user already has, granting them an additional power shift in that category that lasts for one round. For
-example, if the user has a shift in resilience, they can use this cypher to gain an additional shift in resilience for
-one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of
-power shift to boost.
-
-### STUNT BOOST
-
-Level: 1d6 + 2
-
-Effect: This cypher eases the user's next difficult, formidable, or impossible power stunt task by four steps (eased by
-five steps if the cypher is level 7 or higher). It has no effect on power stunts that don't require a successful power
-stunt task.
-
-### FANTASY CYPHERS
-
-Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
-The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
-opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
-or rewards for their adventures and exploits.
-
-### MIXING SUBTLE AND MANIFEST CYPHERS
-There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
-are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
-and other coincidences that benefit the characters.
-
-### CYPHER FORMS
-
-What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
-the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
-
-To randomly determine a manifest cypher's form, roll on the following table.
-
-| d100  | Cypher Form        |
-|-------|--------------------|
-| 01-02 | Bone runeplate     |
-| 03-04 | Book page          |
-| 05-07 | Bottle of powder   |
-| 08-09 | Brand              |
-| 10-12 | Brick              |
-| 13-15 | Carved bone        |
-| 16-18 | Carved stick       |
-| 19-20 | Carved tooth       |
-| 21-23 | Chalky potion      |
-| 30-33 | Clay runeplate     |
-| 34-37 | Crystal            |
-| 38-39 | Elaborate scar     |
-| 40-42 | Envelope of powder |
-| 43-44 | Fuming potion      |
-| 45-47 | Glass              |
-| 48-50 | Leaf               |
-| 51-54 | Leather scroll     |
-| 55-57 | Metal runeplate    |
-| 58-60 | Oily potion        |
-| 61-62 | Paper scroll       |
-| 63-66 | Papyrus scroll     |
-| 67-71 | Parchment scroll   |
-| 72-74 | Pouch of powder    |
-| 75-76 | Skin drawing       |
-| 77-80 | Stone              |
-| 81-82 | Tattoo             |
-| 83-85 | Thick potion       |
-| 86-88 | Tube of power      |
-| 89-92 | Vellum scroll      |
-| 93-96 | Watery potion      |
-| 97-00 | Wood runeplate     |
-
-### EXAMPLE FANTASY CYPHERS
-
-All of the cyphers in this chapter are manifest and fantastic cyphers.
-
-### FANTASY CYPHERS TABLE
-
-| 01-05 | Acid resistance        |
-|-------|------------------------|
-| 06-11 | Animal control         |
-| 12-18 | Beast shape            |
-| 19-27 | Cold resistance        |
-| 28-34 | Demon ward             |
-| 35-39 | Dragon ward            |
-| 40-44 | Electricity resistance |
-| 45-48 | Elemental conjuration  |
-| 49-57 | Fire resistance        |
-| 58-61 | Giant size             |
-| 62-65 | Instant boat           |
-| 66-68 | Instant tower          |
-| 69-72 | Lycanthrope ward       |
-| 73-76 | Penultimate key        |
-| 77-82 | Poison resistance      |
-| 83-86 | Restorative aura       |
-| 87-89 | Thought listening      |
-| 90-93 | Tiny size              |
-| 94-98 | Undead ward            |
-| 99-00 | Walking corpse         |
-
-### ACID RESISTANCE
-
-Level: 1d6 + 3
-
-Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
-
-### ANIMAL CONTROL
-
-Level: 1d6 + 2
-
-Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
-the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries
-out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's
-level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
-or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
-
-The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For
-example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and
-the user can't look through its eyes.
-
-"Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
-like basilisks, pegasi, and so on.
-
-### BEAST SHAPE
-
-Level: 1d6
-
-Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
-determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, flying for a
-bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
-appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
-table.
-
-The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more
-than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn't
-affect the animal's abilities. The user can still use all of their abilities that don't rely specifically on their
-normal form. For example, an Adept in wolf form can't wield a dagger because wolves don't have hands, but could still
-use a healing power or mind blast ability.
-
-After about an hour, the user returns to their normal form.
-
-Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of animal
-noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
-above.
-
-### COLD RESISTANCE
-
-Level: 1d6 + 3
-
-Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
-
-### DEMON WARD
-
-Level: 1d6
-
-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
-malevolent creatures.
-
-### DRAGON WARD
-
-Level: 1d6
-
-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar
-magical reptilian creatures.
-
-In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
-
-### ELECTRICITY RESISTANCE
-
-Level: 1d6 + 3
-
-Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
-
-### ELEMENTAL CONJURATION
-
-Level: 1d6
-
-Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user.
-Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the
-best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
-
-The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise
-does only as commanded.
-
-The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
-back to its native realm.
-
-### FIRE RESISTANCE
-
-Level: 1d6 + 3
-
-Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
-
-### GIANT SIZE
-
-Level: 1d6
-
-Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to
-their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
-
-They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the
-penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract
-the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
-
-If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
-defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
-
-### INSTANT BOAT
-
-Level: 1d6 + 2
-
-Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must
-row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to
-its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
-boat lasts for a day, after which it vanishes.
-
-### INSTANT TOWER
-
-Level: 1d6 + 3
-
-Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
-tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
-story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the
-tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
-pressure against the confining surfaces.
-
-The tower is permanent and immobile once created.
-
-### LYCANTHROPE WARD
-
-Level: 1d6
-
-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other
-lycanthropes.
-
-Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
-as a bear, rat, tiger, or wolf
-
-### PENULTIMATE KEY
-
-Level: 1d6 + 2
-
-Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The
-targeted item must have a keyhole for the cypher to work.
-
-> Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
-
-### POISON RESISTANCE
-
-Level: 1d6 + 3
-
-Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
-
-### RESTORATIVE AURA
-
-Level: 1d6
-
-Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing
-sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher
-level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
-cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
-
-### THOUGHT LISTENING
-
-Level: 1d6 + 1
-
-Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
-doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
-per cypher level.
-
-### TINY SIZE
-
-Level: 1d6
-
-Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their
-Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their
-normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might
-actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow
-first from their Intellect Pool and then, if necessary, from their Might Pool).
-
-If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
-ends, they lose all of the advantages and penalties from the cypher.
-
-### UNDEAD WARD
-
-Level: 1d6
-
-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
-vampires, and other undead creatures.
-
-### WALKING CORPSE
-
-Level: 1d6
-
-Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
-on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
-intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for
-one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
-again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
-
-### HORROR CYPHERS
-
-Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or
-mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be
-awarded like other manifest cyphers or in place of subtle cyphers. Unlike those in the Cypher System Rulebook, the
-manifest cyphers listed here include suggestions for what form the cypher takes (although in a game with magic, any of
-these cyphers might exist as a potion or spell on a scroll in addition to or instead of the forms listed here).
-
-Most of these are marked as fantastic cyphers, although depending on the genre and circumstances of the game, they might
-be completely normal.
-
-For your convenience, the cyphers have been organized into lists by horror genre or theme so you can randomly roll for
-something appropriate to your game without getting one that doesn't apply (such as a cypher against vampires in an alien
-invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to
-award a new manifest cypher.
-
-### ALIEN CYPHERS
-
-| 1-2   | Anathema siren (aliens)      |
-|-------|------------------------------|
-| 3-4   | Decaptitative longevity      |
-| 5-6   | Horrific arm                 |
-| 7-8   | Horrific eye                 |
-| 9-10  | Horrified integrated weapon  |
-| 11-12 | Humanity tester              |
-| 13-14 | Invisibility revealers       |
-| 15-16 | Mind swapper                 |
-| 17-18 | Primitive doppelganger       |
-| 19-20 | Visage scrutinizer           |
-
-### BODY HORROR CYPHERS
-
-| 1-2   | Ascendant flesh vivisector |
-|-------|----------------------------|
-| 3-4   | Decaptitative longevity    |
-| 5-6   | Horrific arm               |
-| 7-8   | Horrific eye               |
-| 9-10  | Horrific face              |
-| 11-12 | Horrific integrated weapon |
-| 13-14 | Horrific orifice           |
-| 15-16 | Insanity suppressor        |
-| 17-18 | Primitive doppelganger     |
-| 19-20 | Reanimator                 |
-
-### CLASSIC MONSTER CYPHERS
-
-| 1     | Anathema siren (cryptids)   |
-|-------|-----------------------------|
-| 2     | Anathema siren (mummies)    |
-| 3-4   | Anathema siren (undead)     |
-| 5-6   | Anathema siren (vampires)   |
-| 7-8   | Anathema siren (werewolves) |
-| 9     | Ascendant brain vivisector  |
-| 10    | Ascendant flesh vivisector  |
-| 11    | Corrupted canopic jar       |
-| 12    | Decaptitative longevity     |
-| 13    | Ghost detector              |
-| 14-16 | Invisibility serum          |
-| 17    | Reanimator                  |
-| 18-19 | Silgarho infusion           |
-| 20    | Unphantomed limb            |
-
-### DARK MAGIC AND OCCULT CYPHERS
-
-| 1-4   | Anathema siren (demons) |
-|-------|-------------------------|
-| 5-7   | Decapitative longevity  |
-| 8-11  | Homunculus flask        |
-| 12-14 | Mind swapper            |
-| 15-17 | Reanimator              |
-| 18-20 | Revenant serum          |
-
-
-
-### DEMON CYPHERS
-
-| 1-4   | Anathema siren (demons) |
-|-------|-------------------------|
-| 5-7   | Horrific arm            |
-| 8-10  | Horrific face           |
-| 11-13 | Humanity tester         |
-| 14-16 | Reanimator              |
-| 17-20 | Visage scrutinizer      |
-
-### GHOST CYPHERS
-
-| 1-8  | Anathema siren (ghost) |
-|------|------------------------|
-| 9-20 | Ghost detector         |
-
-### LOVECRAFTIAN CYPHERS
-
-| 1-2   | Anathema siren (aliens)                     |
-|-------|---------------------------------------------|
-| 3-4   | Anathema siren (cryptids)                   |
-| 5-6   | Anathema siren (extradimensional creatures) |
-| 7     | Anathema siren (undead)                     |
-| 8-9   | Horrific arm                                |
-| 10-11 | Horrific eye                                |
-| 12-13 | Horrific face                               |
-| 14-15 | Horrific integrated weapon                  |
-| 16-17 | Insanity suppressor                         |
-| 18-19 | Invisibility revealer                       |
-| 20    | Mind swapper                                |
-
-### MUMMY CYPHERS
-
-| 1-6   | Anathema siren (mummies) |
-|-------|--------------------------|
-| 7-12  | Corrupted canopic jar    |
-| 13-16 | Reanimator               |
-| 17-20 | Revenant serum           |
-
-### SCIENCE GONE WRONG CYPHERS
-
-| 1   | Anathema siren (simulacra) |
-|-----|----------------------------|
-| 2   | Ascendant brain vivisector |
-| 3   | Ascendant flesh vivisector |
-| 4   | Decapitative longevity     |
-| 5   | Ghost detector             |
-| 6   | Ghost trap                 |
-| 7   | Homunculus flask           |
-| 8   | Horrific arm               |
-| 9   | Horrific eye               |
-| 10  | Horrific face              |
-| 11  | Horrific integrated weapon |
-| 12  | Humanity tester            |
-| 13  | Insanity suppressor        |
-| 14  | Invisibility revealer      |
-| 15  | invisibility serum         |
-| 16  | Mind swapper               |
-| 17  | Primitive doppelganger     |
-| 18  | Reanimator                 |
-| 19  | Revenant serum             |
-| 20  | Unphantomed limb           |
-
-### UNDEAD CYPHERS
-
-| 1-3   | Anathema siren (ghosts)   |
-|-------|---------------------------|
-| 4-6   | Anathema siren (vampires) |
-| 7-9   | Anathema siren (undead)   |
-| 10    | Decapitative longevity    |
-| 11-12 | Ghost detector            |
-| 13    | Ghost trap                |
-| 14    | Reanimator                |
-| 15    | Revenant serum            |
-| 16-18 | Silgarho infusion         |
-| 19-20 | Wolfsbane potion          |
-
-### VAMPIRE CYPHERS
-
-| 1-6   | Anathema siren (vampire) |
-|-------|--------------------------|
-| 7-12  | Humanity tester          |
-| 13-20 | Silgarho infusion        |
-
-### WEREWOLF CYPHERS
-
-| 1-5   | Anathema siren (werewolves) |
-|-------|-----------------------------|
-| 6-10  | Ascendant brain vivisector  |
-| 11-15 | Reanimator                  |
-| 16-20 | Wolfsbane potion            |
-
-
-
-### ZOMBIE CYPHERS
-
-| 1-8   | Anathema siren (undead) |
-|-------|-------------------------|
-| 9-14  | Reanimator              |
-| 15-20 | Revenant serum          |
-
-### A SELECTION OF HORROR CYPHERS
-### ANATHEMA SIREN
-
-Level: 1d6 + 2
-
-Form: Amulet or device
-
-Effect: Creates a strange and annoying noise about the volume of a human shouting. The noise is especially aggravating
-toward one type of creature; creatures of this type have all their actions hindered by two steps (hindered by three
-steps if the cypher level is 7 or higher) while within short range of the cypher. The user must use their action each
-round to manipulate the cypher for the noise and its effects to persist, or it goes silent and loses all power. The
-siren can be used for up to one minute per cypher level. Roll a d100 to determine what sort of creature is affected:
-
-| 01-10 | Aliens (probably one specific kind of alien) |
-|-------|----------------------------------------------|
-| 11-16 | Animate dolls and puppets                    |
-| 17-22 | Cryptids                                     |
-| 23-32 | Demons                                       |
-| 33-28 | Doppelgangers                                |
-| 39-48 | Ghosts                                       |
-| 49-54 | Mummies                                      |
-| 55-64 | Robots                                       |
-| 65-70 | Simulacra                                    |
-| 71-80 | Vampires                                     |
-| 81-90 | Werewolves (or some other werecreature)      |
-| 91-95 | Extradimensional creatures                   |
-| 96-00 | Undead                                       |
-
-### ASCENDANT BRAIN VIVISECTOR
-
-Level: 1d6 + 4
-
-Form: Device, injection, or pill
-
-Effect: If used on a beast whose level is less than the cypher level, this enhances connections in the beast's brain so
-it attains near-human intelligence and sapience, and gains a basic understanding of one specific language keyed to the
-cypher. The beast remembers its prior, simpler existence and understands that it has been made smarter. This
-transformation lasts for one day per cypher level, and then the beast reverts to its normal self slowly over the same
-number of days, often with violent and erratic outbreaks. For example, if the beast becomes smarter for five days, it
-loses intelligence gradually over days 6 through 9 and is back to normal on day 10. Additional uses of the cypher tend
-to have diminishing returns.
-
-When used with an ascendant flesh vivisector, the resulting creature looks, thinks, and acts like a human.
-
-Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also
-instigating aggressive behavior.
-
-### ASCENDANT FLESH VIVISECTOR
-
-Level: 1d6 + 4
-
-Form: Device, injection, or pill
-
-Effect: If used on a beast of no larger than human size whose level is less than the cypher level, this radically alters
-the beast's shape so it resembles a human being. The beast-human still thinks and acts like a beast, but it looks like a
-human and can perform actions using its human dexterity (such as turning a doorknob or walking upright). This
-transformation lasts for one day
-
-per cypher level, but after an equal amount of time the beast reverts to its normal shape (in the manner described for
-the ascendant brain vivisector cypher). Additional uses of the cypher tend to have diminishing returns.
-
-Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human with bestial
-features.
-
-### ORRUPTED CANOPIC JAR
-
-Level: 1d6 + 1
-
-Form: Jar made of clay or carved stone
-
-Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
-assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
-
-### ECAPITATIVE LONGEVITY
-
-Level: 1d6 + 4
-
-Form: Injection or potion
-
-Effect: Brings a dead creature's head (but not the body) back to life for a limited time as an undead creature. The
-cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone's death) and
-requires up to ten minutes to take effect, at which time the creature recovers 1d6 + 6 points to their Pools. Because
-they are only a head, a PC reanimated this way has a maximum Might and Speed Pool of 3 each. The head has all the mental
-abilities they had when they were alive (including psychic or telepathic abilities) and can speak, but all their actions
-are hindered. They have the same appearance as before, except the wounds that killed them are still visible, and in
-general they have an unnatural look. They do not need to eat, drink, or sleep, but they can still rest if they want to
-(such as to make a recovery roll). The head remains in this active state for one day per cypher level, after which time
-it dies again and cannot be reanimated with this cypher.
-
-When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or
-someone can carefully sever the head from the body, which doesn't harm the head.
-
-### GHOST DETECTOR
-
-Level: 1d6 + 1
-
-Form: Amulet, crystal, or device
-
-Effect: Automatically indicates if a ghost, spirit, or similar entity is within a short distance (a long distance if the
-cypher is level 6 or higher). If the user takes an action to study or focus their attention on the cypher, they can
-narrow down what quarter-arc of a circle the ghost is
-
-in. If the ghost is normally invisible, it becomes somewhat visible (hindering its stealth attempts by one step). The
-cypher remains active for ten minutes per cypher level.
-
-### GHOST TRAP
-
-Level: 1d6 + 2
-
-Form: Crystal or device
-
-Effect: Can be thrown up to a short distance, where it releases a burst of transdimensional energy in an immediate area
-that absorbs ghosts (including spirits, phased beings, and similar creatures) but does not affect corporeal entities.
-PCs who meet these criteria must use an Intellect-based action (difficulty equal to the cypher level) to avoid being
-trapped. NPC ghosts are not affected if their level is higher than the cypher level. The trap holds the ghosts for up to
-one hour per cypher level, after which they automatically break free (and are probably very angry).
-
-Ghosts in a trap can be permanently stored in a ghost vault.
-
-### HOMUNCULUS FLASK
-
-Level: 1d6 + 1
-
-Form: Ornate, opaque alchemical bottle filled with strange fluid
-
-Effect: To activate this cypher, you must open the bottle, add a few fresh drops of your blood (inflicting 1 point of
-Might damage to you), stopper it again, and leave it alone for one day. When the bottle is next unstoppered, a
-hand-sized creature called a homunculus crawls out; it vaguely resembles you and serves you for one day per cypher level
-before dissolving into useless goo. Each time you give it an order, you must make an Intellect defense roll against it;
-if you fail, it becomes free to ignore your commands (but might pretend to be obedient so it can plot against you).
-
-Homunculus: level 2; alchemy, all defenses, and stealth as level 3
-
-### HORRIFIC ARM
-
-Level: 1d6 + 1
-
-Form: Injection or pill
-
-Effect: The user's body rapidly grows a monstrous arm that is approximately the same size as one of their existing
-limbs. The arm is ugly and malformed, but fully functional.
-
-The user can use this arm as if it were one of their own. The new arm does not grant the user additional actions or
-attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the user (the arm can
-take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for one day per cypher level.
-
-### HORRIFIC EYE
-
-Level: 1d6 + 1
-
-Form: Injection or spell
-
-Effect: The user's body rapidly grows a monstrous eye (including a retractable eyestalk if the cypher level is 6 or
-higher) at the spot where the cypher is applied to their body. The user can see out of this eye as if it were one of
-their own (including any extraordinary vision-based senses the user normally has). The eye gives the user an asset on
-vision-based perception rolls, and depending on where it is located, it may allow the user to look around corners
-surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of damage directed at it before it
-becomes nonfunctional). The eye lasts for one day per cypher level.
-
-### HORRIFIC FACE
-
-Level: 1d6 + 1
-
-Form: Injection or pill
-
-Effect: The user rapidly grows a monstrous face (or an entire head if the cypher level is 6 or higher) somewhere on
-their body. The user can use the senses of this face and talk, breathe, and eat with it (for example, if their normal
-face is underwater or wrapped in plastic). The face gives the user an asset on perception rolls when its senses can be
-used—for example, it could hear someone sneaking up on the user, but it couldn't see them if its eyes were covered, and
-it can't help with identifying tastes unless its mouth is also used. Damage to the face does not affect the user (the
-face can take 3 points of damage directed at it before it becomes nonfunctional). Most people react with disgust to a
-creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two
-days if the cypher is level 6 or higher).
-
-### HORRIFIC INTEGRATED WEAPON
-
-Level: 1d6 + 3
-
-Form: Weapon you can hold in one hand
-
-Effect: The weapon extends tendrils, skin, wires, nerves, or other material into and through the user's hand, physically
-connecting itself to the user for one hour per cypher level. While connected, the user gains an asset on attacks with
-the weapon and cannot be disarmed, but cannot use that hand for anything except wielding the weapon. The user can detach
-or reattach the weapon by spending a full minute concentrating on its physical connection to their body. When the
-duration ends, the weapon detaches and becomes a normal weapon of its type. Roll a d20 to determine the kind of weapon:
-
-| 1-4   | Hunting knife  |
-|-------|----------------|
-| 5-8   | Machete        |
-| 9-12  | Nightstike     |
-| 13-16 | Light handgun  |
-| 17-20 | Medium handgun |
-
-### HORRIFIC ORIFICE
-
-Level: 1d6 + 3
-
-Form: Device, injection, or pill
-
-Effect: The user's body rapidly grows a strange orifice in their torso, large enough to fit a human fist but flexible
-enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesn't count toward the user's
-cypher limit. As an action, the user can cause the orifice to appear or disappear (when the orifice isn't present,
-anything contained within it is inaccessible except through surgery). The orifice remains for one hour per cypher level,
-after which it expels its contents and disappears.
-
-Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or
-control their mind by inserting data devices into the orifice.
-
-### HUMANITY TESTER
-
-Level: 1d6 + 4
-
-Form: Device, injection, or pill
-
-Effect: Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon,
-doppelganger, simulacrum, or vampire) if the cypher's level is greater than the creature's disguise level. If the
-cypher's level exceeds the impostor's level by 4 or more,
-
-it also marks the impostor for the next several hours so people can recognize it by this mark.
-
-> The specific nature of a humanity tester depends on the setting and what sort of creatures are common. In a world with
-> multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific
-> kind of fake
-
-### INSANITY SUPPRESSOR
-
-Level: 1d6
-
-Form: Device, injection, or pill
-
-Effect: Temporarily negates insanity or a mental disorder in a creature (two such effects if the cypher level is 6 or
-higher). Example disorders include delusions, manias, compulsions, phobias, psychopathy, and schizophrenia. The creature
-loses all negative symptoms of their insanity or mental disorder for one day. Each day after that, the creature must
-make a level 1 Intellect defense roll to prolong the effect; failure means relapse. The roll is hindered by one step for
-each day that has passed since the cypher was used.
-
-### INVISIBILITY REVEALER
-
-Level: 1d6 + 4
-
-Form: Device containing a liquid or silvery powder
-
-Effect: Sprays its contents up to a long distance, revealing all invisible creatures within short range of the targeted
-point for one round per cypher level. Affected invisible creatures remain visible if they move outside the area, and
-those outside the area become visible if they enter the area.
-
-### INVISIBILITY SERUM
-
-Level: 1d6 + 2
-
-Form: Device, flask, or injection
-
-Effect: The user's body becomes as transparent as air, making them effectively invisible for one minute per cypher
-level. However, their clothes and equipment are not affected, so the user must go naked if they want to be unseen. While
-invisible, the user is specialized in stealth and Speed defense tasks. They remain invisible even if they do something
-to reveal their presence or position (attacking, using an ability, moving a large object, and so on), but anyone trying
-to attack or physically interact with them on that turn gains an asset to do so.
-
-Because the user is as transparent as air, when they are in water, mist, smoke, or anything other than reasonably clean
-air, they look like a person-shaped hole in whatever material they're in.
-
-The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage.
-Many users have become "stuck" in the invisible state and eventually go mad as a result.
-
-### MIND SWAPPER
-
-Level: 1d6 + 2
-
-Form: Amulet or device
-
-Effect: The user attempts to swap minds with a creature within short range that is no larger than a human. The target
-can make an Intellect defense roll to resist. If the swap is successful, the user gains control of the creature's body
-(and vice versa). Physical abilities remain with the body, but mental abilities go with the mind; for example, an Adept
-with Onslaught (a mental ability) could take over the body of a Warrior with Swipe (a physical ability), and could use
-either of these while controlling the Warrior's body. All actions of both creatures are hindered while the swap is in
-effect, although long-term practice in a mind-swapped body eventually overcomes this penalty. The swap lasts for one
-hour per cypher level, after which the two minds return to their previous bodies.
-
-> Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't
-> cause trouble in the user's body.
-
-### PRIMITIVE DOPPELGANGER
-
-Level: 1d6 + 1
-
-Form: Device, injection, or pill
-
-Effect: The user's body begins growing a physical duplicate of the user, which harmlessly tears free after a few rounds
-and exists as an independent level 1 creature that looks exactly
-
-like the user. The doppelganger can communicate in a language known to the user and obeys the user's simple
-instructions, but otherwise appears to know very little of the world. After one hour per cypher level, the duplicate
-dies, melts, burns out, falls apart, or otherwise becomes nonfunctional.
-
-Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else
-entirely. It may or may not have scars, tattoos, or other non-genetic features of the original.
-
-### REANIMATOR
-
-Level: 1d6 + 2
-
-Form: Amulet or injection
-
-Effect: When used on a corpse of a creature no larger than a human, it reanimates as a violent zombie that is not under
-the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
-one round if level 6 or higher).
-
-### REVENANT SERUM
-
-Level: 1d6 + 4
-
-Form: Injection or potion
-
-Effect: Brings a dead person back to life for a limited time as an obsessed creature called a revenant. The cypher can
-be used up to an hour before or after death (in anticipation of dying or in response to someone's death) and requires up
-to an hour to take effect, at which time the creature recovers 1d6 + 6 points to its Pools. The new revenant is usually
-obsessed with revenge on its killer or accomplishing one last task before truly dying again.
-
-A revenant has all the abilities it had when it was alive, but all its actions are hindered. It has the same appearance
-as before, except the wounds that killed it are still visible, and in general it has an unnatural look. It does not need
-to eat, drink, or sleep, but it can still rest if it wants to (such as to make a recovery roll). The revenant remains in
-this active state for one hour per cypher level, after which it dies again and cannot be reanimated with this cypher.
-
-### SILGARHO INFUSION
-
-Level: 1d6
-
-Form: Flask or injection
-
-Effect: Suffuses the user's body with a mixture of colloidal silver (sil), concentrated garlic (gar), and holy water
-(ho), making the user repellent to most vampires, which usually have an aversion to one or more of these materials.
-Vampire attacks with melee weapons against the user are hindered. Any PC vampire who attempts to feed on the user gains
-no sustenance and must make a Might defense roll or feel nauseous and have all their actions hindered for one minute.
-Any NPC vampire who attempts to feed on the user gains no sustenance and all their actions are hindered for one minute.
-The cypher's effect persists in the user's body for one day (two days if the cypher is level 4 or higher).
-
-If used directly against a vampire instead of being applied to a living creature, it affects the vampire as silver,
-garlic, and holy water normally would.
-
-Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that
-turns skin purple or purple-grey
-
-### UNPHANTOMED LIMB
-
-​​Level: 1d6
-
-Form: Device, injection, or pill
-
-Effect: Gives a user who is missing a
-
-limb the ability to create a psychic construct in the form of a limb (two limbs if the cypher level is 5 or higher) that
-takes the place of and functions like their missing limb (or limbs). The unphantomed limb looks and acts like a typical
-healthy specimen of its kind, including having fingerprints. However, its motion is controlled by the user's will rather
-than by muscles and nerves, so any physical action the limb takes is an Intellect task instead of a Might or Speed task;
-for example, a melee attack with the unphantomed limb is an Intellect task, and to apply Effort, the user must spend
-points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb
-lasts for one day per cypher level.
-
-### VISAGE SCRUTINIZER
-
-Level: 1d6 + 2
-
-Form: Device, crystal, injection, or pill
-
-Effect: Grants the user a heightened
-
-ability to see disguised people and creatures for what they really are. Tasks to see through conventional disguises
-(makeup, prosthetics, wigs, and so on) are eased by three steps. If the disguise is instead a comprehensive change like
-a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is
-lower than the cypher's level. The cypher lasts for one hour.
-
-### WOLFSBANE POTION
-
-Level: 1d6
-
-Form: Flask or injection
-
-Effect: Suffuses the user's body with a mixture of colloidal silver and wolfsbane, making the user repellent to
-werewolves (and similar werecreatures). Wolfsbane is poisonous, and using this cypher inflicts Speed damage and
-Intellect damage equal to the cypher's level. Werewolf attacks with melee weapons against the user are hindered. Any
-werewolf who attempts to feed on the user feels nauseous and all its actions are hindered for ten minutes. The cypher's
-effect persists in the user's body for one day (two days if the cypher is level 4 or higher). If used directly against a
-werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
-regenerating for several minutes.
-
-### FAIRYTALE CYPHERS
-
-Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for
-characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
-pockets of magic that exist throughout the world. Or maybe the magic is such that it just works, ensuring that cyphers
-show up whenever the characters need them.
-
-Manifest cyphers should be readily available too—likely they can be found for cheap at a local market, stashed in hollow
-tree trunks or bird nests, or scattered about the forest floor. Manifest cyphers may also be integrated into people's
-clothing or furnishings as unique adornments.
-
-Artifacts are typically more valuable and less common. Therefore, player characters are less likely to encounter them at
-random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and
-specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.
-
-### 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 cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings.
-Fey beings may react by stealing one or more cyphers, cursing the character, or even stealing the character away to a
-fey realm.
-
-Obviously, having a fey being steal a character away to their realm
-
-is a story-changer. If you're using this as an option, figure out ahead of time what type of
-
-fey is attracted, what their realm is like, and how to play out the character's disappearance and possible retrieval.
-
-Fey Being Table
-
-| d6  | Effect     |
-|-----|------------|
-| 1   | Faerie     |
-| 2   | Changeling |
-| 3   | Goblin     |
-| 4   | Nymph      |
-| 5   | Pixie      |
-| 6   | Ogre       |
-
-Fey Cypher Attraction
-
-| d6  | Effect                                                                                                                                    |
-|-----|-------------------------------------------------------------------------------------------------------------------------------------------|
-| 1   | Steals one cypher                                                                                                                         |
-| 2   | Steals two cyphers                                                                                                                        |
-| 3   | Curses the character                                                                                                                      |
-| 4   | Curses one cypher, causing it to reduce all stat Pool maximums by 5 until the cypher is used, removed, or destroyed                       |
-| 5   | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
-| 6   | Steals the character away to their fey realm                                                                                              |
-
-### CYPHERS
-Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
-ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
-object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
-word. The shifting state of magic in fairy tales makes it easy to use both manifest and subtle cyphers in the same
-setting and campaign if you desire.
-
-In settings full of magic, cyphers should be both readily available and regularly used. If the PCs are hoarding or
-saving their cyphers, feel free to give them a reason to use them. And have a list of replacement cyphers ready so the
-players never have to go without.
-
-Typically, something like a handful of magic beans or apple seeds
-
-is considered a single cypher even though there are multiple items.
-
-Cypher Forms
-
-While characters can find or purchase many of these items in the world, only magic versions of the items are cyphers.
-Characters should easily be able to tell when an item is magic (and thus a cypher) and when it's an ordinary item.
-
-| d20 | Form                          |
-|-----|-------------------------------|
-| 1   | Apple or ball of yarn         |
-| 2   | Pebble or mushroom            |
-| 3   | Scroll or four-leaf clover    |
-| 4   | Lock of hair or hand mirror   |
-| 5   | Matchstick or comb            |
-| 6   | Feather or acorn              |
-| 7   | Egg or apple seeds            |
-| 8   | Tea or fish scales            |
-| 9   | Fingernail clippings or chalk |
-| 10  | Magic beans or key            |
-| 11  | Rose or bell                  |
-| 12  | Small cake or talisman        |
-| 13  | Wolf's tooth or hand mirror   |
-| 14  | Vial of liquid or secret      |
-| 15  | Magic coin or broken arrow    |
-| 16  | Wish or fairy dust            |
-| 17  | Magic word or spindle         |
-| 18  | Curse or hankerchief          |
-| 19  | Spell or hand fan             |
-| 20  | Fallen star or playing card   |
-
-Fairy Tale Cypher Table
-
-| d100 | Cypher                                                  |
-|------|---------------------------------------------------------|
-| 01   | Adderstone                                              |
-| 02   | Agate Eye                                               |
-| 03   | Animate wood                                            |
-| 04   | Anywhere door                                           |
-| 05   | Apple of discord                                        |
-| 06   | Azure dust                                              |
-| 07   | Baba Yaga's spiced cookie                               |
-| 08   | Bellman's map of the ocean                              |
-| 09   | Beloved's kiss                                          |
-| 10   | Bird's next coronet                                     |
-| 11   | Blackbird pie                                           |
-| 12   | Blood pearl blossom                                     |
-| 13   | Bone key                                                |
-| 14   | Bones of the beloved                                    |
-| 15   | Bowl of porridge                                        |
-| 16   | Cat sidhe medallion                                     |
-| 17   | Cheshire smile                                          |
-| 18   | Coalheart's beard balm                                  |
-| 19   | Croc's clock                                            |
-| 20   | Crown jewel                                             |
-| 21   | Dame Trot's cat                                         |
-| 22   | Darning needle                                          |
-| 23   | Dead water                                              |
-| 24   | Deathless                                               |
-| 25   | Death's candle                                          |
-| 26   | Death's messengers                                      |
-| 27   | Diadem of death                                         |
-| 28   | Dragon's blood                                          |
-| 29   | Dragon's teeth                                          |
-| 30   | Dressmaking nut                                         |
-| 31   | Drink me                                                |
-| 32   | Dust of the dreamer                                     |
-| 33   | Eat me                                                  |
-| 34   | Emperor's new clothes                                   |
-| 35   | Fairy cup                                               |
-| 36   | False grandmother                                       |
-| 37   | Father's Betrayal                                       |
-| 38   | Flaming arrow                                           |
-| 39   | Flowers for grandmother                                 |
-| 40   | Forget-me-knot                                          |
-| 41   | Genie's handkerchief                                    |
-| 42   | Gilded shell                                            |
-| 43   | Gingerbread man                                         |
-| 44   | Godfather's picture book                                |
-| 45   | Golden Beetle                                           |
-| 46   | Golden vanity                                           |
-| 47   | Green spectacles                                        |
-| 48   | Hart's heart                                            |
-| 49   | Heart of a star                                         |
-| 50   | Heart's tart                                            |
-| 51   | Hot cross buns                                          |
-| 52   | Iron bands of three                                     |
-| 53   | Itsy bitsy spider                                       |
-| 54   | Jack's candlestick                                      |
-| 55   | Jiminy cricket                                          |
-| 56   | The Key of Knowing                                      |
-| 57   | Knave of Hearts                                         |
-| 58   | Lion's courage                                          |
-| 59   | Living water                                            |
-| 60   | Magic beans                                             |
-| 61   | Memory's match                                          |
-| 62   | Mermaid tear                                            |
-| 63   | Neverlost                                               |
-| 64   | Nonsensical poem                                        |
-| 65   | Omniscient bean                                         |
-| 66   | Pictureless book                                        |
-| 67   | Poison for your daughter                                |
-| 68   | Poisoned apple                                          |
-| 69   | Poppet (damage)                                         |
-| 70   | Poppet (love)                                           |
-| 71   | Poppet (prosperity)                                     |
-| 72   | Poppet (silence)                                        |
-| 73   | Powder of life                                          |
-| 74   | Princess's pea                                          |
-| 75   | Rabbit hole                                             |
-| 76   | Rapunzel leaf                                           |
-| 77   | Rose of red                                             |
-| 78   | Shadow soap                                             |
-| 79   | Shard of the moon                                       |
-| 80   | Shining life                                            |
-| 81   | Silver slippers                                         |
-| 82   | Singing bone                                            |
-| 83   | Snake leaves                                            |
-| 84   | Snickersnee                                             |
-| 85   | Song of the dead                                        |
-| 86   | Socerer's skeleton key                                  |
-| 87   | Spirit ring                                             |
-| 88   | Teleport hat                                            |
-| 89   | Three needles                                           |
-| 90   | Tin Man's tears                                         |
-| 91   | To Peter with love                                      |
-| 92   | Valorous whetstone                                      |
-| 93   | Vase of tears                                           |
-| 94   | White snake                                             |
-| 95   | Wish granting pearl                                     |
-| 96   | Witch bottle                                            |
-| 97   | Witch's ladder                                          |
-| 98   | Wooden spoon                                            |
-| 99   | Yonder yarn                                             |
-| 00   | Roll on the cypher tables in the Cypher System Rulebook |
-
-### A SELECTION OF FAIRY TALE CYPHERS
-
-Adderstone
-
-Level: 1d6 + 3
-
-Form: Stone with a hole in the middle
-
-Effect: For the next day, provides the character with one of the following benefits. Roll a d20 or choose from the
-table.
-
-Adderstones are sometimes also called hagstones, seer stones, and holey stones.
-
-Beware false adderstones, which are made by enterprising swindlers who drill or carve a hole out of a regular stone and
-attempt to pass it off as something more.
-
-If a character has no hair in which to tie an adderstone, perhaps they can "borrow" some from a friend, a domesticated
-animal, or a foe.
-
-| d20   | Effect                                                                                                                                                                           |
-|-------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| 1-3   | When looking through the hole, the user gains an asset to seeing things that are normally invisible to the eye, including doorways, beings, spirits, magical effects, and so on. |
-| 4-6   | When worn on the finger as a ring, wards off spirits of the dead (grants +1 Armor against attacks from ghosts, haunts, and other spirits of the dead).                           |
-| 7-9   | When attached to physical armor, adds 1 to the Armor it provides (adds 2 to the Armor if the cypher is level 6 or higher).                                                       |
-| 10-12 | When held in the mouth, protects against poisons (up to the level of the cypher).                                                                                                |
-| 13-15 | When placed on the finger of another with good intent, it adds 1 to the recovery rolls of both the user and the wearer.                                                          |
-| 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in.                                      |
-| 19-20 | When tied in the hair, eases all defense tasks against curses by two steps.                                                                                                      |
-
-Agate Eye
-
-Level: 1d6 + 2
-
-Form: Striped stone that looks like a dragon's eye
-
-Effect: When ground up and added to food or drink, or applied to the skin, renders the user immune to poisons of the
-cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's
-system).
-
-Animated Wood
-
-Level: 1d6
-
-Form: Chunk of pine, alder, or other wood
-
-imbued with magical properties Effect: Writing a word, such as "child," "horse," or "sword," on the wood causes it to
-become a living version of that word. The living version is no bigger than 10 feet by 10 feet by 20 feet (3 m by 3 m by
-6 m) and its level is equal to the cypher level. It can make attacks or perform actions as commanded to the best of its
-abilities and lasts for one hour per cypher level. Commanding it is not an action.
-
-Once activated, animated wood is not an unthinking, docile being. It may, in fact, resist the user's commands and
-attempt to take its own actions. Any actions it takes cannot be harmful to the user or the user's allies. The user may
-attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are
-eased by two steps).
-
-Anywhere Door
-
-Level: 1d6 + 3
-
-Form: Chalk, pen, pencil, lipstick, or marker
-
-Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
-anything that can discern the door can use it. Erasing the drawn line erases the door.
-
-Apple of Discord
-
-Level: 1d6 + 1
-
-Form: Beautiful golden apple that catches the eye of all who see it
-
-Effect: When tossed up to a long distance away, it affects all foes in short range of the apple, causing them to attempt
-to take it for themselves. Foes spend their next two actions doing nothing but fighting among themselves for possession
-of the apple.
-
-Azure Dust
-
-Level: 1d6 + 1
-
-Form: Handful of dust from the Fairy with the Turquoise Hair
-
-Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.
-
-Baba Yaga's Spiced Cookie
-
-Level: 1d6
-
-Form: Rye cookie flavored with spices and honey
-
-Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour.
-
-Bellman's Map of the Ocean
-
-Level: 1d6 + 2
-
-Form: Blank sheet of paper rolled and tied with a hair tie
-
-Effect: When unrolled, convinces everyone
-
-within short range that the character holding the map knows far more than they do. For the next ten minutes, affected
-beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all
-social interactions with those affected are eased by two steps).
-
-Beloved's Kiss
-
-Level: 1d6 + 3
-
-Form: Ruby red ring
-
-Effect: When pressed to the lips of a character, beloved's kiss prevents the occurrence of one specific condition of the
-cypher level or lower. Additionally, it ends any such ongoing effect, if
-
-any, in the user's system. Roll a d6 to determine the result.
-
-| d6  | Condition                                                                                                   |
-|-----|-------------------------------------------------------------------------------------------------------------|
-| 1-2 | Renders the character immune to poisons for one hour per cypher level (and ends any ongoing effects)        |
-| 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects)         |
-| 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) |
-
-Bird's Nest Coronet
-
-Level: 1d6 + 3
-
-Form: Beautifully woven bird's nest
-
-Effect: When worn like a crown, the bird's nest creates an illusion over the wearer, making them appear like royalty.
-Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
-are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level.
-
-Blackbird Pie
-
-Level: 1d6
-
-Form: Four-and-twenty blackbirds baked in a pie
-
-Effect: When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within long
-range who hear the song are hindered on all tasks for ten minutes.
-
-Blood Pearl Blossom
-
-Level: 1d6 + 4
-
-Form: Rare blood-red flower with a beautiful pearl in its center
-
-Effect: When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can
-take from one round to one day, depending on the level, severity, and type of curse.
-
-Bone Key
-
-Level: 1d6 + 2
-
-Form: Human finger bone carved into a skeleton key
-
-Effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level.
-
-Bones of the Beloved
-
-Level: 1d6 + 3
-
-Form: Handful of ground bones
-
-Effect: When eaten, the bones begin a process of lowering the eater's apparent age. Over the next three days, the user
-begins to look younger and younger, until they reach the appearance of someone no younger than their mid-twenties. Their
-hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days
-if the cypher is level 6 or higher). This does not change the actual health or age of the character.
-
-Bowl of Porridge
-
-Level: 1d6 + 3
-
-Form: Just-right bowl of porridge
-
-Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the
-effects of cold for ten minutes.
-
-Cat Sidhe Medallion
-
-Level: 1d6 + 2
-
-Form: Medallion in the shape of the white symbol on a cat sidhe's chest
-
-Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
-cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
-
-Cheshire Smile
-
-Level: 1d6
-
-Form: Mischievous grin
-
-Effect: When hung in the air, the grin slowly transforms into a grey Cheshire Cat that seems to be made mostly of smoke
-and shadow. It has huge blue eyes and an enormous grin. The cat acts as a creature (level equal to the cypher's level)
-with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes,
-and then fades away slowly, until even the original smile has disappeared.
-
-Coalheart's Beard Balm
-
-Level: 1d6
-
-Form: Jar of balm
-
-Effect: When rubbed on the face, the balm grows into a long, golden beard in about ten minutes. When the user tugs on
-their beard, it points them in the direction of valuable treasure, the location of which was previously unknown to the
-user. If someone else cuts the beard before the treasure is found, it loses its power. After the treasure is found, the
-beard remains. But once it is shaved or cut, it does not grow back.
-
-Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.
-
-Croc's Clock
-
-Level: 1d6
-
-Form: Tiny ticking clock, no bigger than a thumbnail
-
-Effect: When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone
-within long range to its presence for one day.
-
-Crown Jewel
-
-Level: 1d6 + 2
-
-Form: Shining jewel from a royal crown
-
-Effect: When attached to an item such as a weapon, shield, armor, cypher, or artifact, creates an exact duplicate of the
-item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
-comes first).
-
-Dame Trot's Cat
-
-Level: 1d6 + 3
-
-Form: Statue of a cat
-
-Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next
-time it senses danger. The cat's level is equal to the cypher level.
-
-Darning Needle
-
-Level: 1d6
-
-Form: Needle with a large eye
-
-Effect: When activated, grows into a larger version of itself that acts as a medium weapon. It inflicts 4 points of
-damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal
-to the cypher's level.
-
-Dead Water
-
-Level: 1d6 + 3
-
-Form: Vial, pot, or jar of black liquid
-
-Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
-Might Pool.
-
-Deathless
-
-Level: 1d6 + 3
-
-Form: Needle inside an egg
-
-Effect: When a character places their soul inside the needle and places the needle inside the egg, they are protected
-from their next death. When the character dies, they return to life on the next round, with all of their Pools full.
-
-Using the deathless does not protect the character from taking damage or moving down the damage track. Placing the soul
-and returning to life are actions. Once the cypher holds the user's soul, it no longer counts against their cypher
-limit.
-
-If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all
-actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.
-
-Death's Candle
-
-Level: 1d6 + 4
-
-Form: Small, half-burnt black candle
-
-Effect: Once the candle is lit, it burns for a number of rounds equal to the cypher's level. During that time, the user
-who lit it is protected from death or being moved down the damage track. While the candle burns, if the character would
-normally die, they do not and instead reject all damage. For example, if a character has 5 points left in their last
-Pool, and a foe inflicts 5 points
-
-of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of
-damage, which is not enough to kill the user, the user takes the 4 points of damage.
-
-Death's Messengers
-
-Level: 1d6 + 2
-
-Form: Bottle, vial, or box filled with three wisps of dark smoke
-
-Effect: The three smoke wisps wrap around a creature within close range, causing them to feel dizzy, experience ringing
-in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's
-level (each round).
-
-Diadem of Death
-
-Level: 1d6 + 4
-
-Form: Crown made of feathers, bits of bone, burnt hair, and old teeth
-
-Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts
-damage equal to its level.
-
-Dragon's Blood
-
-Level: 1d6
-
-Form: Powdered dragon's blood
-
-Effect: When mixed with liquid and painted on a living being, grants one of the following effects for a day.
-
-| d6  | Effect                                                   |
-|-----|----------------------------------------------------------|
-| 1-2 | +2 to Armor                                              |
-| 3-4 | Asset to all tasks involving magic                       |
-| 5-6 | Asset to all tasks involving romance, sex, and fertility |
-
-Dragon's Teeth
-
-Level: 1d6
-
-Form: Handful of dragon's teeth
-
-Effect: When planted, the dragon's teeth grow into three fully armed warriors. The warriors can understand the verbal
-commands of the person who planted them. Once they are grown, commanding them is not an action. They can make attacks
-and perform actions to the best of their abilities. The warriors can never go farther than long range from the character
-who planted them
-
-Planting the teeth is an action. It takes two rounds for the teeth to grow into warriors. The warriors last for one hour
-per cypher level.
-
-Warriors: level 3; Armor 1; swords inflict 3 points of damage
-
-Dressmaking Nut
-
-Level: 1d6 + 2
-
-Form: Walnut or other shelled nut, with hinges and a clasp
-
-Effect: The nut opens to reveal a stunning and spectacular ballgown, evening dress, or tuxedo. The outfit is the perfect
-size, shape, style, and color for the person who wishes to wear it. While worn, the outfit eases all tasks involving
-charm, persuasion, and etiquette for one hour. After
-
-that, the outfit may still be worn, but no longer offers any benefits.
-
-Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits.
-
-Drink Me
-
-Level: 1d6
-
-Form: Liquid inside a glass bottle with a paper label that says "DRINK ME"
-
-Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
-another way to change their size (such as with an eat me).
-
-Dust of the Dreamer
-
-Level: 1d6
-
-Form: Pouch of very fine, rainbow-hued dust
-
-Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
-action. This does not use up any of their recovery rolls.
-
-Eat Me
-
-Level: 1d6
-
-Form: Very small cake with the words "EAT ME" written on it in currants
-
-Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another
-way to change their size (such as with a drink me).
-
-Emperor's New Clothes
-
-Level: 1d6
-
-Form: Magical thread sewn onto armor
-
-Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
-
-Fairy Cup
-
-Level: 1d6 + 1
-
-Form: Decorated vessel made of precious materials
-
-Effect: When the cup is buried in the ground, it grants the person who buried it protection. They gain +2 Armor against
-all physical and mental attacks for one day.
-
-It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
-protection by way of thanks.
-
-False Grandmother
-
-Level: 1d6 + 2
-
-Form: Pair of wire-rimmed glasses
-
-Effect: While wearing the glasses, the user designates one living creature that
-
-they can see. For the next ten minutes per cypher level, the user is disguised as someone the designated creature knows
-well. The user has no say in who that person is, but while the disguise is active, all interactions with the designated
-creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the
-duration.
-
-Father's Betrayal
-
-Level: 1d6 + 2
-
-Form: Small stone shaped like a heart
-
-ffect: For the next ten minutes, a creature that the user can see is banished from an area 30 feet by 30 feet (9 m by 9
-m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
-and are dazed for one round, hindering their next action.
-
-Flaming Arrow
-
-Level: 1d6 + 2
-
-Form: Arrow with a silver-white shaft, golden head, and fletching of peacock feathers
-
-Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
-range.
-
-Flowers for Grandmother
-
-Level: 1d6 + 2
-
-Form: Fresh-picked bouquet of flowers tied with a red ribbon
-
-Effect: Giving the flowers to someone else provides both the recipient and the giver an asset in defense against damage
-of a specified kind for one hour. Roll a d6 to determine the effect.
-
-| d6  | Effect                |
-|-----|-----------------------|
-| 1   | Curses                |
-| 2   | Fire/heat             |
-| 3   | Ice/cold              |
-| 4   | Poison                |
-| 5   | Intellect             |
-| 6   | Slashing and piercing |
-
-Forget-Me-Knot
-
-Level: 1d6 + 3
-
-Form: Length of magical rope
-
-Effect: Knotting the rope together to form a loop allows the user to capture a memory from their past. They don't lose
-the memory when capturing it with the forget-me-knot. When the user unties the loop, everyone in close range spends one
-round doing nothing but experiencing the memory as if it were their own. If the memory is particularly sad, loving,
-scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that
-memory. Capturing the memory is an action, as is untying the loop.
-
-Genie's Handkerchief
-
-Level: 1d6
-
-Form: Extremely large handkerchief with one corner coated in mercury
-
-Effect: Rubbing the cloth over a wound heals the wound (restores all points to the character's Pools), but also uses up
-one recovery roll for the day.
-
-Genie's handkerchiefs come in many colors and materials. Some people find that after
-
-their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its
-drawbacks.
-
-Gilded Shell
-
-Level: 1d6
-
-Form: Golden snail shell
-
-Effect: When blown into softly, the shell expands into a simple structure with a front door and walls that let in a soft
-light. From inside the structure, it's about 10 feet by 10 feet by 20 feet (3
-
-m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape,
-making it difficult for others to notice. Once expanded, the structure is permanent and immobile.
-
-Gingerbread Man
-
-Level: 1d6
-
-Form: Gingerbread cookie in the shape of a human, lavishly decorated
-
-Effect: After eating the cookie, the user has training in Speed defense for the next day.
-
-Godfather's Picture Book
-
-Level: 1d6 + 2
-
-Form: Large book full of tales
-
-Effect: When someone flips through the pages quickly, time is altered. If the user flips through the book forward, time
-jumps forward. Flip backward and time jumps backward. Moving time forward gives the user an additional action on their
-turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a
-regular book and does not count against the character's cypher limit.
-
-Golden Beetle
-
-Level: 1d6
-
-Form: Golden scarab beetle
-
-Effect: When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies
-within long range.
-
-Golden Vanity
-
-Level: 1d6
-
-Form: Golden vanity set in a small, sturdy box that includes a brush, comb, and mirror
-
-Effect: Each item may be used once and has a different effect:
-
-Golden brush: Creates bristly terrain in an immediate area, which counts as difficult terrain.
-
-Golden comb: Creates jagged, toothy rocks in an immediate area, making it extremely painful to cross. Characters within
-the area take 1 point of damage each round from the rocks.
-
-Golden mirror: Turns into a tall glass mountain 30 feet tall by 300 feet wide (9 m by 90 m). All climbing tasks are
-hindered, and a fall from any height does 3 points of ambient damage (ignores Armor).
-
-The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit.
-When all three items have been used, it remains a functional vanity set but no longer holds any magic.
-
-Green Spectacles
-
-Level: 1d6
-
-Form: Pair of glasses with bright green lenses
-
-Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one
-day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight.
-
-Hart's Heart
-
-Level: 1d6 + 3
-
-Form: Still-beating heart from a forest stag, kept in an ornate lined box
-
-Effect: When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, or
-convince the recipient are eased by two steps.
-
-Heart of a Star
-
-Level: 1d6
-
-Form: Still-warm piece of a fallen star
-
-Effect: For the next ten minutes, when the user helps another character while holding the star, that character's task is
-eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still
-eased.)
-
-Heart's Tart
-
-Level: 1d6 + 2
-
-Form: Red tart in the shape of a heart
-
-Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
-ten minutes.
-
-Hot Cross Buns
-
-Level: 1d6
-
-Form: Small spiced cake
-
-Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.
-
-Iron Bands of Three
-
-Level: 1d6 + 3
-
-Form: Three flexible iron bands
-
-Effect: Wrapping the iron bands around the user's heart keeps it from breaking with trouble and anxiety. While wearing
-the bands, the user automatically succeeds on their next three Intellect defense rolls against anything that would make
-them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands
-breaks. When all three bands are broken, the cypher is used up.
-
-Itsy Bitsy Spider
-
-Level: 1d6
-
-Form: Tiny spider inside a jar, box, or thimble
-
-Effect: When released, the spider sets up a web in a nearby corner. For the next ten minutes, the web catches thoughts,
-secrets, and information about the general area (up to about a square mile), including any creatures, people, weather,
-or goings on. At the end of that time, the user can read the web, gaining answers to a number of questions equal to the
-cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in
-three words or less.
-
-Jack's Candlestick
-
-Level: 1d6 + 3
-
-Form: Burning candlestick
-
-Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.
-
-Jiminy Cricket
-
-Level: 1d6
-
-Form: Small wooden or metal cricket
-
-Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
-modifiers.
-
-The Key of Knowing
-
-Level: 1d6 + 3
-
-Form: Golden key that is permanently stained with blood
-
-Effect: When used to open a lock (of the cypher level or lower), grants the user the opportunity to ask three yes-or-no
-questions about a person, place, or thing. The key answers to the best of its ability and knowledge, and it does not
-attempt to lie or trick the user with its answer.
-
-After the key is used in this way, the blood disappears from its surface and the key refuses to open anything (or speak)
-ever again.
-
-Knave of Hearts
-
-Level: 1d6 + 2
-
-Form: Playing card depicting an elegant knight
-
-Effect: Turns the user into the knight depicted on the card. They take on the appearance, voice, and mannerisms of the
-knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten
-minutes per cypher level.
-
-Lion's Courage
-
-Level: 1d6 + 1
-
-Form: Small medallion with the word "COURAGE" inscribed upon it.
-
-Effect: When activated, grants the user additional courage in the face of fear. For ten minutes per cypher level, any
-time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
-+1 point of damage.
-
-Living Water
-
-Level: 1d6 + 3
-
-Form: Vial, pot, or jar of liquid
-
-Effect: Removes any ongoing damage, lasting damage, or permanent damage the character has. However, the character has a
-permanent 3-point reduction in their maximum Might Pool.
-
-When dead water and living water cyphers are used together, a dead character can be brought back to life without any
-permanent reductions of their Might Pool.
-
-Magic Beans
-
-Level: 1d6 + 4
-
-Form: Handful of magic beans
-
-Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the
-beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task.
-
-Memory's Match
-
-Level: 1d6
-
-Form: Matchbox with one match inside
-
-Effect: Lighting the match causes everyone nearby to see a vision that comforts them. Those who watch the vision in the
-flame for one round feel rejuvenated and comforted. Anyone who makes a recovery roll in the next ten minutes gains +3 to
-the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage
-(ignores Armor).
-
-Mermaid Tear
-
-Level: 1d6 + 2
-
-Form: Tear-shaped drop of sea glass
-
-Effect: When swallowed, fills the user with an overwhelming sense of sadness. The user takes 1 point of Intellect
-damage, but gains an asset on any tasks involving water for the next ten minutes. The task must involve water in a
-significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt
-to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate).
-
-Neverlost
-
-Level: 1d6
-
-Form: Bag of bread crumbs, pebbles, or candy
-
-Effect: When dropped along a path or trail,
-
-the items become invisible to everyone except the user and any allies the user designates. The items last for one day
-per cypher level and can be seen by the user and their allies, even in complete darkness.
-
-Nonsensical Poem
-
-Level: 1d6 + 4
-
-Form: Nonsense poem written in mirror writing
-
-Effect: Reading the poem aloud lets the user reverse one thing about their present situation for up to ten minutes. Up
-becomes down. Gravity works the other way. A river flows backward. The sun shines at night. (The player should work with
-the GM to come up with an appropriate and acceptable change.)
-
-Omniscient Bean
-
-Level: 1d6 + 2
-
-Form: Magical bean made into a cake
-
-Effect: When eaten, the bean allows the
-
-user to tap into magic. They can ask the GM one question related to their current task, location, or action and get a
-general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task.
-Generally, knowledge that a PC could find by looking somewhere other than their current location is level 1, and obscure
-knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it
-can't provide knowledge about the future, since that is level 10).
-
-Pictureless Book
-
-Level: 1d6
-
-Form: Book without pictures
-
-Effect: Reading the book aloud for one round causes all who hear it within short range (except the user) to fall into a
-deep sleep for one round. While they sleep, they have intense dreams and cannot take any other actions. The dreams
-affect them in one of the following ways.
-
-Pictureless book affects NPCs' health instead of their Pools, either restoring them to full health or doing 5 points of
-damage.
-
-| d6  | Effect                                                                                                                                                                                   |
-|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-| 1-2 | Sweet dreams. All dreaming characters have all of their Pools restored to full.                                                                                                          |
-| 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage.                                                                                                                   |
-| 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
-
-Poison for Your Daughter
-
-Level: 1d6 + 2
-
-Form: Clear liquid that can be spread on any object, such as an apple, hair comb, or weapon
-
-Effect: The poison creates a specific reaction for one hour in a creature who uses the object. Roll d100 to determine
-the reaction.
-
-<table>
-<colgroup>
-<col style="width: 7%" />
-<col style="width: 92%" />
-</colgroup>
-<thead>
-<tr class="header">
-<th>d100</th>
-<th>Reaction</th>
-</tr>
-</thead>
-<tbody>
-<tr class="odd">
-<td>01-20</td>
-<td>Sleep. The creature falls into a deep, dreamless sleep. While sleeping, the creature cannot take any actions, but is
-protected by a glass coffin that grants +2 Armor. The creature wakes if they are touched by someone they love or if they
-take damage.</td>
-</tr>
-<tr class="even">
-<td>21-40</td>
-<td>Disappear. The creature becomes invisible to everyone and everything for a number of rounds equal to the cypher
-level. During that time, they cannot be heard, felt, or sensed.</td>
-</tr>
-<tr class="odd">
-<td>41-60</td>
-<td><p>Alter. The creature becomes physically altered until they</p>
-<p>are unrecognizable, even</p>
-<p>by their loved ones. The alteration also affects their clothing, possessions, and any distinguishing characteristics
-or mannerisms.</p></td>
-</tr>
-<tr class="even">
-<td>61-75</td>
-<td>Lost. The creature becomes deeply and frighteningly lost, even if they are in familiar surroundings (such as their
-own bedroom). They do not recognize any landmarks, cannot find their way, and feel a deep sense of panic.</td>
-</tr>
-<tr class="odd">
-<td>76-85</td>
-<td><p>Breathless. The creature feels</p>
-<p>like they are unable to breathe, gulping air and short of breath. Although they are not dying, they feel as though
-they are. All tasks are hindered.</p></td>
-</tr>
-<tr class="even">
-<td>86-95</td>
-<td><p>Compulsion. The creature becomes obsessed with a single task, unable to do anything else until they achieve it.
-The</p>
-<p>task might be simple (picking</p>
-<p>the most beautiful rose from</p>
-<p>a garden) or complex (knitting seven sweaters from nettles). All actions that don't contribute to completing the task
-are hindered.</p></td>
-</tr>
-<tr class="odd">
-<td>96-00</td>
-<td>Dutiful. The creature becomes much easier to interact with. All tasks to influence the poisoned creature are eased
-by two steps.</td>
-</tr>
-</tbody>
-</table>
-
-Poisoned Apple
-
-Level: 1d6 + 2
-
-Form: Apple that is half white and half red
-
-Effect: Eating from the white half heals the user, restoring a number of points equal to the cypher's level to their
-Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cypher's level. Each half of the
-apple has the power to affect only one creature.
-
-Both halves of the apple can be used by the same or different people as long as it's done within a few rounds of each
-other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for
-instance, to force-feed someone part of the apple and have the cypher activate.
-
-Poppet (Damage)
-
-Level: 1d6 + 4
-
-Form: Small figure made of cloth, stuffed with hair and bone
-
-Effect: Writing the name of an object or living being on the figure connects the figure with that object or being.
-Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far
-away it is. Writing the name and destroying the poppet are separate actions.
-
-Poppet (Love)
-
-Level: 1d6 + 2
-
-Form: Small figure made of wax, adorned with flowers and herbs
-
-Effect: Giving the poppet to another living being in a short ceremony (usually simply saying the being's name and making
-an offer of deep positive emotion) protects them from all harmful effects the next time they are attacked. If the
-positive emotion is returned (such as between friends or lovers), the giver is also protected. For example, the next
-time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if
-the creature were to slip near a deep pit, they would not fall into it. Giving the poppet to another is an action.
-
-Poppet (Prosperity)
-
-Level: 1d6 + 2
-
-Form: Small figure made of cloth, stuffed with herbs and bits of wood
-
-Effect: Writing the name of an object or living being on the figure connects the figure with that object or being.
-Dirtying, tearing, and damaging the poppet causes the connected being or object to appear destitute and poor to all who
-see them. This effect lasts for a day. Writing the name and damaging the poppet are separate actions.
-
-Poppet (Silence)
-
-Level: 1d6 + 2
-
-Form: Small figure carved from wood or stone, with an open mouth
-
-Effect: Stuffing the open mouth with something that belongs to a living being (such as hair, teeth, or fabric) connects
-the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
-with the person who activated the poppet.
-
-Powder of Life
-
-Level: 1d6 + 3
-
-Form: Bit of powder carried in a pepper box
-
-Effect: When sprinkled on an inanimate
-
-object, the powder brings it to life. The object doesn't change in any way—a small cat made of glass remains a small cat
-made of glass—except that now it is alive. The living object acts as a level 2 creature with a mind of its own. While it
-has an affinity or obligation for the one who brought it to life, it doesn't obey commands.
-
-Objects animated by the powder of life should have stats that represent
-
-their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a
-stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking.
-
-Princess's Pea
-
-Level: 1d6 + 3
-
-Form: Dried pea that was previously slept on
-
-Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
-claims, and other such tricks (for all senses) for what they are.
-
-Rabbit Hole
-
-Level: 1d6
-
-Form: Pocket watch with an empty face
-
-Effect: Laying the pocket watch facedown on the ground creates a rabbit hole that goes directly to a place that the user
-states. The user must have previously been to the stated place, and must enter the rabbit hole before anyone else,
-ideally by jumping in feet first. The hole grows to the appropriate size to accommodate the user and anyone traveling
-with them. Travel inside the hole is not instantaneous, but it is very fast, taking no more than a minute and feeling
-very much like riding a long, winding slide.
-
-The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
-jumping in feet-first.
-
-Rapunzel Leaf
-
-Level: 1d6 + 3
-
-Form: Small green leaf from a rapunzel plant
-
-Effect: After being buried beneath a rock, the rapunzel leaf begins to grow into a stone tower that stands 100 feet (30
-m) tall. The tower, which takes ten minutes to fully form, has a large number of windows but only one exterior door,
-which can be unlocked only by the user.
-
-The tower's level is equal to the cypher level, and the structure is permanent and immobile.
-
-Rose of Red
-
-Level: 1d6 + 1
-
-Form: Big, beautiful crimson rose in full bloom
-
-Effect: Pricking a finger on the rose's thorns causes the user to bleed a single drop of blood. When flung into the air,
-the blood becomes a large red bird that flies toward a chosen target up to a long distance away. When it arrives, it
-bursts in an immediate radius, inflicting Intellect damage equal to the cypher level. The burst spawns 1d6 additional
-birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius,
-inflicting damage equal to the cypher level.
-
-Shadow Soap
-
-Level: 4
-
-Form: Small piece of soap
-
-Effect: When rubbed on your visible shadow, causes it to separate from yourself.
-
-The shadow acts as a level 4 creature under the user's control for one hour (or until there is no light). The shadow is
-two-dimensional and insubstantial, and when sneaking, hiding, and avoiding detection, it acts as a level 7 creature.
-When the effect ends, the shadow (usually) returns to the user.
-
-Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return.
-
-Shard of the Moon
-
-Level: 1d6 + 2
-
-Form: Tiny sliver of the moon
-
-Effect: Glows softly for ten minutes, drawing all moon-loving creatures (such as moths, moon hares, and werewolves)
-within long range. For as long as the effect lasts, any attracted creatures will not attack the user or their allies.
-The user can converse with the creatures and ask them questions, which the creatures will answer to the best of their
-ability, but always within their nature (so a trickster will still answer as a trickster would, for example).
-
-Shining Knife
-
-Level: 1d6 + 3
-
-Form: Shining knife
-
-Effect: When stuck into an object, such as a tree or the side of a house, the knife connects the wielder and someone
-they choose. If one of them wants to know how the other is faring, all they have to do is return to the spot where the
-knife is stuck. If both are faring well, the knife shines bright gold. If harm has come to one, the knife is dull and
-rusted.
-
-Silver Slippers
-
-Level: 1d6 + 2
-
-Form: Silver shoes, ruby slippers, or red boots
-
-Effect: When the wearer speaks aloud the name of the place they wish to go,
-
-the silver slippers take them there in three steps. Note that in most cases the slippers only transport the wearer
-(although companion animals and the like may sometimes travel with them).
-
-Once the silver slippers are used to transport their wearer, they disappear. However,
-
-it is rumored that they magically return to the world in some form for someone else who needs them.
-
-Singing Bone
-
-Level: 1d6 + 3
-
-Form: Human bone carved into the mouthpiece for a musical instrument Effect: When blown into, the bone sings a
-
-song that details the weaknesses and faults of one target (up to the level of the cypher) that the user chooses. For ten
-minutes, all tasks involving the target are eased for everyone in long range who heard the bone's song.
-
-For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits.
-"Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
-
-Snake Leaves
-
-Level: 1d6 + 2
-
-Form: Three green leaves
-
-Effect: When placed upon a person, the leaves restore all Pools to full, move
-
-a character one step up the damage track, or bring a dead character back to life. However, the character also gains a
-permanent 3-point reduction in their maximum Intellect Pool.
-
-Snickersnee
-
-Level: 1d6 + 4
-
-Form: Small jewel, talisman, or bead
-
-Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
-additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
-
-Song of the Dead
-
-Level: 1d6
-
-Form: Small stuffed bird with yellow and blue plumage
-
-Effect: When the user spends ten minutes breathing into the mouth of the bird, it comes to life. It flies off, but now
-carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to
-communicate to those around it, but only for one day. After that, the bird returns to its lifeless form.
-
-Sorcerer's Skeleton Key
-
-Level: 1d6 + 2
-
-Form: Wooden stick, iron wand, or piece of straw
-
-Effect: When tapped three times against any locked door or other object (of the cypher level or lower), the key
-automatically unlocks it.
-
-Spirit Ring
-
-Level: 1d6
-
-Form: Ring, necklace, hairpin, or bracelet
-
-Effect: Summons a group of helpful fey who provide assistance for ten minutes. During this time, they do as the wearer
-commands as long as they're within long range. They can hinder any or all opponents' tasks, provide information, assist
-in small tasks, and so on. The fey will not do anything that goes against their basic nature and safety (such as
-self-harm, attacking their friends, or obvious suicide missions).
-
-Fey are fickle beings. While spirit rings and the like allow someone to hold power over them, it's very much dependent
-on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
-important), and they may take the time to curse or prank the characters before they disappear.
-
-Teleport Hat
-
-Level: 1d6 + 3
-
-Form: Silly hat that is always too large on the wearer no matter what size their head is
-
-Effect: Allows the wearer to wish for a creature that they know to appear at their side. The creature must agree to be
-teleported (or convinced via some type of interaction, such as persuasion or intimidation). The teleported creature
-stays for as long as both parties agree, but not more than a day. At that time, the creature is returned to their place
-of origination.
-
-Three Needles
-
-Level: 1d6
-
-Form: Three enchanted needles
-
-Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if
-doing so was a routine task.
-
-Tin Man's Tears
-
-Level: 1d6 + 2
-
-Form: Tiny vial filled with tears
-
-Effect: When poured out, spreads out to cover an area about 2 feet by 2 feet (60 cm square), transforming any metal it
-touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin
-soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes.
-
-To Peter With Love
-
-Level: 1d6 + 3
-
-Form: Wrapped box with a bomb inside and a gift tag on the outside
-
-Effect: Write a person's name on the tag, and the box will deliver itself to that person at a time and place you
-specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes
-at least a round and sometimes longer, depending on the distance and difficulty.
-
-Valorous Whetstone
-
-Level: 1d6
-
-Form: Sharpening stone
-
-Effect: After sharpening at least one of their weapons with the whetstone, the user instantly feels more brave. For the
-next ten minutes, all of their intimidation actions are eased, and their sharpened weapon inflicts +2 points of damage.
-
-Vase of Tears
-
-Level: 1d6
-
-Form: Vase, vial, or jar filled with tears
-
-Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
-the next time they are physically attacked.
-
-White Snake
-
-Level: 1d6 + 2
-
-Form: Piece of a magical snake
-
-Effect: Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living
-things for ten minutes.
-
-Wish-Granting Pearl
-
-Level: 1d6 + 1
-
-Form: Flaming pearl
-
-Effect: The user can make a single wish and have all or part of it come true. The GM assigns a level to the wish, so the
-larger and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as gaining
-an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The cypher
-cannot grant a wish above its level.
-
-Witch Bottle
-
-Level: 1d6 + 1
-
-Form: Ornate stoppered bottle filled with wine, seawater, or pins and needles
-
-Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal
-to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them.
-
-Witch's Ladder
-
-Level: 1d6 + 2
-
-Form: Garland of knotted string, feathers, teeth, and bells
-
-Effect: Safely stores one curse for use at a later time. The stored curse may be released and cast only by the person
-who stored it, or by someone who has received their permission to do so.
-
-Wooden Spoon
-
-Level: 1d6 + 4
-
-Form: Plain wooden spoon
-
-Effect: When stirred through the air, restores the user's energy and vitality. The user gains two additional actions on
-their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as
-their turn, or attack a foe three times.
-
-Yonder Yarn
-
-Level: 1d6 + 4
-
-Form: Skein or spool of yarn
-
-Effect: Unravels to lead the user to their desired destination. The yarn unspools at the speed that the user would
-normally walk or ride. The yonder yarn will not enter territory it deems too dangerous, and it cannot go through solid
-obstacles. If the yarn is cut, it no longer works.
-
-It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know
-ways to hide themselves (and others) from the yarn's power.
-
 ### ARTIFACTS
 
 ### MODERN MAGIC ARTIFACTS
@@ -71059,1170 +56235,6 @@
 item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
 temporarily
 
-### EXAMPLE FANTASY ARTIFACTS
-
-The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
-tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
-major items (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the
-minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
-table.
-
-### MINOR FANTASY ARTIFACTS TABLE
-
-| 01-02 | Adamantine rope         |
-|-------|-------------------------|
-| 03-06 | Alchemist bag           |
-| 07-09 | Armored cloth           |
-| 10-15 | Belt of strength        |
-| 16-18 | Bounding boots          |
-| 19-21 | Cat's eye spectacles    |
-| 22-24 | Cloak of elfkind        |
-| 25-26 | Coil of endless rope    |
-| 27-28 | Crown of the mind       |
-| 34    | Crystal ball            |
-| 35-37 | Deflecting shield       |
-| 38-40 | Elfblade                |
-| 41-43 | Enchanted armor         |
-| 44-49 | Exploding arrow         |
-| 50-55 | Gloves of agility       |
-| 56-58 | Gruelmake               |
-| 59-60 | Helm of water breathing |
-| 61-66 | Mastercraft armor       |
-| 67-72 | Mastercraft weapon      |
-| 73-75 | Mindshield helment      |
-| 76-77 | Pack of storage         |
-| 78-79 | Poisoner's touch        |
-| 80-85 | Protection amulet       |
-| 86-87 | Shield of two skies     |
-| 88-92 | Skill ring              |
-| 93    | Soulflaying weapon\*    |
-| 94-96 | Sovereign key           |
-| 97-98 | Tunneling gauntlets     |
-| 99    | Vorpal sword            |
-| 00    | Whisperer in the ether  |
-
-### MAJOR FANTASY ARTIFACTS TABLE
-
-| 01-03 | Angelic ward\*                                  |
-|-------|-------------------------------------------------|
-| 04    | Book of all spells                              |
-| 05    | Cloak of Balakar                                |
-| 06-07 | Crown of eyes                                   |
-| 08    | Death's scythe                                  |
-| 09-10 | Demonflesh                                      |
-| 11    | Demonic rune blade                              |
-| 12-15 | Dragontongue weapon                             |
-| 16-18 | Dragontooth soldiers                            |
-| 19-20 | Explorer's gloves                               |
-| 21-23 | Falcon cloak                                    |
-| 24-25 | Flying carpet                                   |
-| 26-27 | Ghostly armor                                   |
-| 28-30 | Guardian idol                                   |
-| 31-33 | Hand of glory                                   |
-| 34-36 | Horn of thunder                                 |
-| 37-39 | Instant ladder                                  |
-| 40-43 | Lightening hammer                               |
-| 44-47 | Necromantic wand                                |
-| 48-50 | Ring of dragon's flight\*                       |
-| 51-53 | Ring of fall flourishing                        |
-| 54-56 | Ring of invisibility                            |
-| 57    | Ring of wishes                                  |
-| 58-60 | Smooth stepping boots                           |
-| 61-62 | Soul-stealing knife                             |
-| 63-65 | Spellbook of elemental summoning                |
-| 66    | Spellbook of the amber mage\*                   |
-| 67-69 | Staff of black iron                             |
-| 70-74 | Staff of healing                                |
-| 75-77 | Staff of the prophet                            |
-| 78-79 | Storm shack                                     |
-| 80-83 | Trap runestone                                  |
-| 84-88 | Wand of firebolts\*                             |
-| 89-93 | Wand of spider's webbing                        |
-| 94-97 | Witch's broom                                   |
-| 98-00 | Roll twice on the Minor Fantasy Artifacts table |
-
-\* Artifact found in the Fantasy Artifacts section of the Cypher System
-
-### ADAMANTINE ROPE
-
-Level: 1d6 + 4
-
-Form: A 50-foot (15 m) length of black rope
-
-Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to
-damage (including attempts to cut it) from anything less than the artifact's level.
-
-Depletion: —
-
-### ALCHEMIST BAG
-
-Level: 1d6
-
-Form: Embroidered velvet bag
-
-Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion
-bottle or scroll case. These cyphers do not count against a character's cypher limit.
-
-Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
-
-### ARMORED CLOTH
-
-Level: 1d6
-
-Form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on)
-
-Effect: This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point
-it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way encumbering).
-This clothing cannot be worn with armor of any kind.
-
-Depletion: —
-
-### BELT OF STRENGTH
-
-Level: 1d6
-
-Form: Thick leather belt with a metal buckle and rivets
-
-Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5
-(or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above their
-normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be
-restored with recovery rolls, healing magic, or similar effects).
-
-Depletion: —
-
-### BOOK OF ALL SPELLS
-
-Level: 1d6 + 2
-
-Form: Weighty tome filled with pages of spell runes
-
-Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
-of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
-
-When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
-following table, then rolling on the indicated table in the Cypher System Reference Document:
-
-| d6  | Cypher Type                        |
-|-----|------------------------------------|
-| 1–2 | Roll on the Manifest Cypher table  |
-| 3-5 | Roll on the Fantastic Cypher table |
-| 6   | Roll on the Subtle Cypher table    |
-
-The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't
-remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
-
-As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
-said that turning to the last page makes the book vanish and appear somewhere else in the world.
-
-The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to
-copy, remove, or destroy a page only makes the book turn to a later page on its own.
-
-Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by
-1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
-later page, or disappear and reappear somewhere else in the world.)
-
-### BOUNDING BOOTS
-
-Level: 1d6 + 1
-
-Form: Sturdy but flexible boots
-
-Effect: The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping
-and running (easing one of these skills by two steps if the artifact is level 6 or higher).
-
-Depletion: —
-
-### CAT'S EYE SPECTACLES
-
-Level: 1d6
-
-Form: Pair of dark crystalline spectacles in a dull wooden frame
-
-Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
-short range (or to long range if the artifact is level 5 or higher).
-
-Depletion: —
-
-### CLOAK OF BALAKAR
-
-Level: 1d6 + 3
-
-Form: Blue cloak with elaborate designs suggesting blowing wind
-
-Effect: The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
-wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to half the
-artifact's level.
-
-Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-
-### CLOAK OF ELFKIND
-
-Level: 1d6 + 2
-
-Form: Thin greyish-green cloak with a cowl and clasp
-
-Effect: When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of
-everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
-sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
-
-Depletion: 1 in 1d100
-
-### CLOAK OF FINERY
-
-Level: 1d6 + 1
-
-Form: Multilayered cloak of glittering material
-
-Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
-in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their grammar,
-granting an asset to all interaction tasks for the next minute.
-
-Depletion: 1 in 1d20
-
-### COIL OF ENDLESS ROPE
-
-Level: 1d6
-
-Form: Coil of rope
-
-Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
-no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
-depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or two.
-
-Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-
-### CROWN OF EYES
-
-Level: 1d6
-
-Form: Metallic circlet set with several crystal spheres
-
-Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
-around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows
-the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all
-perception tasks.
-
-Depletion: 1 in 1d100
-
-### CROWN OF THE MIND
-
-Level: 1d6
-
-Form: Crown, circlet, headband, diadem, or amulet
-
-Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5
-(or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
-normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
-be restored with recovery rolls, healing magic, or similar effects).
-
-Depletion: —
-
-### CRYSTAL BALL
-
-Level: 1d6 + 3
-
-Form: Melon-sized crystalline or glass orb, with or without a support stand
-
-Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
-task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user
-must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only indistinct or
-misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be
-viewed, and how far away they are.
-
-| Familiarity                      |          |
-|----------------------------------|----------|
-| Only have name or description    | Hindered |
-| Target has been visited          | Eased    |
-| Target is well known to the user | Eased    |
-| Availability                     |          |
-| Target is willing                | Eased    |
-| Target is unwilling              | Hindered |
-| Distance                         |          |
-| More than 1 mile                 | Hindered |
-| More than 10 miles               | Hindered |
-| More than 100 miles              | Hindered |
-
-These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
-unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
-
- The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
-activated again.
-
-In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
-communication with the viewed area. All creatures in the area can sense the user's presence and hear their voice, and
-the creatures can speak to and be heard by the user.
-
-Depletion: 1 in 1d20
-
-An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
-against a directly harmful mental spell.
-
-### DEATH'S SCYTHE
-
-Level: 1d6 + 4
-
-Form: Double-handed scythe
-
-Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits.
-In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a
-higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the
-scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three
-levels of Effort.
-
-Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
-
-Death manifestation: level 7
-
-### DEMONFLESH
-
-Level: 1d6 + 1
-
-Form: Ball of black leather with vein-like red streaks
-
-Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
-leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
-invisible, they are specialized in stealth and Speed defense tasks. This effect ends if they do something to reveal
-their presence or position—attacking, casting a spell, 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. The
-wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores
-most Armor, but Armor made to ward against evil or demonic attacks should work against it.
-
-Depletion: 1 in 1d20
-
-To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-
-### DEMONIC RUNE BLADE
-
-Level: 1d6 + 4
-
-Form: Sword inscribed with demonic runes
-
-Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
-sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and
-dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
-and it inflicts 4 additional points of damage (for a total of 8 points).
-
-If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its energy to
-the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
-the wielder to exceed their normal Might Pool and Might Edge stats.
-
-If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
-attack roll of 1).
-
-Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
-abilities can be recharged if it kills an "innocent" creature)
-
-### DRAGONTONGUE WEAPON
-
-Level: 1d6 + 2
-
-Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
-
-Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
-hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
-inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
-activation.
-
-Depletion: 1 in 1d100
-
-### DRAGONTOOTH SOLDIERS
-
-Level: 1d6 + 1
-
-Form: Burlap bag containing a handful of large reptilian teeth
-
- Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
-user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
-tooth drawn requires a separate depletion roll.
-
-Depletion: 1 in 1d10
-
-Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
-spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
-
-### ELFBLADE
-
-Level: 1d6 + 3
-
-Form: Medium sword
-
-Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
-points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
-sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
-are within 300 feet (90 m). Depletion: —
-
-### ENCHANTED ARMOR L
-
-evel: 1d6 + 3
-
-Form: Full suit of light, medium, or heavy armor
-
-Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
-It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact
-is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so
-enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
-higher).
-
-The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, such as
-heat or cold damage (but not Intellect damage).
-
-Depletion: —
-
-### EXPLODING ARROW
-
-Level: 1d6
-
-Form: Arrow with runes carved on the shaft and head
-
-Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
-d100 to determine the type of damage.
-
-| 01-20 | Acid                           |
-|-------|--------------------------------|
-| 21-40 | Electricity                    |
-| 41-60 | Cold                           |
-| 61-90 | Fire                           |
-| 91-00 | Necromantic (harms only flesh) |
-
-Depletion: Automatic
-
-One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher limit.
-
-An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-
-### EXPLORER'S GLOVES
-
-Level: 1d6
-
-Form: Thick but flexible-fingered leather gloves
-
-Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
-while the gloves are activated, but taking any other action while climbing requires a new activation.
-
-Depletion: 1 in 1d20
-
-###  FALCON CLOAK
-
-Level: 1d6
-
-Form: Cloak made of feathers
-
-Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
-distance each round, or up to 60 miles (97 km) per hour when traveling overland.
-
-Depletion: 1 in 1d100
-
-Most magic items that turn a character into a different creature make it difficult to use any of the character's special
-abilities (other than skills) in that form.
-
-### FLYING CARPET
-
-Level: 1d6 + 1
-
-Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
-
-Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
-activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
-
-Depletion: 1 in 1d20
-
-### GHOSTLY ARMOR
-
-Level: 1d6 + 3
-
-Form: Full suit of light, medium, or heavy armor
-
-Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
-It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would
-normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
-
-When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
-artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
-character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
-defense.
-
-Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
-provides its full Armor value)
-
-To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-
-### GLOVES OF AGILITY
-
-Level: 1d6
-
-Form: Supple leather or cloth gloves
-
-Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5
-(or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
-normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
-restored with recovery rolls, healing magic, or similar effects).
-
-Depletion: —
-
-### GRUELMAKER
-
-Level: 1d6
-
-Form: Clay bowl stamped with symbols of fish and birds
-
-Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
-person for one day (or two people if the artifact is level 5 or higher).
-
-Depletion: 1 in 1d10
-
-### GUARDIAN IDOL
-
-Level: 1d6 + 3
-
-Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
-
-Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
-activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
-shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within long range, it
-spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
-to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
-twenty-four hours or until it has made one hundred attacks, whichever comes first.
-Depletion: Automatic
-
-### HAND OF GLORY
-
-Level: 1d6 + 3
-
-Form: Dried humanoid hand with candle-tip fingers
-
-Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the
-hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
-unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
-snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
-invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or barred door or a
-container whose level is less than or equal to the hand's level becomes unlocked when touched by the hand.
-
-Depletion: 1 in 1d20
-
-### HELM OF WATER BREATHING
-
-Level: 1d6
-
-Form: Green metal helm with a scaly or fishy motif Effect: The wearer's head is enveloped in a tight bubble of air that
-constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
-
-Depletion: 1–2 in 1d100 (check each day)
-
-### HORN OF THUNDER
-
-Level: 1d6 + 4
-
-Form: Large signal horn banded with metal and carved with runes
-
-Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
-m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one
-round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m).
-Larger objects might also be toppled.
-
-Depletion: 1 in 1d10
-
-### INSTANT LADDER
-
-Level: 1d6
-
-Form: Small lightweight metal rod with gem buttons
-
-Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long.
-The ladder can be transformed back into its rod form from either end.
-
-Depletion: 1 in 1d100
-
-A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
-sequence to expand or collapse it.
-
-### LIGHTNING HAMMER
-
-Level: 1d6 + 2
-
-Form: Massive silver hammer that crackles with electricity
-
-Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
-weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10
-points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity
-outward that deal 5 points of damage to everyone within short range.
-
-Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
-
-### MASTERCRAFT ARMOR
-
-Level: 1d6
-
-Form: Armor of exceptional quality
-
-Effect: This armor grants its wearer an asset for Speed defense rolls.
-
-Depletion: —
-
-### MASTERCRAFT WEAPON
-
-Level: 1d6
-
-Form: Weapon of exceptional quality
-
-Effect: This weapon grants its wielder an asset for attack rolls made with it.
-
-Depletion: —
-
-Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality,
-or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
-Equipment, page 34.
-
-### MINDSHIELD HELMET
-
-Level: 1d6 + 2
-
-Form: Lightweight cloth, leather, or metal helmet
-
-Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer's
-mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
-
-Depletion: —
-
-### NECROMANTIC WAND
-
-Level: 1d6 + 4
-
-Form: Bone wand carved with runes
-
-Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
-materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely
-destroyed.
-
-This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
-but each "round of ammo" used or each additional target selected requires an additional depletion roll.
-
-Depletion: 1 in 1d10
-
-### PACK OF STORAGE
-
-Level: 1d6 + 1
-
-Form: Leather backpack or haversack with multiple pockets
-
-Effect: This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
-on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
-as much as it is holding.
-
-Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
-pack)
-
-### POISONER'S TOUCH
-
-Level: 1d6 + 1
-
-Form: Very thin transparent glove with faint markings
-
-Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
-on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed
-damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the
-damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
-
-Depletion: 1 in 1d10
-
-### PROTECTION AMULET
-
-Level: 1d6
-
-Form: Stylized amulet worn on a chain
-
-Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
-of damage the amulet protects against.
-
-| 1-4   | Acid        |
-|-------|-------------|
-| 5-8   | Cold        |
-| 9-12  | Electricity |
-| 13-16 | Fire        |
-| 17-20 | Poison      |
-
-Depletion: 1 in 1d6 (check each time the amulet reduces damage)
-
-### RING OF FALL FLOURISHING
-
-Level: 1d6
-
-Form: Gold band inscribed with feather wreath
-
-Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
-
-Depletion: 1 in 1d100
-
-### RING OF INVISIBILITY
-
-Level: 1d6
-
-Form: Gold band inscribed with characters that are revealed only if ring is heated
-
-Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
-and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
-
-Depletion: 1 in 1d20
-
-### RING OF WISHES
-
-Level: 1d6 + 4
-
-Form: Plain gold band
-
-Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
-level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more
-likely the GM will limit its effect.)
-
-Depletion: 1–3 in 1d6
-
-### SHIELD OF TWO SKIES
-
-Level: 1d6 + 2
-
-Form: Small hexagonal amulet
-
-Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
-cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
-
-Depletion: 1 in 1d100
-
-### SKILL RING
-
-Level: 1d6
-
-Form: Ring carved with sigils appropriate to its granted skill
-
-Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion.
-This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
-
-Depletion: —
-
-### SMOOTH-STEPPING BOOTS
-
-Level: 1d6 + 1
-
-Form: Pair of boots
-
-Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
-speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard
-surfaces (even vertically or upside down) as if under normal gravity.
-
-Depletion: 1 in 1d100
-
-### SOUL-STEALING KNIFE
-
-Level: 1d6
-
-Form: Night-black blade in which distant stars are sometimes visible
-
-Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
-inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a target to
-0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three days, after which
-time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
-
-As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
-yet consumed. After answering the third question, the soul is consumed.
-
-Depletion: 1 in 1d20 (check each activation)
-
-### SOVEREIGN KEY
-
-Level: 1d6 + 2
-
-Form: Slender golden key
-
-Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
-glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less
-than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
-
-Depletion: 1 in 1d10
-
-### SPELLBOOK OF ELEMENTAL SUMMONING
-
-Level: 1d6 + 1
-
-Form: Weighty tome filled with pages of spell runes
-
-Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
-of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
-summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book.
-
-Depletion: 1–3 in 1d20
-
-### STAFF OF BLACK IRON
-
-Level: 1d6 + 2
-
-Form: Staff of black iron set with an eye-shaped crystal headpiece
-
-Effect: The wielder can use an action to gain one of the following effects.
-
-Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
-target follows any suggestion during its next turn that doesn't cause direct harm to itself or its allies.
-
-Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
-inflicting damage equal to the artifact level.
-
-Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
-rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the staff is sufficient.
-
-The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
-lightning), but each requires a separate activation and depletion roll.
-
-Depletion: 1 in 1d100
-
-### STAFF OF HEALING
-
-Level: 1d6 + 4
-
-Form: Wooden staff capped with a golden icon
-
-Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
-the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a
-free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
-
-Depletion: 1 in 1d10
-
-### STAFF OF THE PROPHET
-
-Level: 1d6 + 2
-
-Form: Short wooden staff
-
-Effect: The staff has three abilities, each of which requires an action to activate.
-
-Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000
-feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder
-can collapse it as an action.
-
-Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
-attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
-failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't do anything a regular snake
-couldn't do.
-Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
-natural spring in the ground.
-
-Depletion: 1 in 1d20
-
-### STORM SHACK
-
-Level: 1d6 + 3
-
-Form: Miniature model of a simple wooden shack
-
-Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
-feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
-inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
-duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
-artifact's level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
-model, which can be taken and reused.
-
-Depletion: 1 in 1d100
-
-### TRAP RUNESTONE
-
-Level: 1d6
-
-Form: Pouch with chalk, sealing wax, and an engraved runestone
-
-Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap.
-First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task
-to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct
-position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an
-explosive spell scroll, a poisonous potion, and so on.
-
-The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
-runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
-artifact's trigger might be based on a creature's size or weight, a level 5 artifact can trigger based on a specific
-type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
-
-Depletion: Automatic
-
-### TUNNELING GAUNTLETS
-
-Level: 1d6 + 1
-
-Form: Oversized pair of metallic gauntlets with broad nails
-
-Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
-can burrow through most soils and even some stone, but only through material whose level is lower than the artifact
-level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After
-that, the tunnel is subject to collapse.
-
-Depletion: 1 in 1d20
-
-### VORPAL SWORD
-
-Level: 1d6 + 3
-
-Form: Long sword that sometimes whispers and snickers aloud
-
-Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
-Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is
-decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a
-different effect).
-
-Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-
-### WAND OF SPIDER'S WEBBING
-
-Level: 1d6 + 1
-
-Form: White oak wand
-
-Effect: This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to
-nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is higher than
-the wand's level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
-it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
-was caught within it.
-
-Depletion: 1 in 1d20
-
-### WHISPERER IN THE ETHER
-
-Level: 1d6 + 1
-
-Form: Small crystal
-
-Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
-(probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
-basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day.
-Sometimes, this translates into an asset on one of the user's actions. For example, the intelligence can suggest the
-right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
-door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
-the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
-guarding.
-
-The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
-Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
-reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It cannot see the future, but
-it can often predict outcomes based on logic.
-
-Depletion: 1 in 1d20 (check each day)
-
-### WITCH'S BROOM
-
-Level: 1d6 + 2
-
-Form: A 6-foot (2 m) long wooden broom
-
-Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
-(160 km) per hour.
-
-The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
-time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
-minutes.
-
-Depletion: 1 in 1d20
-
-### SCIENCE FICTION ARTIFACTS
-
-### DARKEST BOOK
-
-Level: 10
-
-Form: Large, metal-bound book
-
-Effect: Fashioned by the primordial entity who created evil magic, the Darkest Book is
-
-a record of every vile incantation, curse, and ritual ever performed. It is known to include spells that create
-werewolves, raise an army of zombies, revive a dead body as a vampire, conjure demons and devils, and release profane
-energy for various effects. It eases by three steps any task related to magical lore.
-
-Even someone unskilled at magic can open it to a random page and read the spell there (the GM randomly determines the
-spell by rolling on the Fantastic Cypher table), which takes effect at level 10.
-
-The Darkest Book is somewhat sentient and can hide its words from anyone it doesn't want reading it. It might require a
-person casting a spell from it to succeed at a difficulty 6 Intellect defense roll or take 6 points of Intellect damage
-and move one step down the damage track.
-
-The book is technically indestructible; anything strong enough to destroy an object of its level merely destroys one of
-its pages, and the book can't be destroyed as long as at least one page remains.
-
-Depletion: —
-
-### OMNI ORB
-
-Level: 1d6 + 4
-
-Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
-
-what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
-granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
-larger the desired effect, the more likely the GM will limit
-
-it.) Activating the omni orb automatically moves the character using it one step down the damage track.
-
-Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
-they created)
-
-A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
-can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
-superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
-and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
-transporting a group of PCs 100 miles is probably within the orb's power
-
-### SPACE RING
-
-Level: 1d6 + 1
-
-Form: Metal ring with a star insignia
-
-Effect: The wearer is able to fly as effortlessly as walking, moving up to a short distance each round in any direction.
-In space, if the wearer does nothing but move for three actions in a row, they accelerate greatly and can move up to 200
-miles (320 km) per hour, or about 2,000 feet (600 m) each round. The ring also provides the wearer with breathable air
-while in space or underwater (although this doesn't provide protection against poison gas or other air-based hazards).
-The wearer can verbally communicate with other ring-wearers within 1 mile (1.5 km), and verbally request information
-(relayed to them with a synthesized voice) from the internet or a local equivalent.
-
-Depletion: 1 in 1d100 (check each day of flying)
-
-Equipment and Weapons as Artifacts
-
-Cypher System artifacts in a science fiction setting could potentially be any one of the items presented in this
-chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
-fantastic settings, opportunities to find especially unusual devices are everywhere.
-
-Dimensional Modulator
-
-Level: 1d6 + 3
-
-Form: Marble-sized crisscross shape of unknown material
-
-Effect: A target within immediate range loses their dimension of breadth (which folds into a higher dimension),
-rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was standing
-upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis, it is unable to
-take actions, doesn't age, and is immune to damage and effects. It remains in stasis for about a day, until the user
-returns the missing dimension or the artifact depletes.
-
-Depletion: 1 in 1d10
-
-Metabolic Prod
-
-Level: 1d6 + 1
-
-Form: 1 m (4 foot) metallic rod of unknown material
-
-Effect: When touched to a living target (possibly as an attack), the rod injects a potent cocktail of engineered
-biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following
-additional effects, if set before attacking.
-
-Aggression: The target's aggressive tendencies are increased for one hour, during which time the target attacks almost
-anything it encounters.
-
-Calm: The target's aggressive tendencies are tamped down for one hour, during which time the target responds to attacks
-but never initiates them.
-
-Hibernation: The target falls into hibernation, a coma-like sleep in which their metabolism slows to a crawl. They can
-go months with no additional food or water and with a fraction of the air they'd normally need. Loud sounds, damage,
-persistent prodding, and the like wakes someone in hibernation.
-
-Depletion: 1 in 1d20
-
-Probability Regulator
-
-Level: 1d6 + 4
-
-Form: Fist-sized mathematically perfect solid of constant width of unknown material
-
-Effect: For tasks that are usually random, the user exerts some level of control. When picking a card, rolling a die,
-choosing a number, or otherwise taking an action that skill usually plays no part in, they attempt an Intellect task
-whose difficulty is determined by how unlikely choosing correctly might be, so long as it is possible, even if unlikely.
-A 50/50 coin flip is a difficulty of 1, whereas picking a series of numbers with odds around 1 in 300,000,000 is
-difficulty 10. If successful, they achieve the desired result.
-
-Depletion: 1 × task difficulty in 1d20
-
-Steorraform
-
-Level: 1d6 + 3
-
-Form: Badge-sized seven-pointed star of unknown material
-
-Effect: If the wearer would become debilitated or die, the worn steorraform prevents it by instantly restoring health
-(to a creature or an NPC) or points to a Pool (to a player character). If the wearer would die of old age, disease, or
-poison, the artifact prevents it by rolling back the clock by a few decades, clearing the disease, or denaturing the
-poison. The artifact is ineffective in preventing death when those conditions last over several rounds or more, such as
-falling into lava, the sun, a singularity, and so on.
-
-Depletion: 1 × number of previous uses in 1d20
-
-### WEAPONS
-
-Artifacts that can be used as weapons, though some have other uses as well.
-
-Light, Medium, and Heavy Artifact Weapons: The artifact weapons described in this section are idiosyncratic in that they
-are not described as light, medium, or heavy. If they were specifically categorized, many characters would find that
-their training doesn't match up with a particular designation. With artifact weapons living outside the regular weapon
-categories, anyone can use an artifact weapon.
-
-Alpha Beam Projector
-
-Level: 1d6 + 3
-
-Form: Rifle-like device of unknown material
-
-Effect: The device has two settings. One fires a beam of energy that acts as propulsion and rockets the artifact away
-unless the user can hold onto it as a difficulty 1 Might-based task. A user could use this setting to fly a long
-distance each round, but doing so requires a difficulty 4 Speed-based task each round to move in the direction desired
-(and not plow into the ground or the side of a building). The other setting fires a reactionless beam that can be used
-as a very long-range plasma attack that inflicts damage equal to the artifact level. The beam ignores 1 point of Armor
-from the target.
-
-Depletion: 1 in 1d20
-
-Carbonizer
-
-Level: 1d6 + 3
-
-Form: Pistol-like device of unknown material
-
-Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
-damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic
-sources.
-
-Depletion: 1 in 1d20
-
-Death Ray
-
-Level: 1d6 + 3
-
-Form: Pistol-like device of unknown material
-
-Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
-damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic
-sources.
-
-Depletion: 1 in 1d20
-
-Disintegration Beamer
-
-Level: 1d6 + 2
-
-Form: Rifle-like device with two electrodelike protrusions of unknown material
-
-Effect: This device fires a beam to suppress the charge of the electrons that make up a creature or object within long
-range, inflicting damage equal to twice the artifact's level. If the attack reduces the target's health (or combined
-Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who would be disintegrated
-can spend 1 XP and instead descend one step on the damage track.)
-
-Depletion: 1 in 1d20
-
-Empathetic Ray
-
-Level: 1d6 + 2
-
-Form: Rod-like device with very long barrel of unknown material
-
-Effect: This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses
-how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The user can
-adjust the settings to increase the ray's effectiveness by making one additional depletion roll per increase in the
-maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the normal limit), the user
-must make five depletion rolls. If used against a PC, an affected PC can attempt an Intellect task to end the effect
-once every minute for the first few minutes, then once every hour.
-
-Depletion: 1 in 1d20
-
 ### HORROR ARTIFACTS
 
 Most Cypher System artifacts in a horror setting are either cursed objects (which draw or focus
@@ -72498,724 +56510,6 @@
 
 Depletion: 1 in 1d100 (check each session)
 
-### FAIRYTALE ARTIFACTS
-
-Most artifacts in a Cypher System fairy tale setting are magical objects that have been either crafted via magic or
-later altered by or imbued with magic. There are a number of people and beings in fairy tale settings who are capable of
-creating artifacts by one or both of these methods. Additionally, some artifacts are products of magic or the setting
-itself. Thus, new artifacts are constantly entering the world, just waiting to be found and used by the characters.
-
-### ARTIFACT QUIRKS
-
-Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and
-mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also
-shows up in artifacts as quirks. Every artifact has a quirk that sets it apart from mundane or lightly magical objects.
-
-Quirks typically do not make an artifact more powerful, but they can make it more interesting, difficult, useful, or
-just unique. Some quirks manifest during an item's creation, while others might appear (or disappear) after a particular
-experience, usually one involving magic. Quirks may come and go without notice, but typically an artifact can have only
-one quirk at a time and is rarely without a quirk for long.
-
-Quirks Table
-
-<table>
-<colgroup>
-<col style="width: 5%" />
-<col style="width: 94%" />
-</colgroup>
-<thead>
-<tr class="header">
-<th>d20</th>
-<th>Quirk</th>
-</tr>
-</thead>
-<tbody>
-<tr class="odd">
-<td>1</td>
-<td>Randomly changes the color of weapons, clothing, and other objects it touches.</td>
-</tr>
-<tr class="even">
-<td>2</td>
-<td>Causes some animals to shy away from it, and others to draw near to it.</td>
-</tr>
-<tr class="odd">
-<td>3</td>
-<td>Musical instruments and birdsongs go flat in its presence.</td>
-</tr>
-<tr class="even">
-<td>4</td>
-<td>Gives the wielder an increased sense of smell.</td>
-</tr>
-<tr class="odd">
-<td>5</td>
-<td>Draws bees and occasionally drips honey.</td>
-</tr>
-<tr class="even">
-<td>6</td>
-<td>Sometimes catches on fire when used; the blaze doesn't do damage but it gives off heat and light.</td>
-</tr>
-<tr class="odd">
-<td>7</td>
-<td>Produces a rash, tattoo, or other mark on the wielder's skin.</td>
-</tr>
-<tr class="even">
-<td>8</td>
-<td>Causes the wielder to walk an inch or so above the ground.</td>
-</tr>
-<tr class="odd">
-<td>9</td>
-<td><p>Whistles music appropriate</p>
-<p>to what's going on around it, including a nasal drone when it's bored.</p></td>
-</tr>
-<tr class="even">
-<td>10</td>
-<td>Sometimes moves of its own accord, but never when anyone's looking at it.</td>
-</tr>
-<tr class="odd">
-<td>11</td>
-<td>Talks constantly about its former owner, who it either loves or hates, depending on the day.</td>
-</tr>
-<tr class="even">
-<td>12</td>
-<td>Gives everyone nearby weird and unnatural dreams.</td>
-</tr>
-<tr class="odd">
-<td>13</td>
-<td>Causes the wielder's hair to grow faster than normal.</td>
-</tr>
-<tr class="even">
-<td>14</td>
-<td>Creates a cloud over itself constantly. Sometimes the cloud rains.</td>
-</tr>
-<tr class="odd">
-<td>15</td>
-<td>Draws fey creatures to it, whether it's being used or not.</td>
-</tr>
-<tr class="even">
-<td>16</td>
-<td>Whines incessantly if it hasn't been used (or at least given some attention, such as being cleaned) in at least a
-day.</td>
-</tr>
-<tr class="odd">
-<td>17</td>
-<td>Emits various colored swirls and sparkles that form shapes in the air.</td>
-</tr>
-<tr class="even">
-<td>18</td>
-<td>Changes appearance in some small way to match the wielder's mood.</td>
-</tr>
-<tr class="odd">
-<td>19</td>
-<td>Sometimes points the way to something interesting or useful.</td>
-</tr>
-<tr class="even">
-<td>20</td>
-<td>Occasionally changes into a completely different artifact overnight (including form and function); this effect lasts
-until the artifact is used in its new form, after which point it reverts back (or depletes).</td>
-</tr>
-</tbody>
-</table>
-
-Artifact Table
-
-When giving artifacts to characters, either choose from this table or roll d100 for random results.
-
-| d100  | Artifact                        |
-|-------|---------------------------------|
-| 01-03 | A tisket a tasket               |
-| 04-06 | Bounding boots                  |
-| 07-09 | Boundless bag                   |
-| 10-12 | Boy Blue's horn                 |
-| 13-15 | Carving knife of sharpness      |
-| 16-17 | Devils and tailors              |
-| 18-20 | Fiddle of the fossegrim         |
-| 21-23 | Fortunate's purse               |
-| 24-25 | Galoshes of fortune             |
-| 26-27 | Genie's lamp                    |
-| 28-30 | Golden bridle                   |
-| 31-33 | Hatchet of the Woodsman         |
-| 34-36 | Hook's hook                     |
-| 37-39 | Horn of destruction             |
-| 40-42 | Iron stove                      |
-| 43-45 | Knapsack of sevens              |
-| 46-50 | Mirror mirror                   |
-| 51-53 | Pandora's box                   |
-| 54-56 | Pixie dust                      |
-| 57-59 | Red cap                         |
-| 60-62 | Red riding hood                 |
-| 63-65 | Self-swinging sword             |
-| 66-68 | Seven-league boots              |
-| 69-71 | Shapeshifter wand               |
-| 72-74 | She-bear                        |
-| 75-77 | Shirt of nettles                |
-| 78-79 | Soldier's cloak of invisibility |
-| 80-82 | Soulful fiddle                  |
-| 83-84 | Steadfast tin soldier           |
-| 85-87 | Stone canoe                     |
-| 88-90 | Story knife                     |
-| 91-93 | Table-be-set                    |
-| 94-96 | Tinderbox                       |
-| 97-98 | Tweedledee's umbrella           |
-| 99-00 | Vicious tankard                 |
-
-### A SELECTION OF FAIRY TALE ARTIFACTS
-
-A Tisket a Tasket
-
-Level: 1d6
-
-Form: Woven yellow basket with wooden handles
-
-Effect: This basket can contain up to one cypher per artifact level, as long as each is no larger than a typical cat.
-Cyphers in the basket do not count against a character's limit.
-
-Depletion: 1 in 1d20 (check each time a cypher is added to the basket)
-
-Bounding Boots
-
-Level: 1d6 + 1
-
-Form: Beautifully made leather and gold boots that adjust to fit the wearer perfectly
-
-Effect: The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level
-6 or higher).
-
-Depletion: —
-
-Boundless Bag
-
-Level: 1d6 + 2
-
-Form: Small bag with two handles and a clasp
-
-Effect: Any nonliving item held in the bag becomes a slightly more valuable item. For example, an inexpensive item
-becomes a moderately priced item, while a moderate item becomes an expensive item. The bag has no effect on items that
-are very expensive or exorbitant. The change takes a full day to take effect, during which time the item cannot leave
-the bag and the bag should not be opened. If the bag is opened, the process is canceled and must be started over.
-
-Depletion: 1 in 1d6. When the effect depletes, it can still be used as a normal bag.
-
-Putting all or part of
-
-a living thing into a boundless bag is always risky, as more than one person has had their hand or head turned to gold
-(which might sound lovely, but typically isn't). Also, doing so often causes the boundless bag to revert to a normal
-bag.
-
-Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be
-cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact.
-
-Boy Blue's Horn
-
-Level: 1d6
-
-Form: Gleaming horn that never needs to be tuned or polished
-
-Effect: When playing a lullaby, the horn puts every hearing living being in short range (including the user) to sleep
-for two rounds. When the horn plays something upbeat, the user and all allies within short range add +1 to their
-recovery rolls for ten minutes.
-
-Depletion: 1 in 1d20. After depletion, it continues to function as a regular horn.
-
-Carving Knife of Sharpness
-
-Level: 1d6 + 1
-
-Form: Knife (light weapon)
-
-Effect: This weapon functions as a normal knife of its kind. When the wielder gets a special major effect when
-attacking, they can choose to lop off one of the target's limbs.
-
-Depletion: 1 in 1d10 (roll on each major effect)
-
-The GM determines the effect of a lost limb; however, many magical beings can withstand lost limbs with far more aplomb
-than a mortal creature will display in a similar situation.
-
-Devils and Tailors
-
-Level: 1d6 + 2
-
-Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl
-
-Effect: Playing someone in a game of checkers or draughts eases all of the user's positive social interactions with
-their opponent. While playing, the user can make a move and interact with their opponent as a single action. The game
-lasts a number of rounds equal to the artifact level.
-
-Depletion: 1 in 1d20 (check each game played). After depletion, the board continues to function as a regular
-draughtboard.
-
-You can determine the outcome of a game by having both players roll 2d6. The player with the highest number of pieces
-left on the board (highest roll) is the winner.
-
-Fiddle of the Fossegrim
-
-Level: 1d6 + 2
-
-Form: Water-worn fiddle
-
-Effect: Playing the fiddle causes everyone within long distance to become enticed by the music and draw closer to the
-player. After one round, all creatures in short range begin to dance uncontrollably for a number of rounds equal to the
-artifact level. The only action they can take while dancing is to attempt to break free from the effect (an Intellect
-action equal to the artifact level).
-
-Depletion: 1 in 1d20
-
-Fortunate's Purse
-
-Level: 1d6
-
-Form: Elegant knapsack that shifts colors to hide in plain sight
-
-Effect: Any object put inside the sack cannot be detected by physical senses or magic. The sack can hold a single item,
-of any size and shape, at a time. Cyphers in Fortunate's purse do not count against the user's cypher limit.
-
-Depletion: 1 in 1d20 (check each time an item is added to the knapsack)
-
-Magic bags come in many forms, such as coin purses, sacks, packs, and pockets. Some can be used to hide someone safely
-out of sight, provide an endless supply of gold or riches, or grant wishes. They are most often given as rewards for
-doing great kindnesses or completing a difficult task.
-
-Galoshes of Fortune
-
-Level: 1d6 + 4
-
-Form: Pair of rubber boots
-
-Effect: Transports the wearer to a time and place in the past or present that they desire for up to ten minutes. The
-wearer cannot be seen, heard, or sensed by others, and they cannot take any actions other than to watch events unfold.
-Traveling to and from the time and place causes the wearer to disappear from the present for two rounds.
-
-Depletion: 1 in 1d6
-
-Genie's Lamp
-
-Level: 1d6 + 2
-
-Form: Bronze oil lamp
-
-Effect: Rubbing the lamp produces a genie who grants the user a wish. The GM assigns a level to the wish, so the larger
-and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as gaining an
-asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The genie
-cannot grant a wish above its level. The genie can grant only one wish per day.
-
-Depletion: 1 in 1d6
-
-Genies, also called djinn or jinn, come in many forms, and not all of them are contained or controlled by something so
-simple as a lamp.
-
-Golden Bridle
-
-Level: 1d6 + 2
-
-Form: Bridle made of flowing gold
-
-Effect: To activate the bridle, the user must succeed on an Intellect interaction with a beast whose level does not
-exceed the artifact level. The bridle bonds to the creature, which immediately becomes calm. The creature awaits the
-user's commands and carries out orders
-
-to the best of its ability. The creature remains calmed for a number of hours equal to the artifact's level minus the
-creature's level. (If the result is 0 or less, the creature is enslaved for only one minute.)
-
-Depletion: 1 in 1d10
-
-Hatchet of the Woodsman
-
-Level: 1d6 + 4
-
-Form: Well-worn hatchet of unremarkable appearance
-
-Effect: When used on a creature, the hatchet turns the target into wood and inflicts damage equal to its level. If the
-creature is living wood, the hatchet turns them into nonliving wood. If the target is slain by the hatchet, the creature
-becomes animated wood. Effects last for ten minutes or until the target succeeds on an Intellect roll.
-
-Depletion: 1 in 1d20 (check on each successful attack)
-
-Hook's Hook
-
-Level: 1d6 + 1
-
-Form: Simple iron hook designed to be worn as a prosthetic
-
-Effect: When placed on an amputated limb, the hook grafts on permanently. It works
-
-as a simple hook and as a light weapon. When activated, Hook's hook affects the
-
-minds of all thinking foes within long range. Those affected are instilled with terror, making them drop whatever
-they're holding and flee for a number of rounds equal to the artifact level.
-
-Depletion: 1 in 1d6 (for the fear ability). After depletion, it still functions as a hook and a weapon.
-
-There are rumored to be any number of Hook's hooks, all of which are made from different materials and serve different
-purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook.
-Enterprising characters might seek out multiple hooks, along with a way to exchange them easily.
-
-Horn of Destruction
-
-Level: 1d6 + 3
-
-Form: Large brass horn
-
-Effect: Blowing into the horn destroys all objects in an immediate area that is up to a long distance away, turning it
-all into rubble and debris. Living beings inside the area take 2 points of ambient damage (ignores Armor).
-
-Depletion: 1 in 1d6
-
-It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris and to
-wear a crown fashioned from talus and scree.
-
-Iron Stove
-
-Level: 1d6 + 3
-
-Form: Iron stove that walks and talks
-
-Effect: Once per day, the stove can bake a
-
-living gingerbread cookie. The baker chooses the form, but it must be a simple, one-dimensional shape (such as a human,
-a dog, or a tree). The cookie is a level 3 creature that can move, talk, and complete simple tasks that the baker asks
-of it. After a day, the cookie crumbles away.
-
-Additionally, the iron stove can be used as a regular stove to heat water, cook meals, and so on.
-
-Depletion: 1 in 1d100. After depletion, it remains a regular working stove, but no longer walks and talks.
-
-A gingerbread being is not immune to dangers. Large amounts of liquids are likely to make it melt away, while birds and
-other scavengers have been known to try to take an eye or leg.
-
-Knapsack of Sevens
-
-Level: 1d6
-
-Form: Simple knapsack
-
-Effect: Tapping the knapsack seven times causes seven swans to fly out. For as long as the user does not speak or make
-any sounds, the swans fly around the user, providing them with +1 Armor against mental and physical attacks for the next
-ten minutes.
-
-As soon as the user utters a sound, the swans return to the knapsack.
-
-Depletion: 1 in 1d20
-
-Mirror Mirror
-
-Level: 1d6 + 4
-
-Form: Ornate mirror that grows or shrinks in size according to its user's needs.
-
-Effect: When the user looks into the mirror and interacts with it, it grants their request, as it is able. Roll a d6 to
-determine the mirror's ability:
-
-Most mirror mirrors have a personality all their own. Some sing their
-
-answers, some show images, and still others sigh with boredom at being asked the same thing over and over.
-
-Mirrors never lie. Except when they do.
-
-Depletion: 1 in 1d20
-
-<table>
-<colgroup>
-<col style="width: 4%" />
-<col style="width: 95%" />
-</colgroup>
-<thead>
-<tr class="header">
-<th>d6</th>
-<th>Ability</th>
-</tr>
-</thead>
-<tbody>
-<tr class="odd">
-<td>1</td>
-<td>Answers a question about the present (such as "Who is the fairest of them all?") with a simple one- or two-word
-answer.</td>
-</tr>
-<tr class="even">
-<td>2</td>
-<td>Allows the viewer to check in on someone they know (and who knows them) from anywhere. The image lasts just a
-moment, and those being viewed are not aware that it has happened.</td>
-</tr>
-<tr class="odd">
-<td>3</td>
-<td><p>If the viewer stands before the mirror and shouts their own name three times, they are granted</p>
-<p>a glimpse of their future. This glimpse lasts just a moment, and is not guaranteed to come true.</p></td>
-</tr>
-<tr class="even">
-<td>4</td>
-<td>If the viewer stands before the mirror at midnight while holding a light source, they are able to contact the ghost
-or spirit of a person or creature they know the name of. Whether or not the being agrees to talk with them is another
-matter.</td>
-</tr>
-<tr class="odd">
-<td>5</td>
-<td>Distorts the appearance of everything it reflects, particularly by magnifying the horrible and ugly aspects of
-things and people while ignoring their good and beautiful aspects. Looking into the mirror inflicts 2 points of
-Intellect damage. Angling the mirror to reflect an object inflicts 2 points of damage to it.</td>
-</tr>
-<tr class="even">
-<td>6</td>
-<td>Coats the user's skin with its reflective surface, offering protection. The first time the user would take damage,
-the mirror shatters instead, reflecting the damage back to the user's attacker.</td>
-</tr>
-</tbody>
-</table>
-
-Pandora's Box
-
-Level: 1d6 + 4
-
-Form: Elegant gold box with a hinged lid and a locked clasp
-
-Effect: When the box is opened, light leaks out. The light coalesces into a golden form that represents a deep sense of
-peace and hope to the person who opened the box. For a number of rounds equal to the artifact level, the golden form
-eases all actions taken by the opener. Alternatively, the opener can share the effect of the golden form as their
-action, easing all actions taken by allies within short range (but not giving themselves the benefits).
-
-Depletion: 1 in 1d6
-
-Pixie Dust
-
-Level: 1d6
-
-Form: Glass bottle filled with glittering light
-
-Effect: Shake the glittering light on a living
-
-being and it can fly for ten minutes per artifact level. If the being can already fly, shaking the light on them grounds
-them, taking away their ability to be airborne for the same amount of time.
-
-Depletion: 1 in 1d10
-
-Red Cap
-
-Level: 1d6 + 3
-
-Form: Woolen cap soaked in human blood
-
-Effect: The wearer gains an extra recovery
-
-roll each day that is not an action and does not count toward their daily limit. Once the wearer uses this recovery
-roll, they can't do so again until after they make a ten-hour recovery roll and soak the hat in fresh human blood.
-
-Depletion: 1 in 1d20 (check each day of use)
-
-Red Riding Hood
-
-Level: 1d6 + 3
-
-Form: Bright red cloak that adjusts to fit its wearer
-
-Effect: Draws the eye while also giving the wearer the impression of being easy prey. All tasks involving sneaking and
-hiding are hindered, and foes will typically attack the wearer over any others in the area. The cloak provides +3 Armor
-and an asset to all Might-based tasks, including combat tasks.
-
-Depletion: 1 in 1d10 (check each day of use)
-
-Self-Swinging Sword
-
-Level: 1d6 + 1
-
-Form: Steel sword with an ornate hilt
-
-Effect: When activated by a special word,
-
-the sword attacks whoever the user indicates, fighting as a creature whose level is equal to the artifact level.
-Commanding the sword is not an action, but it can only do things that a sword would be able to do (attack, block, slice,
-and so on). If the sword is reduced to 0 health, the self-swinging ability ends and must be reactivated. The sword
-returns to the user when the duration ends.
-
-Depletion: 1 in 1d6 (for the self-swinging ability). After depletion, it functions as a regular sword.
-
-Seven-League Boots
-
-Level: 1d6 + 3
-
-Form: Lace-up knee-high boots of black leather
-
-Effect: Allows the wearer to travel up to 21 miles (34 km) with a single step. Alternatively, two people may each wear
-one boot and travel up to 10.5 miles (19 km) with a single step. Seven-league boots exhaust the user, costing them 2
-Might points per step.
-
-Depletion: 1 in 1d20 (check each step). Once the movement ability depletes, the boots continue to function as regular
-boots.
-
-Shapeshifter Wand
-
-Level: 1d6
-
-Form: Wand made of wood, glass, metal, or stone
-
-Effect: Allows the user to turn one living being (including themself) into one of the following: flower, lake, duck,
-swan, cottage, rosebush, or fish. While in
-
-their new form, the shapeshifted being retains all of their health and other attributes, but cannot perform any actions
-beyond what the non-magical item or creature could normally perform. So a flower can blow in the wind, bloom, attract
-insects, be cut, and smell nice. Any attempts to detect the shapeshifted being by physical senses or magic are hindered
-by two steps. While shapeshifted, the being cannot die; however, they can be injured, cursed, or moved down the damage
-track. The effect lasts for ten minutes or until the user chooses to end it early.
-
-Depletion: 1 in 1d10
-
-She-Bear
-
-Level: 1d6
-
-Form: Bit of wood carved in the shape of a bear
-
-Effect: When placed in the mouth, changes the wielder into the form of a female bear. While in this form, the user gains
-+4 to their Might Pool, +4 to their Speed Pool, and +1 to Armor. They also can communicate with other bears while in
-this form. The effect lasts for ten minutes.
-
-Depletion: 1 in 1d6
-
-Shirt of Nettles
-
-Level: 1d6 + 4
-
-Form: Woven shirt of stinging nettles
-
-Effect: The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or higher) in
-addition to the 1 Armor that light armor typically provides. Additionally, the wearer can't be shapeshifted against
-their will.
-
-Depletion: — (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that
-ability, after which the shirt still functions as armor.)
-
-Soldier's Cloak of Invisibility
-
-Level: 1d6 + 2
-
-Form: Slate-grey cloak sewn of shadows and silence
-
-Effect: Provides an asset to hiding, sneaking, and remaining undetected (even by magic) for as long as the wearer does
-not interact with another creature. Entering into combat or interacting with another creature in any way breaks the
-effect.
-
-Depletion: 1 in 1d100
-
-Soulful Fiddle
-
-Level: 1d6 + 2
-
-Form: Fiddle made of bone and guts
-
-Effect: This instrument acts like a normal
-
-fiddle of its kind. If the wielder is trained in its use and plays an appropriate tune, those within short range who
-hear it suffer one of the following effects: fall asleep, become amenable to suggestion, follow the fiddle player in a
-light trance, or take a similar action.
-
-The desired effect must be the same for all creatures who hear it. The effect lasts for ten minutes, but actions by
-others (such as attacking the listeners or physically restraining them) can end the effect early for a creature.
-
-Depletion: 1 in 1d20
-
-Steadfast Tin Soldier
-
-Level: 1d6 + 2
-
-Form: Small tin soldier with one leg
-
-Effect: Gives a user who is missing a
-
-limb the ability to transform the tin soldier into a prosthetic limb with the appearance of their choosing. The limb
-permanently increases the user's maximum Speed Pool or Might Pool (user's choice) by 5 points (or 7 points if the
-artifact is level 6 or higher).
-
-Depletion: —
-
-It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including
-Paper Ballerina, Handless Maiden, and Bianca's Snake.
-
-Stone Canoe
-
-Level: 1d6 + 3
-
-Form: Shiny grey pebble, small enough to fit into a pocket
-
-Effect: When activated, forms into a canoe that can carry a number of beings (and their equipment) equal to the artifact
-level. The canoe lasts for one day and then transforms back into a pebble.
-
-Depletion: 1 in 1d6 (check each use)
-
-Story Knife
-
-Level: 1d6 + 2
-
-Form: Small penknife inscribed with tiny words in hundreds of languages
-
-Effect: Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. This has
-one of two effects, depending on the wielder's desire (the wielder must decide before they activate the artifact each
-time):
-
-• Makes the story, song, and so on sharper, stronger, and more interesting, increasing the chance that it will have an
-impact on listeners (eases any attempted interaction task)
-
-• Makes the story, song, and so on boring, unwieldy, and disjointed, decreasing the chance that it will have the
-intended impact on listeners (hinders any attempted interaction task)
-
-Using the story knife is an action. It has no power to cut physical objects or living beings (unless those beings are
-made of stories).
-
-Depletion: 1 in 1d20
-
-Table-Be-Set
-
-Level: 1d6
-
-Form: Common-looking wooden table
-
-Effect: Putting the table out and saying
-
-"Table be set" automatically fills the table with as much food and drink as will fit upon its surface. The table does
-not become empty as long as there is anyone in long range who still wishes to eat. Once a character uses the table's
-ability, they can't do so again until after they make a ten-hour recovery roll.
-
-Depletion: 1 in 1d100
-
-In addition to artifact quirks, common sense suggests that the
-
-effects of some artifacts will draw additional interesting opportunities or dangers. Using table-be-set in the middle of
-a forest, for example, is likely to draw bears and other hungry beasts, while using it in the middle of town might
-garner the characters new friends, or catch the attention of thieves.
-
-Tinderbox
-
-Level: 1d6 + 2
-
-Form: Small ornate tinderbox made of metal
-
-Effect: Summons three dogs to do the user's bidding. The dogs can complete any tasks dogs would normally be able to
-accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3 creature.
-
-Depletion: 1 in 1d6
-
-Tweedledee's Umbrella
-
-Level: 1d6 + 2
-
-Form: Large umbrella with a sharp point on the end
-
-Effect: Touch a creature (up to the artifact's level) of any size and the umbrella will fold up around it, capturing it
-inside. Holding the umbrella with the captive inside is an action. A caught character is held for ten minutes or until
-they make a successful Might roll to break free.
-
-Depletion: 1 in 1d10
-
-Vicious Tankard
-
-Level: 1d6 + 2
-
-Form: Hefty ale tankard carved of stone
-
-Effect: In addition to serving as a convenient means to drink a variety of liquids, if the tankard is topped off with
-good ale or spirits, it can be used as a medium weapon that inflicts +2 damage (for a total of 6 points of damage).
-Anyone who picks up the tankard is practiced
-
-in using it in this fashion. Surprisingly, using the tankard as a melee weapon does not cause more than a modicum of
-good ale or spirits to slosh out.
-
-Depletion: 1 in 1d20 (check each fight)
-
 ### EQUIPMENT
 
 ### MODERN FANTASY EQUIPMENT
@@ -73499,31 +56793,7 @@
 
 • Wood from an ancient tree
 
-### SUPERHERO EQUIPMENT
-
-### SPECIAL EQUIPMENT
-
-Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story.
-For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those
-going on a short trip into space will need a vehicle and spacesuits. This sort of item doesn't have to be a cypher
-(which counts against a character's cypher limit) or an artifact (which has a depletion chance)—it can just be
-equipment. If a player suggests a suitable piece of equipment they can buy (such as scuba gear), or a gadgeteer or
-inventor character offers to build something to do the job, the GM should let them do it and handwave most of the
-details because they're being creative and overcoming obstacles to move the story forward. In other words, don't assume
-that every piece of weird equipment needs to be a cypher or artifact; things that allow the adventure to happen
-shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
-leeway, the GM always has the option to use an intrusion to complicate an encounter.
-
 ### FANTASY EQUIPMENT
-### MEDIEVAL FANTASY EQUIPMENT
-
-| Category       | GP Value        |
-|----------------|-----------------|
-| Inexpensive    | Less than 1 gp  |
-| Moderate       | 1–10 gp         |
-| Expensive      | 100–500 gp      |
-| Very expensive | 1,000–10,000 gp |
-| Exorbitant     | 10,000+ gp      |
 
 ### STARTING GOLD PIECES FOR CHARACTERS
 
@@ -74773,2017 +58043,6 @@
 
 Depletion: 1 in 1d20 (check after each day of use)
 
-### SCIENCE FICTION EQUIPMENT
-
-### EQUIPMENT & ARMAMENTS
-
-Equipment: Equipment includes apparel, armor, cybernetic implants, personal drone assistants, and other items that, for
-the most part, can be easily transported. Technically speaking, armaments are also equipment. Unless it's important to
-make a distinction, assume all guidance regarding "equipment" also applies to armaments. But when it is important to
-make a distinction, the term "armaments" is used for equipment that is also a weapon.
-
-Armaments: From contemporary bullet-firing pistols to fantastically advanced handheld disintegration guns, the weapons
-presented in this chapter are dedicated to those that a single character can carry and use.
-
-### VARIABLE COST BY TECH RATING
-
-Equipment costs assume the setting is predominantly of same tech rating as the object's tech rating. The price drops by
-one price category if the setting tech rating is, generally speaking, greater than the object's tech rating.
-
-Note, however, that inexpensive items do not become free; they remain inexpensive.
-
-### WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
-
-When a player makes up their character, their type likely indicates that they can choose one or more weapons of their
-choice. When choosing such weapons and equipment, the following restrictions apply to that choice:
-
-• Characters must choose weapons within, or less than, the average tech rating of the setting.
-
-• Characters may not choose weapons in the exorbitant or priceless price category.
-
-### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
-Equipment listed as contemporary can often be had in hard science fiction or fantastic genres, possibly at a lower
-price. Note that such equipment available in these future worlds are not necessarily antiques (though they could be),
-but rather cheaply made objects.
-
-### EQUIPMENT POWER
-
-For the most part, assume that equipment is either self-powered, or easily powered by charging fields or other
-ubiquitous and freely available sources. That is, unless a piece of equipment losing power makes a good GM intrusion in
-a clutch situation.
-
-### CUSTOMIZING EQUIPMENT
-
-Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the
-space available, isn't an option. However, a representative cross section is provided. If you're looking for something
-that isn't noted, look for something close and adapt the listing
-
-### EQUIPMENT LISTING
-
-### COMMUNICATION
-
-### LIGHTSPEED COMMUNICATION DELAYS
-
-For ease of reference, the light delay table provides the time it takes light from the sun to each planet in our solar
-system, plus a few other notable locations. To figure light delays between two different locations, subtract the time
-delay of the object closer to the sun from the time delay of the object farther away. The difference is the light delay
-between those two locations. Double times for two-way communication
-
-### LIGHT DELAY TABLE
-
-| Location          | AU   | Light Delay |
-|-------------------|------|-------------|
-| Mercury           | 0.4  | 3 minutes   |
-| Venus             | 0.7  | 6 minutes   |
-| Earth             | 1.0  | 8 minutes   |
-| Mars              | 1.5  | 13 minutes  |
-| Asteroid belt     | 2.7  | 22 minutes  |
-| Jupiter           | 5.2  | 43 minutes  |
-| Saturn            | 9.5  | 79 minutes  |
-| Uranus            | 19   | 160 minutes |
-| Neptune           | 30   | 4 hours     |
-| Inner Kuiper Belt | 30   | 4 hours     |
-| Pluto             | 39   | 6 hours     |
-| Outer Kuiper Belt | 50   | 7 hours     |
-| Inner Oort Cloud  | 5k   | 29 days     |
-| Outer Oort Cloud  | 100k | 19 months   |
-| Proxima Centauri  | 269k | 4.2 years   |
-
-### CONTEMPORARY
-
-Smartphone
-
-Level 2 (6)
-
-Moderate/Expensive
-
-A communication device that performs some of the functions of a computer with a touchscreen interface, internet access,
-and ability to run multiple apps. Provides an asset to knowledge tasks that can be researched on the internet, and
-bright light within immediate range. Subject to running out of charge or breaking.
-
-Computer/Laptop
-
-Level 3 (9)
-
-Expensive
-
-A data processing and data-access tool that enables all sorts of creative and comprehension tasks.
-
-Satellite phone
-
-Level 4 (12)
-
-Very Expensive
-
-As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network,
-providing planetary range.
-
-### ADVANCED
-
-Communicator, badge/ring
-
-level 3 (9)
-
-Moderate
-
-As satellite phone, but so small it can be worn as a stylish insignia or badge on a cuff, chest, pendant, or carried in
-a pocket; as a ring worn on a finger, earlobe, or other pierced appropriate or pierced body part; or threaded into a
-tattoo on wrist or back of hand. Has full voice functionality, including on-the-fly translation (for languages in a
-network-connected database), and audibly duplicates most smartphone functions.
-
-A communicator badge in the form of ring is often referred to as a data-ring.
-
-AR glasses
-
-level 4 (12)
-
-Expensive
-
-Sturdy (and sometimes stylish) eyeglasses or goggles provides all the functions of a contemporary smartphone (including
-communication) and communicator badge, plus is capable of both immersive VR and overlaid HUD and augmented reality
-functions. Can be worn inside a space suit helmet or incorporated directly into one.
-
-AR contacts
-
-level 4 (12)
-
-Expensive x2
-
-As AR glasses, but are lenses fitted to the eye. Also called "smartacs."
-
-Courier
-
-level 5 (15)
-
-Exorbitant
-
-Essentially a tiny rocket that can exceed human-rated Gs to "quickly" deliver messages across planetary distances if
-radio (via DSM network), laser, or even graser communication is deemed too susceptible to interception by a third party.
-A courier must be launched in a micro-gravity environment.
-
-Laser array
-
-level 5 (15)
-
-Exorbitant A bulky piece of equipment that takes a few days to set up and calibrate. Useful for ship-to-ship
-communication for "tight" beaming information; even highly focused lasers spread out to several miles after only
-traveling a few light-seconds, diminishing their usefulness. Also doubles as a spacecraft weapon system (but all attack
-tasks using it are hindered).
-
-Graser array
-
- level 5 (15)
-
-Exorbitant
-
-As laser array, but collimates gamma rays, which diverge far less quickly than light, allowing communication between
-planets. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered).
-
-### FANTASTIC
-
-Mind's eye
-
-level 4 (12)
-
-Expensive
-
-As contemporary AR glasses, but directly incorporated into the brain as cortical implant. Incorporation grants eidetic
-memory, the ability to link senses between authorized users within network range, and some control over brain chemistry,
-granting an asset on all tasks the user attempts to control or moderate their own reactions.
-
-Ansible
-
-level 6 (18)
-
-Exorbitant
-
-A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use,
-allows instantaneous communication between two points even across interstellar distances.
-
-### SENSE-ENHANCING TOOLS
-
-Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
-the mind's eye implant.
-
-### CONTEMPORARY
-
-Binoculars
-
-level 2 (6)
-
-Moderate
-
-Provides an asset for perception tasks at range.
-
-Camera, surveillance
-
-level 3 (9)
-
-Expensive
-
-Wireless transmission to internet node, radio within long range, or flash storage to be picked up physically at a later
-date; includes microphone and ability to have conversation through camera speakers.
-
-Microscope
-
-level 3 (9)
-
-Expensive
-
-Provides an asset to any research task where small-scale perception could provide additional information, though
-analysis requires several hours or more.
-
-Nightvision goggles
-
-level 3 (9)
-
-Expensive
-
-Reasonably accurate vision in complete darkness, up to 100 m (330 feet).
-
-Analysis apparatus
-
-level 4 (12)
-
-Exorbitant
-
-Any one of a number of pieces of lab equipment that takes a few days to set up and calibrate, including chromatography
-columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any
-analysis task where perception could provide additional information, though analysis requires several hours or more.
-
-### ADVANCED
-
-Hand scanner
-
-level 4 (12)
-
-Expensive
-
-Smartphone-like device customized for analysis; provides an asset for identifying tasks.
-
-White noise generator
-
-level 5 (15)
-
-Expensive
-
-Fist-sized device that fuzzes frequencies all across the spectrum, hindering all electronic perception and surveillance
-tasks within short range by five steps.
-
-Lab-on-a-chip
-
-level 5 (15)
-
-Very Expensive
-
-Portable 15 cm (6 inch) cube with many inputs and readouts (and network connections). Eases any research task where
-small-scale perception could provide additional information by two steps, though analysis requires about ten minutes.
-
-Research drone
-
-level 4 (12)
-
-Very Expensive
-
-Autonomous frames about 1 m (3 feet) in rough diameter fitted with all manner of surveillance devices, including visual,
-audio, chemical, and lab-on-a-chip functionality. Propelled by rotors in an atmosphere or micro-thrusters in vacuum.
-Research drones can also be controlled through AR glasses or smartphones to any distance communications reach.
-
-Tactile drone
-
-level 4 (12)
-
-Very Expensive
-
-As research drone, except without the suite of analysis tools, providing only audible and visual feeds back to
-controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those
-of level 4 or less, or allow a remote operator to attempt more difficult tasks at a distance.
-
-### FANTASTIC
-
-Multicorder
-
-level 5 (15)
-
-Very Expensive
-
-Handheld device provides two assets and one free level of Effort to any perception, analysis, or computing task that the
-device's multiple sensors (including radio, gravimetric, chemical, visual, audio, and others) within short range.
-Analysis requires only one round to complete.
-
-An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
-in effect providing one more level of Effort than what was paid for
-
-Probe drone
-
-level 6 (18)
-
-Exorbitant
-
-More advanced version of a contemporary research drone that can be deployed to other planets and even star systems to
-gather environmental and tactical information, which is transmitted back. If forced to defend itself, this level 6 robot
-has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each.
-
-Sonic toolgrip
-
-level 6 (18)
-
-Exorbitant
-
-Handheld toolgrip manifests a sonic effector field that serves as a multifunctional tool in a wide variety of
-circumstances. Suitable for picking a lock, unscrewing a bolt, analyzing the interior of an object, as a microphone, for
-tracking movement, hacking electronics, charging electronics, or even tuned to a high-intensity beam that can blind
-nearby targets for a round. The sonic toolgrip eases all tasks by two steps.
-
-### APPAREL & ARMOR
-
-Unless the GM is running some kind of survival-related scenario, characters can be presumed to have basic clothing and
-footwear suitable to their environment. CONTEMP
-
-### CONTEMPORARY
-
-Cold weather gear
-
-level 3 (9)
-
-Expensive
-
-Insulated clothing, including gloves, boots, and facemask, that allows wearer to function in extremely cold environments
-for several hours at temperatures down to –90 degrees C (–130 degrees F).
-
-Elegant clothes
-
-level 3 (9)
-
-Expensive
-
-Clothing suitable for moving in elite circles; provides an asset to interaction checks in some situations.
-
-SCUBA gear
-
-level 4 (12)
-
-Expensive
-
-Self-contained underwater breathing apparatus allows wearer to function underwater for about an hour at depths (under
-normal Earth atmosphere) of up to 40 m (130 feet)
-
-### CONTEMPORARY ARMOR
-
-Leather jacket
-
-level 2 (6)
-
-Moderate Functions as light armor (+1 Armor).
-
-Kevlar vest
-
-level 3 (9)
-
-Expensive
-
-Functions as medium armor (+2 Armor).
-
-Military body armor, light
-
-level 4 (12)
-
-Very Expensive
-
-Functions as medium armor (+2 Armor), encumbers as light armor.
-
-Military body armor
-
-level 4 (12)
-
-Very Expensive
-
-Functions as heavy armor (+3 Armor).
-
-Remember, armor (lowercase a) is something you wear. Armor (capital A) is the bonus you get. You can have only one type
-of armor at a time, but you can have many sources of Armor, theoretically.
-
-### ADVANCED
-
-Safesuit, space
-
-level 2 (6)
-
-Moderate
-
-Cheap, mass-produced one-size-fits-all vacuum-protection "suit" (sometimes they look more like a bag) of thin polymer
-suitable for emergency decompression events but not for long-term use. Can be put on and sealed with one action, but any
-physical action taken while wearing one is subject to automatic GM intrusions on a d20 die roll of 1 or 2. If a roll
-triggers a GM intrusion, the suit tears.
-
-Breather
-
-level 2 (6)
-
-Moderate/Expensive
-
-A facemask providing a day of breathable air in poisonous or low-oxy atmospheres, or continuously for expensive
-breathers with recycling and oxy extraction features. If used in a vacuum, a breather provides the wearer three rounds
-of action before the full effects of vacuum begin dropping them on the damage track.
-
-Exoskin, grav-assist
-
-level 3 (9)
-
-Expensive
-
-Powered anthropomorphic exoskeleton allows completely normal function in high gravity environments of up to 5 G.
-Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor.
-
-Shipboots
-
-level 3 (9)
-
-Expensive
-
-Any footwear that allows variable magnetic adhesion to a surface; cancels the hindrance to all physical actions suffered
-by those acting in zero-gravity conditions.
-
-Pressure suit
-
-level 3 (9)
-
-Expensive
-
-A full-body suit similar to a space suit, but only rated for regions of low pressure (not vacuum) such as is typically
-found on Mars. Some come integrated with breathers (at double the cost).
-
-Exoskin, brute
-
-level 4 (12)
-
-Very Expensive
-
-As grav-assist exoskin, but high-tensile effectors ease all tasks related to Might.
-
-Exoskin, reactive
-
-level 4 (12)
-
-Very Expensive
-
-As grav-assist exoskin, but integrated memory fibers ease all tasks related to Speed.
-
-Space suit
-
-level 4 (12)
-
-Very Expensive
-
-Protects a wearer from vacuum and allows basic normal activities in space. Requires about four rounds to put on and seal
-(going quicker risks a bad seal). Provides about ten hours of atmo in a vacuum without refurbishment. Extremely limited
-maneuvering thrusters provide a couple of opportunities to correct a poorly aimed jump through zero G. Shipboots are
-usually built in.
-
-"Atmo" is the catch-all term for oxygenated, breathable air and livable pressure.
-
-Stealthsuit
-
-level 4 (12)
-
-Very Expensive
-
-Provides two assets to stealth tasks.
-
-Swimsuit, hydrodynamic
-
-level 4 (12)
-
-Very Expensive
-
-Next-generation materials repel water, increase oxygen consumption, and shape swimmer's body to better swimming ideal;
-provides two free levels of Effort to swimming tasks.
-
-Space suit, deluxe
-
-level 5 (15)
-
-Very Expensive x2
-
-As space suit, but deluxe and durable. A deluxe suit features built-in recyclers granting air, water, and nutrition for
-about a week of continuous use. Microthrusters allow for continuous zero-G maneuvering over a period of ten minutes, or
-even more if air reserves are tapped (which depletes them). If the suit is breached because of external damage,
-self-sealing tech limits repercussions described in Taking Damage in a Space Suit to just a round or two, assuming the
-breach is not catastrophically large.
-
-### TAKING DAMAGE IN A SPACE SUIT
-
-Taking damage while protected from the effects of vacuum in a space suit (or safesuit) requires one additional defense
-roll. On a failure, the suit breaches and begins to spew precious air, heat, and pressure into the void. Deluxe space
-suits have auto-sealing functionality, repairing the puncture within a round. But during any round a suit is leaking,
-all tasks are hindered as the spray of venting atmosphere jerks or even spins the character around. Those with less
-advanced suits must find some way to seal the breach within three rounds, otherwise on the fourth round, they are
-treated as if in vacuum.
-
-### ADVANCED ARMOR
-
-Armored bodysuit
-
-level 4 (12)
-
-Expensive
-
-Functions as medium armor (+2 Armor), encumbers as if not wearing any armor.
-
-Body armor, lightweight
-
-level 4 (12)
-
-Expensive
-
-Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor.
-
-Paint-on impact armor
-
-level 5 (15)
-
-Expensive
-
-Not armor; offers +1 to Armor, applied by spraying nanosolution from spray applicator over clothing and skin, lasts ten
-minutes; each applicator depletes 1 in 1d10 uses.
-
-Battlesuit
-
-level 5 (15)
-
-Very Expensive
-
-Functions as heavy armor (+3 Armor), also grants the benefit of a deluxe space suit.
-
-Holobit
-
-level 5 (15)
-
-Very Expensive
-
-Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks.
-
-Battlesuit, deluxe
-
-level 6 (18)
-
-Exorbitant
-
-As battlesuit, but with armor and power assist; the battlesuit grants an additional +1 to Armor in addition to the 3
-Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
-isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage).
-
-### FANTASTIC
-
-Breather, vacuum
-
-level 3 (9)
-
-Expensive
-
-Facemask generates a variable forcefield around wearer that provides comfortable temperature and atmo to wearer in
-poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit.
-
-Bounding boots
-
-level 4 (12)
-
-Very Expensive
-
-Gravity-assist boots provide two free levels for Effort for jumping and running tasks. In addition, wearer can fall from
-any height safely if prepared for the descent.
-
-Cloak, chameleon
-
-level 5 (15)
-
-Very Expensive
-
-Renders wearer essentially invisible save for hardly-noticeable distortions for up to ten minutes. Provides one asset
-and one free level of Effort to stealth tasks.
-
-An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
-in effect providing one more level of Effort than what was paid for.
-
-### FANTASTIC ARMOR
-
-Force field, quick
-
-level 4 (12)
-
- Very Expensive
-
-Not armor; belt generates an almost transparent force field to surround the user for up to one hour, providing +1 Armor.
-Once used, must be recharged for several hours.
-
-Cloak, impact
-
-level 5 (15)
-
-Very Expensive
-
-Fashionable cloak with attached hood. If the wearer is subjected to a physical or energy attack, the garment
-strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor.
-
-Cloak, reflective
-
-level 6 (18)
-
-Very Expensive x2 As chameleon cloak, but also reflects energy attacks back on attacker if PC succeeds on their defense
-task.
-
-Battle armor
-
-level 6 (18)
-
-Exorbitant
-
-As battlesuit, but grants an additional +3 to Armor in addition to the 3 Armor, and
-
-encumbers as light Armor. In addition, the wearer gains +1 to their Might Edge and +5 to
-
-their Might Pool.
-
-Force field, omni
-
-level 6 (18)
-
-> Exorbitant
-
-As quick force field, but permanent while active, requires no recharge period. In addition, the wearer can tune the
-field so that it's hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though
-they can see through the field normally).
-
-Kinetic ring
-
-level 6 (18)
-
-> Exorbitant
->
-> Ring reactively projects a powerful energy field to deflect or slow projectiles, easing the
-
-wearer's Speed defense roll. If the projectile still hits the wearer, the field grants +1 to Armor
-
-against the attack.
-
-Gun armor
-
-level 6 (18)
-
-Exorbitant x2
-
-As battle armor, but armor includes a deployable integrated long-range plasma weapon that inflicts 6 points of damage.
-It's able to fire autonomously, allowing the wearer to take some
-
-other action (though if set to do so, automatic GM intrusions occur on 1–3 on a d20, and if
-
-triggered, result in friendly fire).
-
-### UTILITY GEAR
-
-### CONTEMPORARY
-
-Duct tape roll
-
-level 1 (3)
-
-Inexpensive
-
-Practical uses range from providing an asset to healing tasks to making temporary shoes,
-
-and much more.
-
-Flashlight
-
-level 1 (3)
-
- Inexpensive
-
-Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
-
-Padlock with keys
-
-level 3 (9)
-
-Inexpensive
-
-Padlocks aren't too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
-
-Backpack
-
-level 2 (6)
-
-Moderate
-
-A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag.
-
-Bolt cutters
-
-level 3 (9)
-
-Moderate
-
-Enables and eases tasks to cut through metal bars.
-
-Climbing gear
-
-level 3 (9)
-
-Moderate
-
-Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope.
-
-Crowbar
-
-level 3 (9)
-
-Moderate
-
-Enables and eases tasks to force open stuck or barred doors.
-
-Electric lantern
-
-level 3 (9)
-
-Moderate
-
-Provides bright light within 9 m (30 feet) for several hours before requiring new batteries/a charge.
-
-Lockpick set
-
-level 3 (9)
-
-Moderate
-
-Asset to picking mechanical locks.
-
-Restraint
-
-level 3 (9)
-
-Moderate/Expensive
-
-Moderately priced non-novelty cuffs restrain targets at the wrists, hindering tasks to break free by two steps.
-Straitjackets wrap a target more securely, hindering tasks to break free by three steps.
-
-Sleeping bag
-
-level 3 (9)
-
-> Moderate/Expensive
->
-> Moderately priced bags are suitable for temperatures down to –4°C (24°F); expensive down to –29°C (–20°F).
-
-Tent
-
-level 3 (9)
-
-Moderate/Expensive
-
-Moderately priced tents are for one or two people; expensive tents can sleep four to six people.
-
-Tools, general
-
-level 3 (9)
-
-Moderate
-
-All-purpose tools include a utility knife, tape measure, pliers, small hammer, variable screwdriver, and level.
-
-Tools, specialized
-
-level 3 (9)
-
-Expensive
-
-A set of specialized tools are custom-selected for a specific task, such as carpentry,
-
-mechanical repair, or electronics. Specialized tools provide an asset to the task they're
-
-suited for.
-
-Disguise kit
-
-level 3 (9)
-
-Very Expensive
-
-Contains hair dye, cosmetics, a few hair pieces, and other small props; using a kit takes a
-
-few minutes but grants an asset to tasks related to disguise and impersonation.
-
-### ADVANCED
-
-Everlight
-
-level 3 (9)
-
-Inexpensive
-
-As flashlight, but radioisotope power cell allows the light to shine a bright light up to a very long distance for
-arbitrary lengths of time.
-
-Tent, environment
-
-level 3 (9)
-
-Moderate
-
-As tent, but filters out poisonous atmospheres. Can be used in vacuum in an emergency for a few hours of air, but the
-taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip).
-
-Repair tape roll
-
-level 4 (12)
-
-Expensive
-
-As duct tape, but programmable matter embedded in fabric provides two assets to all tasks related to repair using the
-tape and taping things together. Each roll has about ten uses.
-
-Self-extending rope
-
-level 4 (12)
-
-Expensive
-
-Mechanism prints fiber on the fly, allowing the rope to extend over 300 m (1,000 feet).
-
-Surelock
-
-level 5 (15)
-
-Expensive
-
-As padlock with keys, but can be attached to secure any opening by forming a level 8 bond with any surface; attempts to
-pick or otherwise open the lock are hindered by three steps.
-
-Lock infiltrator
-
-level 5 (15)
-
-Very Expensive
-
-Advanced tech electronic and digital locks are amazingly advanced—so is this item that provides an asset to picking them
-(including a surelock).
-
-Exo-hand
-
-level 5 (15)
-
-Very Expensive
-
-A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into user's nervous system,
-which gives the user an additional gripping appendage useful in a variety of situations where other people would have
-their hands full. Attacks (and other tasks requiring precise dexterity) made with an exo-hand are hindered by two
-steps.
-
-Fusion battery
-
-level 5 (15)
-
-Very Expensive
-
-This mobile fusion power source (with metal handles for easy transport) masses about 30 kg (70 pounds); it generates
-power through fusion. Provides power to nearly any device short of a spacecraft for a variable period depending on power
-requirements.
-
-Fusion torch
-
-level 5 (15)
-
-Very Expensive
-
-Cuts through substances of up to level 9 after a few rounds of application.
-
-4D printer
-
-level 5 (15)
-
-Exorbitant
-
-Prints a variety of basic objects, including protein bars, parts, wires, tools, and even small powered devices and
-equipment of up to level 4 and that are expensive or less. Requires special feedstock, which is an expensive cost to
-replace after every dozen or so uses, though items printed by the 4D printer can be recycled, extending the feedstock
-supply accordingly. Many long-haul spacecraft seek to obtain a 4D printer because having one significantly reduces the
-amount of material that must otherwise be carried.
-
-### FANTASTIC
-
-Carryall pack
-
-level 5 (15)
-
-Expensive
-
-As backpack, but dimensional folding allows for an arbitrary number of objects to be stored inside, so long as they fit
-the carryall pack's 60 cm (2 foot) diameter mouth.
-
-Gravity regulator
-
-level 5 (15)
-
-Very Expensive
-
-Belt-mounted device that regulates gravity to 1 G for wearer if within zero G to 3 G.
-
-Molecular joiner
-
-level 5 (15)
-
-Very Expensive
-
-Handheld device causes the molecules of two touching physical surfaces of up to level 8 to truly blend, forming a
-seamless bond stronger than even the most advanced glue.
-
-Programmable suitcase
-
-level 6 (18)
-
-Exorbitant
-
-Large metallic suitcase composed of programmable matter that, with instruction, can convert itself into nearly any
-object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The
-replicated object can be converted back to its base state as a separate action.
-
-### HEALTH CARE AND NUTRITION
-
-Health care is too broad a topic to cover in depth. However, for purposes of on-the-go amelioration of wounds and other
-injuries, the following options are available. In particular, advanced tech autodocs include any number of partly
-robotic healing kits or automated hospital devices.
-
-### CONTEMPORARY
-
-Trail rations (1 day)
-
-level 1 (3)
-
-Inexpensive
-
-First aid kit
-
-level 2 (6)
-
-Moderate
-
-Kit of bandages, antibiotics, and similar supplies; provides an asset to healing tasks.
-
-Military-grade field dressing
-
-level 3 (9)
-
-Very Expensive
-
-Bandage with antimicrobial, analgesic, hemostatic, and temporary skin substitute qualities that can raise a victim one
-step of the damage track if damage was due to a wound.
-
-### ADVANCED
-
-Cold sober
-
-level 2 (6)
-
-Inexpensive
-
-Chewable tablet that speeds the breakdown of blood alcohol while also dissolving the toxic breakdown products of natural
-alcohol processing, leaving a user sober and free of a hangover within ten minutes.
-
-Instabulb, coffee
-
-level 3 (9)
-
-Inexpensive
-
-Coin-like disc; percolates and swells when water is added, becoming a sealed bulb filled with aromatic hot coffee. Other
-beverages can be had in the same form factor, suitable for travel and drinking in zero G.
-
-Mega bar
-
-level 3 (9)
-
-Moderate
-
-As trail rations, but bar either provides enough nutrition for one day of food or one free recovery roll.
-
-Serum, remedial
-
-level 3 (9)
-
-Moderate
-
-"Serum" is an often-used term for an ampule of artificially engineered blood and plasma that provides some kind of
-benefit. Serums of all types are generally dispensed from an autodoc, but may also be obtained as individual units, or
-in packs or cases. An ampule of remedial serum grants the user 3 points they can add to any Pool. It also has the
-benefit of relieving hangover symptoms.
-
-Serum, space-fit
-
-level 4 (12)
-
-Moderate
-
-As remedial serum, but protects against the two most common dangers to human physiology from extended trips into space
-and long-term exposure to zero G and radiation, which most notably include DNA breakage from cosmic rays and bone and
-muscle deterioration from microgravity. An ampule of space-fit serum lasts for about a month.
-
-Serum, acceleration
-
-level 4 (12)
-
-Expensive
-
-As remedial serum, but allows user to ignore the many deleterious physiological effects of acceleration and high-G
-maneuvers (of up to 15 Gs) for one hour (or of up to 20 Gs for a few minutes). Users are likely unable to move under
-high G, but won't pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead
-to all these outcomes.
-
-Serum, antivenom
-
-level 4 (12)
-
-Expensive
-
-As remedial serum, but grants a Might task eased by four steps to withstand and clear poison from the user's system and
-provides similar poison resistance for one day.
-
-Sleep set
-
-level 4 (12)
-
-Expensive
-
-A thin metallic (but comfortable, padded) headset that rests on the temples and induces a deep (dreamless) sleep state
-for a specified period, usually no more than three to six hours. Fail-safes can be set to bring a user out of sleep if
-loud noises, movement, someone addresses the sleeper, or other triggers occur. Users find themselves extremely well
-rested after each use.
-
-Transplant, organ or limb
-
-level 4 (12)
-
-Expensive
-
-If an autodoc or more advanced facility is available, a lost limb or organ can be replaced. Replaced limbs eventually
-become equally effective as the original, with practice. However, the mechanical (or possibly force-grown) prosthetic
-limbs initially hinders all physical tasks attempted using it for several weeks.
-
-Autodoc, mobile
-
-level 4 (12)
-
-Very Expensive
-
-Pack-sized kit that eases any healing task, or up to four free recovery rolls. Also usually has a variety of serum
-types. (Each use requires a depletion roll of 1 on a d10; if depleted, autodoc supplies are used up, and it must be
-refilled as an expensive cost.)
-
-Hibernation pod
-
-level 4 (12)
-
-Very Expensive
-
-A pod large enough to contain a human, with internal mechanisms and power able to safely put a person into a deep state
-of arrested metabolism for about a hundred years, unless the program ends sooner or the pod is opened from the exterior.
-Each hundred years thereafter, the hibernating human must succeed on a Might defense task. The difficulty begins at 1,
-but increases by +1 every few hundred years that pass.
-
-Omnichair
-
-level 4 (12)
-
-Very Expensive
-
-Provides user full mobility via combination of micro thrusters, retractable wheels, and maglev levitation in all
-environments (from microgravity to full gravity), often contains a variety of tools and enhancements that grant the user
-assets to common tasks (possibly including a built-in weapon system). If customized to do so for an additional very
-expensive cost, can extend a fairing, enabling the omnichair to act as a sort of space suit/miniature spacecraft at
-need.
-
-Autodoc
-
-level 5 (15)
-
-Exorbitant
-
-As mobile autodoc, but fixed in place (suitable for a starcraft or station sickbay), and grants essentially unlimited
-recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for
-the most minor of treatments.
-
-### FANTASTIC
-
-Nano tab, general
-
-level 4 (12)
-
-Expensive
-
-Any of a variety of pill-like concentrations of nano-scale robots designed to activate once taken by mouth. Nano tab
-pills are usually designed for health interventions, though some also provide additional physical benefits. A
-general-use nano tab adds 1 to all recovery rolls made by user for one day.
-
-Nano tab, rejuvenator
-
-level 5 (15)
-
-Very Expensive
-
-As general nano tab, but refills 4 points to 1 Pool and raises user one step on damage track.
-
-Stasis pod
-
-level 5 (15)
-
-Very Expensive
-
-As hibernation pod, but suspends time for target indefinitely, until program ends or pod is opened.
-
-Nano tab, acceleration
-
-level 6 (18)
-
-Exorbitant
-
-As general nano tab, but permanently grants the benefits of an ampule of acceleration serum.
-
-Nano tab, space-fit
-
-level 6 (18)
-
-Exorbitant
-
-As general nano tab, but permanently grants the benefits of an ampule of space-fit serum.
-
-Nano tab, immolating
-
-level 7 (21)
-
-Priceless
-
-As general nano tab, but explosively distributes nano-threads deep into the body, turning it into mostly weaponry,
-effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a
-solar standard month.
-
-### ROBOTS & AI
-
-### CONTEMPORARY
-Electronic assistant
-
-level 2 (6)
-
-—/Moderate
-
-Anyone with a smartphone has some kind of built-in electronic assistant, though stand-alone versions can be had.
-Electronic assistants are voice activated and tie into the internet and any other connected systems, such as lights,
-door locks, furnaces, music speakers, and more.
-
-House robot
-
-level 3 (9)
-
-Expensive
-
-Any number of small automated devices that can vacuum, mop, or conduct similar routine tasks in a limited area. Includes
-embodied electronic assistants with some mobility, such as Jibo.
-
-PackBot
-
-level 3 (9)
-
-Exorbitant
-
-An autonomous mobile robot that moves on treads, which can also be remote controlled. Useful in situations where humans
-would be endangered, such as bomb disposal, hazmat, search, and reconnaissance. It can climb stairs, drive through mud,
-and operate in all-weather conditions.
-
-Surveillance drone
-
-level 3 (9)
-
-Exorbitant
-
-An autonomous flying robot, which can also be remote controlled. Can record or relay its environment to distant
-controllers. An upgrade into the priceless category allows one to carry two or more self-guiding missiles that inflict
-12 points of damage and drop unprotected targets two steps on the damage track.
-
-### ADVANCED
-
-Auton
-
- level 1 (3)
-
-Moderate
-
-The generic term "auton" refers to a smart robot, one able to exist in the world as a full-fledged entity, though not
-nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have
-probably achieved it. The variety of autons is staggering, given that they can be trained in nearly any task. Autons
-also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads
-or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or
-microthrusters, allowing them to fly rather than move on the ground. Treat a basic auton as a level 1 follower, which
-allows the auton modifications in one task.
-
-Auton, aide
-
-level 2 (6)
-
- Expensive
-
-Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
-
-Auton, medical
-
-level 2 (6)
-
-Exorbitant
-
-As auton, but one modification is always healing. A medical auton also incorporates a mobile autodoc.
-
-Auton, defense
-
-level 2 (6)
-
-Exorbitant
-
-As auton, but one modification is always Speed defense, which means when helping to defend a target from a physical
-attack, the target eases the task by two steps. A defense auton also has 3 Armor.
-
-Auton, military drone
-
-level 2 (6)
-
-Exorbitant
-
-As defense auton or warrior auton, but miniaturized and able to fly in gravity to support owner.
-
-Auton, warrior
-
-level 2 (6)
-
-Exorbitant
-
- As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
-eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or
-melee weapon that inflicts 5 points of damage.
-
-Shipmind
-
-level 3 (9)
-
-Exorbitant x2
-
-A shipmind is a sim AI that exists within a single spacecraft or starship, with the ability to control many aspects of
-vehicle functions as necessary to supplement a crew, or sometimes in lieu of a crew. Shipminds each have their own
-simulated personality, emulating consciousness, though in most cases, they are not actually conscious. Having a shipmind
-installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes
-tasks at the level of the ship in which it is installed.
-
-### FANTASTIC
-Synth
-
-level 3 (9)
-
-Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it's impossible to tell
-the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths
-are constructed (or have modified themselves) to make it obvious they are not biological. In any case, synths are often
-sturdier and longer lasting than an average biological entity. Even so, in some settings, synths are relegated to being
-servitors, as if they were simple robots and autons. In other settings, a few, some, or all humans have long ago
-migrated into synth bodies, leaving their biology behind in prehistory, and becoming posthuman. Treat as a level 3
-follower, which allows the synths modifications in up to three tasks, depending on the particular synth. At minimum, all
-synths have 2 Armor and regain 1 point of lost health per round if damaged.
-
-Synth, companion
-
-level 4 (12)
-
-Expensive
-
-As synth, but treat as a level 4 follower, which allows the synths modifications in up to four tasks.
-
-Synth, free
-
-level 5 (15)
-
-Expensive\*
-
-As companion synth, but with modifications for up to five tasks. \*A free synth usually can't be purchased, by
-definition, but can be hired on a contract basis, as an expensive cost for each week of service required.
-
-Wardroid
-
-level 6 (18)
-
-Exorbitant
-
-As free synth, but outfitted for war, including modifications in attack and defense. A wardroid often has many
-additional customizations and abilities.
-
-Synth, infiltrator
-
-level 7 (21)
-
-Priceless
-
-As free synth, but with modifications focusing on stealth, disguise, and tasks related to gaining entry to guarded
-locations for purposes of spying or assassination. Synth infiltrators have systems that allow them to change their
-apparent (or even actual) shape completely over the course of a minute to appear as another creature or innocuous
-object.
-
-### RECREATION
-
-Occasional recreation is absolutely necessary to maintain stable relationships as well as mental stability and
-happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find
-interaction tasks and most Intellect tasks hindered unexpectedly.
-
-### CONTEMPORARY
-Book
-
-level 2 (6)
-
-Inexpensive
-
-Print, digital, or audio; once perused for at least ten minutes, grants an asset to relaxation tasks.
-
-Card/tabletop/digital game
-
-level 2 (6)
-
-Inexpensive/Moderate
-
-Suitable for passing the time and building bonds between friends and strangers alike.
-
-Alcohol/drugs
-
-level 2 (6)
-
-Inexpensive/Moderate/Expensive
-
-Common intoxicants taken in moderation can raise spirits, easing tasks related to social interaction while at the same
-time hindering tasks related to perception and physical coordination. Excessive amounts cancel out the benefit to social
-interaction and hinder all tasks by two or more steps, making even routine tasks a challenge. Extended excessive use can
-lead to addiction, a long-term disease difficult to recover from.
-
-Other kinds of drugs have a different ease and hinder profile. For example, the dose of caffeine in a cup of coffee can
-ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
-the other hand, addiction to caffeine normally isn't nearly as serious an addiction as alcohol or opioids.
-
-### ADVANCED
-
-Sidekick sphere
-
-level 2 (6)
-
-Moderate
-
-Circuit-inscribed, and jauntily decorated, smart-material sphere about 1 m (3 feet) in diameter that rolls or jumps to
-stay within an immediate distance of owner. Capable of playing music, pulsing with light, engaging in witty
-conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI).
-
-Tattoo, programmable
-
-level 3 (9)
-
-Expensive
-
-With time and talent, someone with a programmable tattoo implant can completely alter the designs that appear on their
-skin, modifying lines and color. A small alteration requires only a few rounds, but a full-body tattoo change, assuming
-any artistry at all is involved, may take a few days to complete.
-
-### FANTASTIC
-
-Tattoo, living
-
-level 3 (9)
-
-Expensive
-
-As programmable tattoo, but images can be animated to run in a loop, or visually respond with limited reactivity to
-certain audible or other cues. Some come implanted with sim AIs for conversation and interaction.
-
-Pleasure bit
-
-level 4 (12)
-
-Expensive
-
-Handheld device emits magnetic induction field that activates the reward circuit in the user's brain, creating sudden
-ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
-put users back into their right minds gradually.
-
-### ARMAMENTS LISTING
-
-A selection of weapons for your sci-fi setting rated by level, price, function, and tech level
-
-### ARMAMENT AMMUNITION & CHARGE
-
-Weapons require ammunition ("ammo"), whether that's rounds of a particular caliber, energy packs, or something even more
-exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep
-cost, or not worrying about it.
-
-Exact tracking means asking the character to track their available and used rounds/shots after (and possibly during) a
-fight.
-
-Abstracted monthly upkeep cost assumes that the characters go through ammo at an average rate, and obtaining more ammo
-or energy packs is something they do in their "off-camera" time. The monthly upkeep cost for ammo should equal about two
-steps less in price category than the weapon in question.
-
-Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common.
-
-### CONTEMPORARY
-
-Ammo (box of 50 rounds)
-
-level 1 (3)
-
-Inexpensive
-
-Caliber varies by specific firearm, used in most contemporary ranged weapons
-
-### ADVANCED/FANTASTIC
-Energy pack (50 shots)
-
-level 1 (3)
-
-Inexpensive
-
-Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons.
-
-Smart rounds (box of 4 rounds)
-
-level 4 (12)
-
-Very Expensive
-
-A smart round can be used to make one normal attack plus up to 3 additional ricochet attacks on targets within short
-range of the attacker and each other as one action. Each ricochet attack successively increases the GM intrusion range
-by 2. If a GM intrusion is triggered, the ricochet attack hits something other than what the attacker intended, such as
-an important system or ally.
-
-A character who uses a smart round on a group of foes could attempt to attack up to 4 of them with one shot; however,
-the GM intrusion range on the last ricochet attack would be 1–7 on the d20.
-
-### MELEE WEAPONS
-
-Any weapon that a character must use by swinging or stabbing at a target within immediate range is considered a melee
-weapon. Most contemporary melee weapons rely on the strength of the wielder.
-
-### CONTEMPORARY
-
-Knife, simple
-
-level 1 (3)
-
-Inexpensive
-
-Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 1–2.
-
-Knife, hunting
-
-level 2 (6)
-
-Moderate
-
-Light weapon (2 damage, difficulty of attack is eased).
-
-Machete
-
-level 2 (6)
-
-Moderate
-
-Medium weapon (4 damage).
-
-Nightstick
-
-level 2 (6)
-
-Moderate
-
-Medium weapon (4 damage).
-
-Broad sword, replica
-
-level 2 (6)
-
-Expensive
-
-Heavy weapon (6 damage, requires both hands to wield).
-
-Stun "gun"
-
-level 3 (9)
-
-Expensive
-
-Handheld device with two prongs that must contact target; light weapon (2 points of electrical damage, difficulty of
-attack is eased, and on additional failed Might defense roll, target is dazed 1 round).
-
-### ADVANCED
-
-Power fist
-
-level 3 (9)
-
-Expensive
-
-Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist).
-
-Stunstick
-
-level 3 (9)
-
-Expensive
-
-Nightstick-like form factor; medium weapon (variable setting: 0, 2, 4, or 6 points of damage; if setting is set to 2 or
-fewer hit points, human-sized target or smaller loses their next turn).
-
-Mono-molecular blade
-
-level 4 (12)
-
-Very Expensive
-
-Produces a 15 cm (6 inch) wire–like blade that cuts through any material of up to level 4; light weapon (2 damage,
-difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields).
-
-Stunring
-
-level 4 (12)
-
-Very Expensive
-
-As stunstick, but light weapon (difficulty of attack is eased) worn as a set of two rings on the same hand; punch target
-to use.
-
-### FANTASTIC
-
-Plasma saber
-
-level 5 (15)
-
-Exorbitant
-
-Produces a 1 m (3 foot) blade of sun-hot plasma that cuts through any material of up to level 7. Can be wielded as
-either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a
-target's Armor (except from force fields).
-
-### RANGED WEAPONS
-
-Any weapon that fires a projectile or other destructive force at a target within short or longer range is considered a
-ranged weapon.
-
-### CONTEMPORARY
-
-Bow
-
-level 2 (6)
-
-Moderate
-
-Medium weapon (4 damage), long range.
-
-Hand grenade
-
-level 3 (9)
-
-Moderate
-
-Single use; can be thrown a short distance; explodes to inflict 6 points of damage in an immediate radius.
-
-In modern and nearfuture settings, hand grenades are usually difficult to come by unless a character has a shady
-connection.
-
-Rifle, low caliber
-
-level 2 (6)
-
-Moderate
-
-Medium weapon but requires both hands (4 damage), long range.
-
-Handgun, light
-
-level 2 (6)
-
-Expensive
-
-Light weapon (2 damage, difficulty of attack is eased), short range.
-
-Handgun, medium
-
-level 3 (9)
-
-Expensive
-
-Medium weapon (4 damage), long range.
-
-Shotgun
-
- level 3 (9)
-
-Expensive
-
-Heavy weapon (6 damage, both hands), immediate range.
-
-Handgun, heavy
-
-level 3 (9)
-
- Very Expensive
-
-Heavy weapon (6 damage, both hands), long range.
-
-Rifle, assault
-
-level 3 (9)
-
-Very Expensive
-
-Heavy weapon (6 damage, both hands), long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
-Spray abilities.
-
-Rifle, heavy
-
-level 3 (9)
-
-Very Expensive
-
-Heavy weapon (6 damage, both hands), very long range.
-
-Submachine gun
-
-level 3 (9)
-
-Very Expensive
-
-Medium weapon (4 damage), short range. This rapid-fire weapon can operate in conjunction with Spray or Arc Spray
-abilities.
-
-Taser
-
-level 3 (9)
-
- Very Expensive
-
-Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
-and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
-
-### ADVANCED
-Grenade, sonic
-
-level 4 (12)
-
-Moderate
-
-Single use; can be thrown a short distance; explodes to inflict 2 points of damage in immediate radius. On a failed
-Might defense roll, targets lose their next turn.
-
-Grenade, thermite
-
-level 4 (12)
-
-Moderate
-
-Single use; can be thrown a short distance; explodes to inflict 6 points of damage in immediate radius. On a failed
-Might defense roll, targets burn for 2 points of damage each round until they spend a round smothering the fire.
-
-Laser/photon pistol
-
-  level 3 (9)
-
-Expensive
-
-Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range.
-
-Needler/syringer
-
-level 3 (9)
-
-Expensive
-
-Light weapon (2 damage, difficulty of attack is eased), long range. Injects soporific that dazes target on a successful
-Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll.
-
-Vacuum handgun, heavy
-
-level 3 (9)
-
-Very Expensive
-
-As contemporary handgun, but uses special rounds designed to fire in a zero-oxygen environment, and that are
-self-propelling so firing this gun in zero or low gravity doesn't spin wielder backward.
-
-Vacuum rifle, assault
-
-  level 3 (9)
-
-Very Expensive
-
-As contemporary assault rifle, but uses special rounds designed to fire in a zero-oxygen environment, and that are
-self-propelling so firing this assault rifle in zero or law gravity doesn't spin wielder backward.
-
-Foam restraint rifle
-
-level 4 (12)
-
-Very Expensive
-
-Thick rifle emits a short-range stream of orange liquid that foams over a target and hardens into a body restraint that
-lasts for ten minutes. A restrained victim can't move or take actions that require movement. A target whose level is
-higher than the rifle's level can usually break free within one or two rounds.
-
-Laser/photon rifle
-
-level 4 (12)
-
-Very Expensive
-
-Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range.
-
-Grapple gun
-
-level 4 (12)
-
-Very Expensive
-
-Medium weapon but requires both hands (1 damage), long range. Attaches articulated grapple and connected line to target;
-hinders animate targets until they can remove the grapple. Grapple gun mechanism either pulls gun wielder to anchored
-object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them.
-
-Laser/photon pulse rifle
-
-level 4 (12)
-
-Very Expensive x2
-
-Rifle fires coherent light beams; heavy weapon (6 damage), long range. This rapid-fire weapon can operate in conjunction
-with Spray or Arc Spray abilities.
-
-Rail gun
-
-level 5 (15)
-
-Exorbitant
-
-Long-barreled rifle with computer sight assistance fires magnetically accelerated slugs; heavy-plus weapon (8 points of
-damage, both hands), range is 3,050 m (10,000 feet).
-
-### FANTASTIC
-
-Blaster, light
-
-level 4 (12)
-
-Expensive
-
-Handgun that projects an energetic plasma-particle beam; light weapon (2 damage, difficulty of attack is eased), long
-range. It ignores 1 point of Armor value (except from force fields).
-
-Blaster, medium
-
-level 4 (12)
-
-Expensive
-
-Handgun that projects an energetic plasma-particle beam; medium weapon (4 damage), long range. It ignores 1 point of
-Armor value (except from force fields).
-
-Plasma grenade
-
-level 4 (12)
-
-Expensive
-
-Single use; can be thrown a short distance; explodes to inflict 8 points of damage in immediate radius and targets
-descend one step on the damage track. It ignores 2 points of Armor value (except from force fields).
-
-Blaster, goggles
-
-level 4 (12)
-
-Very Expensive
-
-Thick goggles that project twin energetic plasma-particle beams; light weapon (2 damage, difficulty of attack is eased),
-long range. It ignores 1 point of Armor value (except from force fields).
-
-Blaster, heavy
-
-level 5 (15)
-
-Very Expensive
-
-Big handgun that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. It ignores
-1 point of Armor value (except from force fields).
-
-Blaster, heavy rifle
-
-level 5 (15)
-
-Very Expensive
-
-Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), very long range. It ignores
-1 point of Armor value (except from force fields).
-
-Blaster, heavy pulse rifle
-
-level 5 (15)
-
-Very Expensive x2
-
-Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. This rapid-fire
-weapon can operate in conjunction with Spray or Arc Spray abilities. It ignores 1 point of Armor value (except from
-force fields).
-
-Blaster, cannon
-
-level 5 (15)
-
-Exorbitant
-
-Cannon-like gun that requires a tripod and two people to operate that projects an energetic plasma-particle beam; heavy
-weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
-Spray abilities. It ignores 2 points of Armor value (except from force fields).
-
-### BLASTER WEAPONS
-Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
-weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
-the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.
-
-### FAIRYTALE EQUIPMENT
-
-### CLOTHING
-
-Inexpensive
-
-Gloves or mittens
-
-Hat or hood
-
-Moderately Priced
-
-Cloak or coat
-
-Specialized outfit (craftsman, baker, guard, and so on)
-
-Wizard or enchanter's outfit
-
-Very Expensive
-
-  Elegant cloak or coat
-
-> Royal ensemble
-
-Suit or ballgown
-
-Exorbitant
-
-Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
-
-### WEAPONS AND PROTECTIVE GEAR
-
-Inexpensive
-
-Ammunition (12 arrows, 12 crossbow bolts, and so on)
-
-Moderately Priced
-
-Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
-
-Light armor (hides and furs, thieves' armor, leather jerkin, padded coat, and so on)
-
-Expensive
-
-Medium weapon (club, sword, battleaxe, mace, crossbow, spear, staff, and so on)
-
-Medium armor (breastplate, brigade, chainmail, and so on)
-
-Very Expensive
-
-Heavy weapon (huge sword, great hammer, massive axe, halberd, heavy crossbow, and so on)
-
-Heavy armor (full plate armor)
-
-Exorbitant
-
-Jeweled, ornate, royal, or bespoke weapon
-
-Jeweled, ornate, royal, or bespoke armor
-
-Remember, armor (with a lowercase a) is something that the character wears, while Armor (with a capital A) is the total
-amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but
-you could have many things that give you Armor.
-
-### BASIC EQUIPMENT
-
-Inexpensive
-
-Candle
-
-Chalk (3)
-
-Day's rations
-
-Meal, decent
-
-Sack
-
-Sewing kit
-
-Sharpening stone
-
-String or yarn
-
-Thimble
-
-Tinder and flint
-
-Torch (3)
-
-Vial
-
-Moderately Priced
-
-Backpack
-
-Bedroll
-
-Book
-
-Box, small
-
-Deck of cards
-
-> Game
-
-Lantern
-
-Meal, fine dining
-
-Metal file
-
-Mining pick
-
-Mirror, hand
-
-Quill, ink and paper (2 pieces)
-
-Rope (50 feet)
-
-Tent
-
-Waterskin or flask
-
-Expensive
-
-Bag of heavy tools
-
-Bag of light tools
-
-Box, medium
-
-Very Expensive
-
-> Charon's obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman,
-> for conveying the soul to its proper resting place.
-
-Disguise kit/potion. Asset for disguise tasks.
-
-Healing kit/potion. Asset for healing tasks.
-
-> Protective charm. Church bell, four-leaf clover, rabbit's foot, and so on. Asset on defense rolls against fairies and
-> other fey-like creatures.
-
-Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.
-
-### TRAVEL
-
-Moderately Priced
-
-Common transportation, rental (horse-drawn carriage, boat, mount, and so on)
-
-Lodging, shared room or shed, meager
-
-Expensive
-
-> Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
-> on). In most cases, renting magic transportation includes a guide, driver, or other person who can power and operate
-> the vehicle. For example, a levitating mortar can only be driven by a witch of a certain age.
-
-Common transportation, purchase (horse-drawn carriage, boat, mount, and so on)
-
-Lodging, solo room, decent
-
-Very Expensive
-
-Lodging, whole building or large room
-
-Exorbitant
-
-> Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
-> on). In most cases, it's also necessary to hire a guide, driver, or other person who can control and power the
-> vehicle. Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to
-> operate the vehicle.
-
 ### CYPHER SHORTS
 
 Cypher Shorts are what we call quick and easy adventures for use with the Cypher
