diff --git a/patches/base/016-core-reorg-part-1.patch b/patches/base/016-core-reorg-part-1.patch
new file mode 100644
index 0000000..cc4c019
--- /dev/null
+++ b/patches/base/016-core-reorg-part-1.patch
@@ -0,0 +1,3273 @@
+--- _tmp/ccsrd.md 2025-05-05 01:24:30.339956224 -0500
++++ _tmp/ccsrd.new.md 2025-05-05 01:28:47.164387736 -0500
+@@ -45,6 +45,23 @@
+
+ If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don't need to make a roll.
+
++### TASK DIFFICULTY
++
++| | | | |
++|---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------|
++| **Task Difficulty** | **Description** | **Target No.** | **Guidance** |
++| 0 | Routine | 0 | Anyone can do this basically every time. |
++| 1 | Simple | 3 | Most people can do this most of the time. |
++| 2 | Standard | 6 | Typical task requiring focus, but most people can usually do this. |
++| 3 | Demanding | 9 | Requires full attention; most people have a 50/50 chance to succeed. |
++| 4 | Difficult | 12 | Trained people have a 50/50 chance to succeed. |
++| 5 | Challenging | 15 | Even trained people often fail. |
++| 6 | Intimidating | 18 | Normal people almost never succeed. |
++| 7 | Formidable | 21 | Impossible without skills or great effort. |
++| 8 | Heroic | 24 | A task worthy of tales told for years afterward. |
++| 9 | Immortal | 27 | A task worthy of legends that last lifetimes. |
++| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
++
+ ### WHEN DO YOU ROLL?
+
+ Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the
+@@ -67,23 +84,6 @@
+ System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also
+ discusses special rolls).
+
+-### TASK DIFFICULTY
+-
+-| | | | |
+-|---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------|
+-| **Task Difficulty** | **Description** | **Target No.** | **Guidance** |
+-| 0 | Routine | 0 | Anyone can do this basically every time. |
+-| 1 | Simple | 3 | Most people can do this most of the time. |
+-| 2 | Standard | 6 | Typical task requiring focus, but most people can usually do this. |
+-| 3 | Demanding | 9 | Requires full attention; most people have a 50/50 chance to succeed. |
+-| 4 | Difficult | 12 | Trained people have a 50/50 chance to succeed. |
+-| 5 | Challenging | 15 | Even trained people often fail. |
+-| 6 | Intimidating | 18 | Normal people almost never succeed. |
+-| 7 | Formidable | 21 | Impossible without skills or great effort. |
+-| 8 | Heroic | 24 | A task worthy of tales told for years afterward. |
+-| 9 | Immortal | 27 | A task worthy of legends that last lifetimes. |
+-| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
+-
+ ### COMBAT
+
+ Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a
+@@ -124,29 +124,6 @@
+ great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two
+ hands is a heavy weapon.
+
+-### SPECIAL ROLLS
+-
+-When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a
+-minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could
+-decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect
+-could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land
+-smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In
+-other words, you not only succeed but also go a bit further.
+-
+-When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar
+-to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage
+-with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe,
+-stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens
+-based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll
+-grants you a major effect, you can choose to use a minor effect instead if you prefer.
+-
+-In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of
+-damage, respectively. Neither roll has any special effect options—just the extra damage.
+-
+-(For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.)
+-
+-Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.
+-
+ ### GLOSSARY
+
+ Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the
+@@ -174,6 +151,29 @@
+ Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes
+ creatures, aliens, mutants, automatons, animate plants, and so on. The word "creature" is usually synonymous.
+
++### SPECIAL ROLLS
++
++When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a
++minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could
++decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect
++could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land
++smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In
++other words, you not only succeed but also go a bit further.
++
++When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar
++to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage
++with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe,
++stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens
++based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll
++grants you a major effect, you can choose to use a minor effect instead if you prefer.
++
++In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of
++damage, respectively. Neither roll has any special effect options—just the extra damage.
++
++(For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.)
++
++Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.
++
+ ### RANGE AND SPEED
+
+ Distance is simplified into four categories: immediate, short, long, and very long.
+@@ -690,17 +690,6 @@
+
+ (Player intrusions should be limited to no more than one per player per session.)
+
+-### Defense Tasks
+-
+-Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of
+-defense task matters when using Effort.
+-
+-Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health.
+-
+-Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.
+-
+-Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
+-
+ ### WARRIOR
+
+ Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
+@@ -1837,161 +1826,6 @@
+ For her character arc, Mary chooses Fall From Grace. She decides she's had an obsession with a strange tome that's been
+ in her family for generations, and her character is drawn to its strange languages and rituals.
+
+-### FANTASY CHARACTER OPTIONS
+-
+-In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
+-with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
+-Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
+-a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
+-
+-Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
+-Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
+-magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a
+-powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of
+-Fire. For a healer, choose Works Miracles.
+-
+-Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
+-Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
+-
+-Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
+-Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
+-of Strength, and Rages.
+-
+-Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
+-element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
+-Masters Spells.
+-
+-Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
+-magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
+-
+-Cleric (death): Consorts With the Dead, Shepherds Spirits
+-
+-Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
+-
+-Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
+-
+-Cleric (light): Blazes With Radiance, Channels Divine Blessings
+-
+-Cleric (storm): Rides the Lightning, Thunders
+-
+-Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
+-
+-Cleric (war): Masters Weaponry (also see options for fighters)
+-
+-Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
+-probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
+-focus, but for more specific options, see the following foci:
+-
+-Druid (animal companion): Controls Beasts, Masters the Swarm
+-
+-Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
+-Ice
+-
+-Druid (nature affinity): Speaks for the Land
+-
+-Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
+-
+-Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
+-focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
+-fighting role, see the following:
+-
+-Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
+-Bastion.
+-
+-Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
+-
+-Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
+-
+-Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
+-are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
+-
+-Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
+-having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
+-Justice, and Operates Undercover.
+-
+-Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
+-merchant character, but the more obvious choice would be a Speaker.
+-
+-Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
+-flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
+-
+-Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
+-Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
+-the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*.
+-
+-Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
+-(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
+-Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
+-
+-Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
+-(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
+-Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
+-
+-Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
+-study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
+-Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
+-spells. For sorcerers of various magical bloodlines, see the following:
+-
+-Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
+-
+-Sorcerer (destiny): Descends From Nobility, Was Foretold
+-
+-Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
+-
+-Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
+-Lightning, Wears a Sheen of Ice
+-
+-Sorcerer (fey): Takes Animal Shape\*
+-
+-Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
+-
+-Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
+-
+-Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
+-magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
+-Entertains.
+-
+-War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
+-an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
+-Enchanted Weapon\*.
+-
+-Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
+-make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
+-interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
+-Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
+-just as well.
+-
+-Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
+-flavor. The best focus that suits this theme is Uses Wild Magic\*.
+-
+-Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
+-opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
+-(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
+-For more specific kinds of wizards, see the following:
+-
+-Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
+-
+-Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
+-
+-Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
+-Mental Powers, Leads
+-
+-Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
+-
+-Wizard (illusionist): Awakens Dreams, Crafts Illusions
+-
+-Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
+-
+-Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
+-
+-#### PREPARED VS. SPONTANEOUS SPELLCASTING
+-
+-Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
+-and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
+-them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
+-selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
+-Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
+-
+ ### FURTHER CUSTOMIZATION
+
+ The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to
+@@ -4207,6 +4041,23 @@
+ enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater
+ than those between an Alpha Centauran and an Earthling.
+
++### 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.
++
+ ## Focus
+
+ Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character
+@@ -6537,33 +6388,6 @@
+ Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name
+ like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.
+
+-
+-
+-#### FOCUS CATEGORIES
+-
+-Ally use
+-
+-Basic
+-
+-Energy manipulation
+-
+-Environment manipulation
+-
+-Exploration
+-
+-Influence
+-
+-Irregular
+-
+-Movement expertise
+-
+-Striker combat
+-
+-Support
+-
+-Tank combat
+-
+ #### CHOOSING ABILITIES BY RELATIVE POWER
+
+ The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high
+@@ -15648,83 +15472,6 @@
+
+
+
+-#### FANTASY ARMOR DESCRIPTIONS
+-
+-You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
+-Speed Effort cost of the worst one).
+-
+-Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
+-giant lizard or rhinoceros.
+-
+-Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
+-movement than full plate at the cost of some protection.
+-
+-Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
+-
+-Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
+-
+-Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
+-mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
+-Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
+-dwarven smiths know how to make it).
+-
+-Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
+-mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
+-(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
+-elven smiths know how to make it).
+-
+-Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
+-joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
+-
+-Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
+-fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
+-but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
+-kinds of armor.
+-
+-Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
+-armor, but easier to make, especially by resource-poor crafters.
+-
+-Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
+-your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
+-Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
+-concept.
+-
+-Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
+-called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
+-against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
+-doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
+-
+-Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
+-mail."
+-
+-Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
+-System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
+-
+-| Light Armor | Armor | Speed Effort Additional Cost | Price |
+-|---------------------|-----------|------------------------------|----------|
+-| Heavy cloth | 1\* | 0 | 3 gp |
+-| Hides and furs | 1 | 1 | 10 gp |
+-| Leather jerkin | 1 | 1 | 10 gp |
+-| Padded | 1\* | 0 | 5 gp |
+-| Medium Armor | Armor | Speed Effort Additional Cost | Price |
+-| Beastskin | 2 | 2 | 10 gp |
+-| Breastplate | 2 | 2 | 400 gp |
+-| Brigandine | 2 | 2 | 200 gp |
+-| Chainmail | 2 | 2 | 75 gp |
+-| Dwarven breastplate | 2 | 1 | 8,000 gp |
+-| Elven chainmail | 2 | 0 | 8,000 gp |
+-| Heavy Armor | Armor | Speed Effort Additional Cost | Price |
+-| Full plate | 3 | 0 | 1,500 gp |
+-| Scale | 3 | 0 | 50 gp |
+-| Shield | asset\*\* | | 10 gp |
+-
+-\* Only against piercing and slashing attacks
+-
+-\*\* Using a shield provides the wearer with an asset on Speed defense tasks
+-
+-If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
+-and padded armor should provide no Armor at all.
+-
+ Shields
+
+ Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.
+@@ -15760,128 +15507,6 @@
+ available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous
+ weapons.
+
+-#### FANTASY WEAPONS DESCRIPTIONS
+-
+-Battleaxe: A wooden pole with a blade on one end.
+-
+-Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
+-
+-Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
+-it.
+-
+-Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
+-
+-Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
+-
+-Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
+-crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
+-reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
+-
+-Dagger: A very short blade for stabbing or slicing.
+-
+-Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
+-
+-Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
+-
+-Greatsword: A two-handed version of the broadsword.
+-
+-Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
+-sledgehammer).
+-
+-Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
+-You need two hands to load it.
+-
+-Handaxe: A light, one-handed axe that's good for melee or throwing.
+-
+-Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
+-reload.
+-
+-Heavy mace: A larger, two-handed version of a mace.
+-
+-Javelin: A light spear that's designed to be thrown.
+-
+-Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
+-fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
+-that's spherical, flanged, or knobbed.
+-
+-Maul: A larger version of the hammer, such as a sledgehammer.
+-
+-Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
+-You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
+-of their physical actions are hindered until they take an action to remove it.
+-
+-Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
+-
+-Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
+-pulling an opponent from their mount.
+-
+-Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
+-
+-Rapier: A light sword with a thin blade used for stabbing and slashing.
+-
+-Scimitar: A medium-length sword with a strongly curved blade.
+-
+-Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
+-as a weapon.
+-
+-Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
+-cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
+-to load it. Action to reload.
+-
+-Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
+-
+-Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
+-
+-Trident: A three-pronged spear, often used for spear fishing.
+-
+-Unarmed: A typical punch, kick, or other weaponless attack.
+-
+-Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
+-
+-| Light Weapons (2 points of damage) | Price | Notes |
+-|-------------------------------------|---------|---------------------------------|
+-| Blowgun | 5 gp | Short range |
+-| Blowgun darts (20) | 1 gp | |
+-| Dagger | 2 gp | Can be thrown up to short range |
+-| Hand crossbow | 75 gp | Short range |
+-| Crossbow bolts (20) | 1 gp | |
+-| Handaxe | 5 gp | Can be thrown up to short range |
+-| Net | 1 gp | Can be thrown up to short range |
+-| Rapier | 25 gp | |
+-| Sickle | 1 gp | Short range |
+-| Sling | 1 sp | Short range |
+-| Sling bullets (20) | 5 cp | |
+-| Throwing dart | 5 cp | Short range |
+-| Unarmed (punch, kick, etc) | – | |
+-| Whip | 2 gp | |
+-| Medium Weapons (4 points of damage) | Price | Notes |
+-| Battleaxe | 10 gp | |
+-| Bow | 30 gp | Long range |
+-| Arrows (20) | 1 gp | |
+-| Broadsword | 15 gp | |
+-| Club | 1 sp | |
+-| Crank crossbow | 250 gp | Long range |
+-| Crossbow bolts (20) | 1 gp | |
+-| Light crossbow | 25 gp | Long range |
+-| Crossbow bolts (20) | 1 gp | |
+-| Flail | 10 gp | |
+-| Hammer | 15 gp | |
+-| Javelin | 5 sp | Can be thrown up to long range |
+-| Mace | 10 gp | |
+-| Pick | 10 gp | |
+-| Polearm | 10 gp | |
+-| Quarterstaff | 2 sp | |
+-| Scimitar | 25 gp | |
+-| Spear | 1 gp | Can be thrown up to long range |
+-| Trident | 5 gp | |
+-| Heavy Weapons (6 points of damage) | Price | Notes |
+-| Greataxe | 30 gp | |
+-| Greatsword | 50 gp | |
+-| Heavy crossbow | 50 gp | Long range |
+-| Crossbow bolts (20) | 1 gp | |
+-| Heavy mace | 15 gp | |
+-| Maul | 10 gp | |
+-
+ ### EXPLOSIVE WEAPONS
+
+ Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within
+@@ -15893,212 +15518,6 @@
+ Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a
+ long distance (or farther).
+
+-### Adventuring equipment DESCRIPTIONS
+-
+-Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
+-If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
+-
+-Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
+-clothes, boots, and three torches.
+-
+-Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
+-Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
+-
+-Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
+-grants an asset for identifying potion cyphers and similar mysterious liquids.
+-
+-Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
+-
+-Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
+-string, 3 feet (1 m) of metal wire, and a handful of nails.
+-
+-Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
+-
+-Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
+-on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
+-assumes the character has already read the book and is looking for relevant information).
+-
+-Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
+-covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
+-were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
+-Speed defense roll or take 2 points of Speed damage (ignores Armor).
+-
+-Candle: A candle burns for one hour and creates dim light in an immediate area.
+-
+-Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
+-
+-Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
+-
+-Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
+-an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
+-
+-Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
+-parts are reusable, but the kit runs out after about five uses.
+-
+-Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
+-creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
+-hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
+-
+-Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
+-lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
+-four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
+-
+-Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
+-traps.
+-
+-Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
+-common set of manacles is level 5.
+-
+-Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
+-with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
+-surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
+-terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
+-roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
+-of fire damage (ignores Armor) on anyone in or moving through the area.
+-
+-Signal horn: This horn can be heard up to a mile away.
+-
+-Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
+-
+-Tent: This has enough room for two humans or three smaller people.
+-
+-Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
+-light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
+-hit something
+-
+-| Item | Price |
+-|------------------------------|-----------|
+-| Acid (flask) | 25 gp |
+-| Adventuring pack | 6 gp |
+-| Alchemist fire (flask) | 50 gp |
+-| Alchemist tools | 50 go |
+-| Backpack | 2 gp |
+-| Bag of heavy tools | 25 gp |
+-| Bag of light tools | 10 gp |
+-| Battering arm | 10 gp |
+-| Bedroll | 1 gp |
+-| Book | 25 gp |
+-| Caltrops, bag | 1 gp |
+-| Candle | 1 sp |
+-| Climbing kit | 25 gp |
+-| Crowbar | 2 gp |
+-| Disguising kit | 25 gp |
+-| Grappling hook | 2 gp |
+-| Healing kit | 5 gp |
+-| Hourglass | 25 gp |
+-| Ink (flask) | 10 gp |
+-| Ink pen | 2 cp |
+-| Iron spikes (10) | 1 gp |
+-| Ladder (10 ft/3m) | 1 sp |
+-| Lamp | 5 sp |
+-| Lantern | 5 gp |
+-| Lockpicks | 25 gp |
+-| Manacles | 2 gp |
+-| Mirror | 5gp |
+-| Musical instrument | 2-50 gp |
+-| Oil (flask) | 1 cp |
+-| Piton | 5 cp |
+-| Pole, wooden | 5 cp |
+-| Pouch or other small rations | 5 sp |
+-| Rations (1 day) | 5 sp |
+-| Rope (50 ft./15m) | 1 gp |
+-| Sack | 1 cp |
+-| Signal horn | 2 gp |
+-| Spyglass | 1,0000 gp |
+-| Tent | 2 gp |
+-| Torch | 1 cp |
+-| Waterskin | 2 sp |
+-
+-### Miscellaneous Items and Services
+-
+-Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
+-lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
+-inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
+-very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
+-probably a feast for a crowd, with the finest foods and drink available.
+-
+-Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
+-flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
+-probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
+-personal services (such as massages and grooming) included.
+-
+-Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
+-you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
+-clothing (and jewelry) when they go to their elite galas.
+-
+-Other sorts of miscellaneous items can be found in the Genre chapter.
+-
+-Fantasy clothing descriptions
+-
+-Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
+-shoes, and underclothes.
+-
+-Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
+-an apron and a belt for holding tools.
+-
+-Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
+-styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
+-breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
+-
+-Cold-weather outfit: A heavier set of clothing for protection against cold weather.
+-
+-Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
+-bard, juggler, or acrobat.
+-
+-Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
+-various activities and environments.
+-
+-Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
+-meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
+-times as much.
+-
+-Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
+-blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
+-
+-Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
+-headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
+-
+-Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
+-hood.
+-
+-Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
+-interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
+-representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
+-mystical aspects of wizard clothing.
+-
+-| Item | Price |
+-|-----------------------|-------|
+-| Artisan's outfit | 2 gp |
+-| Ascetic's outfit | 1 gp |
+-| Cold-weather outfit | 6 gp |
+-| Entertainer's costume | 3 gp |
+-| Explorer's outfit | 8 gp |
+-| Fancy outfit | 25 gp |
+-| Peasant's outfit | 1 sp |
+-| Priestly vestments | 5 gp |
+-| Traveler's outfit | 2 gp |
+-| Wizard's outfit | 5 gp |
+-
+-### FOOD AND LODGING
+-
+-| Item | Price |
+-|----------------------|-------|
+-| Ale, gallon | 2 sp |
+-| Ale, mug | 4 cp |
+-| Banquet (1 person) | 10 gp |
+-| Bread, loaf | 2 cp |
+-| Inn stay (per night) | |
+-| Good | 8 sp |
+-| Common | 5 sp |
+-| Poor | 1 sp |
+-| Meals (per day) | |
+-| Good | 5 sp |
+-| Common | 3 sp |
+-| Poor | 6 cp |
+-| Meat (one serving) | 3 sp |
+-| Wine (bottle) | 10 gp |
+-| Wine (pitcher) | 2 sp |
+-
+ ### CYPHERS
+
+ Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers
+@@ -16663,18 +16082,6 @@
+ Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses
+ an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.
+
+-### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
+-
+-Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most
+-interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures)
+-or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will
+-win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or
+-lower but not those of level 5 and above.
+-
+-The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a
+-gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
+-oppose each other, there might be a long, drawn-out battle that could go either way.
+-
+ ### ACTIONS
+
+ Anything that your character does in a round is an action. It's easiest to think of an action as a single thing that you
+@@ -16706,6 +16113,18 @@
+
+ Do something else
+
++### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
++
++Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most
++interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures)
++or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will
++win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or
++lower but not those of level 5 and above.
++
++The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a
++gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
++oppose each other, there might be a long, drawn-out battle that could go either way.
++
+ #### ACTION: ATTACK
+
+ An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an
+@@ -17321,6 +16740,17 @@
+
+ Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.
+
++### Defense Tasks
++
++Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of
++defense task matters when using Effort.
++
++Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health.
++
++Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.
++
++Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
++
+ #### ACTION: DO SOMETHING ELSE
+
+ Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
+@@ -17744,8 +17174,6 @@
+
+
+
+-### MAGICAL RULES MODULE
+-
+ ### FOLLOWERS
+
+ Player characters have the option to gain followers as they advance in tier, as provided by type or focus special
+@@ -18988,6 +18416,289 @@
+ | Very expensive | 1,000–10,000 gp |
+ | Exorbitant | 10,000+ gp |
+
++### MAGICAL RULES MODULE
++
++### 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.
++
+ ### FANTASY ARTIFACTS
+
+ In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing
+@@ -19059,23 +18770,6 @@
+ In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some
+ possibilities for how this might work.
+
+-### 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
+@@ -19457,6 +19151,243 @@
+ ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more
+ prepared spell.)
+
++### FANTASY 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
++
+ ### MODERN RULES MODULE
+
+ The modern setting is easy because it's just the real world, right? Well, yes and no. It's easy for players to
+@@ -26372,6 +26303,101 @@
+
+ ### FAIRYTALE RULES MODULE
+
++Fairy Tale
++
++The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral
++stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy
++tale? While there's a great deal of discussion around that question, most have a number of things in common: a series
++of
++far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and
++objects that have magical elements.
++
++One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of
++wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings
++themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a
++rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous,
++and offer fantastic starting points for any number of adventures.
++
++To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a
++modern setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping
++talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come
++to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be
++rightfully amazed (and perhaps somewhat terrified).
++
++### NATURE OF FAERIE
++
++Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane
++world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
++in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where
++it's thinnest. It's a place those with open hearts can find by following a way between tall trees (or looming library
++shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural
++growths and built structures become vast and enchanting.
++
++Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system.
++But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or
++its stream, hill, or burrow) slowly becomes mortal and then dies.
++
++When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their
++connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is
++one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver
++powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while
++many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for
++harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition,
++but some would fit the bill.
++
++Basic CREATURES AND NPCs FOR A FAIRY TALE GAME
++
++Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron
++weapons.
++
++Angry ants: swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked
++must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn
++
++Erlking: level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or
++until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons
++ignore the erlking's Armor
++
++(*Erlking:* An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of
++oak leaves and a cloak of mist.)
++
++Faerie: level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target
++amenable to faerie suggestions for one minute
++
++Feral tree: level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on
++a failed Might defense task, hold the victim in place until they can escape
++
++Nymph: level 3, stealth and positive social interactions as level 6
++
++Pixie: level 2, stealth and finding lost items as level 6
++
++Razorblade butterflies: level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate
++distance across
++
++Talking cat: level 1, knowledge tasks as level 7
++
++Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
++damage per round; troll regains 3 points of health per round
++
++### FAIRY TALE ARTIFACTS
++
++Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
++setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or
++similar item. Come up with your own or roll a quirk on the table below.
++
++| | |
++|-----|-------------------------------------------------------------------------------------------------------------------------|
++| d10 | Quirk |
++| 1 | Is sometimes invisible. |
++| 2 | Cries like a baby if jostled. |
++| 3 | Becomes cold as ice to the touch and emits cold vapor when danger threatens. |
++| 4 | Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture. |
++| 5 | Also serves as a key to some magically locked doors and chests. |
++| 6 | Bites owner with tiny teeth if jostled, dealing 1 point of damage. |
++| 7 | Always muttering and complaining, though useful warnings and other information can sometimes be gained. |
++| 8 | Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life. |
++| 9 | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. |
++| 10 | Causes flowers to grow wherever it is stored or set down. |
++
+ ### SPECIAL RULES
+
+ Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
+@@ -34042,101 +34068,6 @@
+
+ 4\. You have a secret agenda, and the PCs were gullible enough to let you come along.
+
+-Fairy Tale
+-
+-The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral
+-stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy
+-tale? While there's a great deal of discussion around that question, most have a number of things in common: a series
+-of
+-far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and
+-objects that have magical elements.
+-
+-One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of
+-wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings
+-themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a
+-rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous,
+-and offer fantastic starting points for any number of adventures.
+-
+-To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a
+-modern setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping
+-talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come
+-to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be
+-rightfully amazed (and perhaps somewhat terrified).
+-
+-### NATURE OF FAERIE
+-
+-Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane
+-world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
+-in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where
+-it's thinnest. It's a place those with open hearts can find by following a way between tall trees (or looming library
+-shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural
+-growths and built structures become vast and enchanting.
+-
+-Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system.
+-But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or
+-its stream, hill, or burrow) slowly becomes mortal and then dies.
+-
+-When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their
+-connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is
+-one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver
+-powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while
+-many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for
+-harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition,
+-but some would fit the bill.
+-
+-Basic CREATURES AND NPCs FOR A FAIRY TALE GAME
+-
+-Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron
+-weapons.
+-
+-Angry ants: swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked
+-must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn
+-
+-Erlking: level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or
+-until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons
+-ignore the erlking's Armor
+-
+-(*Erlking:* An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of
+-oak leaves and a cloak of mist.)
+-
+-Faerie: level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target
+-amenable to faerie suggestions for one minute
+-
+-Feral tree: level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on
+-a failed Might defense task, hold the victim in place until they can escape
+-
+-Nymph: level 3, stealth and positive social interactions as level 6
+-
+-Pixie: level 2, stealth and finding lost items as level 6
+-
+-Razorblade butterflies: level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate
+-distance across
+-
+-Talking cat: level 1, knowledge tasks as level 7
+-
+-Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
+-damage per round; troll regains 3 points of health per round
+-
+-### FAIRY TALE ARTIFACTS
+-
+-Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
+-setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or
+-similar item. Come up with your own or roll a quirk on the table below.
+-
+-| | |
+-|-----|-------------------------------------------------------------------------------------------------------------------------|
+-| d10 | Quirk |
+-| 1 | Is sometimes invisible. |
+-| 2 | Cries like a baby if jostled. |
+-| 3 | Becomes cold as ice to the touch and emits cold vapor when danger threatens. |
+-| 4 | Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture. |
+-| 5 | Also serves as a key to some magically locked doors and chests. |
+-| 6 | Bites owner with tiny teeth if jostled, dealing 1 point of damage. |
+-| 7 | Always muttering and complaining, though useful warnings and other information can sometimes be gained. |
+-| 8 | Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life. |
+-| 9 | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. |
+-| 10 | Causes flowers to grow wherever it is stored or set down. |
+-
+ Historical
+
+ Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in
+@@ -34353,243 +34284,6 @@
+
+ Rattlesnake: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
+
+-### FANTASY 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
+-
+ ### CREATURES
+
+ ### ABOMINATION 5 (15)
+@@ -37940,6 +37634,282 @@
+ GM intrusion: The animate statue strikes a character so hard that the victim flies a long distance and lands in a heap,
+ possibly dropping gear and weapons along the way.
+
++### SUPERVILLIANS
++
++People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample
++supervillains. These supervillains use the same format as the Creatures chapter.
++
++### ANATHEMA 7 (21)
++
++The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he
++claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice
++as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines.
++
++Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having
++failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when
++he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a
++troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or
++the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those
++memories.)
++
++(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into
++his modifications and other stats.)
++
++Motive: Accumulate wealth, live on the edge
++
++Environment: Anywhere vast wealth can be stolen
++
++Health: 70
++
++Damage Inflicted: 12 points
++
++Movement: Short; a few miles (5 km) per leap
++
++Modifications: Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size
++
++Combat: Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range,
++dealing damage to all creatures within immediate range of his target.
++
++Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per
++round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems
++to visibly swell with muscle.
++
++Interaction: When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to
++negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema
++doesn't know how he became the way he is, and he wants to recover his missing memories.
++
++Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven't
++figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of
++fighting Anathema is to lead or move him somewhere with a low population density.)
++
++Loot: Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five
++expensive items, 1d6 cyphers, and possibly an artifact.
++
++GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.
++
++### DOCTOR DREAD 7 (21)
++
++Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to
++enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She
++uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are
++individuals, governments, corporations, or superheroes.
++
++Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the
++Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak
++lab accident, Alicia's fiancé was slain, and Alicia was disfigured and driven slightly insane, so
++much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research
++into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended
++animation.
++
++(Doctor Dread is usually accompanied by a handful of robot minions.)
++
++(Dread's robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)
++
++(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured
++into her modifications and other stats.)
++
++Motive: Accumulate wealth; reanimate dead flesh
++
++Environment: Wherever money can be extorted
++
++Health: 40
++
++Damage Inflicted: 7 points
++
++Armor: 4
++
++Movement: Short; long when flying
++
++Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as
++level 10
++
++Combat: Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten
++days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
++
++*Barricade:* Establish an immobile, two-dimensional field
++of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes
++
++*Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time,
++chosen when she uses the power) for ten minutes
++
++*Fade:* Become invisible for one minute, or until she makes an attack
++
++*Plasma Blast:* Long-range heat and electricity blast that inflicts 7 points of damage
++
++Interaction: Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an egomaniac
++but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know.
++
++Use: The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being
++held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts.
++
++Loot: Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and
++cutting-edge biological research equipment.
++
++GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current
++predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.
++
++### MAGNETAR 8 (24)
++
++Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various
++research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of
++manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the
++villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.
++
++In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its
++immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a
++type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After
++millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was
++taken from it (its twin), but it can't remember what. It has decided to blame the humans.
++
++(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already
++figured into its modifications and other stats.)
++
++Motive: Revenge; regain memory
++
++Environment: Almost anywhere, searching for what it has lost
++
++Health: 50
++
++Damage Inflicted: 12 points
++
++Armor: 8
++
++Movement: Short; long when magnetically levitating
++
++Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through
++electromagnetic manipulation as level 11
++
++Combat: Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability
++is its level 11 control over all metal within very long range, which it uses to create anything it can imagine,
++including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that
++it can see within its area of influence. When it throws such a large object as part of an attack, the target and
++everything within short range of the target takes 10 points of damage.
++
++Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
++old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface.
++
++Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a
++display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss,
++but it doesn't know why (it doesn't realize that the feeling comes from the loss of its twin).
++
++Use: Doctor Dread has put a bounty on Magnetar's head because she wants to study the advanced technology woven through
++its body. The bounty amount is outrageous, but then again, so is Magnetar.
++
++GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are
++stripped from them and become stuck to a nearby metallic buttress.
++
++### MISTER GENOCIDE 5 (15)
++
++Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His
++touch can kill, but if he wishes it, so can his spittle or even his breath.
++
++Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his
++power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the
++head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of
++other criminals.
++
++When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue,
++which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins.
++
++Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the
++poison that Genocide constantly emits.
++
++(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These
++shifts are already figured into his modifications and other stats.)
++
++Motive: Accumulate power
++
++Environment: Anywhere crime lords congregate
++
++Health: 15
++
++Damage Inflicted: 5 points; see Combat
++
++Armor: 1
++
++Movement: Short
++
++Modifications: Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6
++
++Combat: Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage
++(ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round
++until the victim succeeds at a Might defense roll.
++
++Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range
++as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round
++helpless as they cough and gag. The inhalant poison does not continue to inflict damage
++each round.
++
++Mister Genocide is immune to most venoms, toxins, and poisons.
++
++Interaction: Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not
++enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green.
++
++Use: Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the
++crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide.
++
++Loot: The supervillain carries currency equivalent to 1d6 expensive items, a cypher or two, and a variety of poisoned
++knives, needles, and vials.
++
++GM intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock.
++Unconsciousness lasts for up to a minute, or until the victim is jostled awake.
++
++### WRATH 6 (18)
++
++The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of
++perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial
++artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal
++mastermind whose assassins are just one layer of the organization she controls.
++
++Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and
++trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery,
++leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist,
++she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength,
++and longevity.
++
++Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she
++relishes being present when particularly important adversaries are brought down.
++
++(Assassin of Wrath: level 4, stealth as level 7)
++
++(Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already
++figured into her modifications and other stats.)
++
++Motive: Save the world
++
++Environment: Anywhere wrongs (to Wrath's way of thinking) must be righted
++
++Health: 36
++
++Damage Inflicted: 8 points
++
++Armor: 1
++
++Movement: Short
++
++Modifications: Stealth, attacks, and Speed defense as level 8
++
++Combat: Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. In melee
++she can attack two foes as a single action every round.
++
++Thanks to the influence of the Demon, Wrath regains 3 points of health each round, even if reduced to 0 health. The only
++way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of
++the Demon that is engraved across her back.
++
++Interaction: Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually
++amenable to negotiating, because she can anticipate the agenda of others and usually gain far more for herself in the
++end. However, she is not one to betray her word.
++
++Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that
++initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization,
++and this tension has led to ongoing warfare in the streets as assassins battle mobsters.
++
++Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 cyphers, and
++possibly one or two artifacts.
++
++GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround
++the PCs and demand their surrender.
++
+ ### 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
+@@ -38656,282 +38626,6 @@
+ been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2
+ zombie.
+
+-### SUPERVILLIANS
+-
+-People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample
+-supervillains. These supervillains use the same format as the Creatures chapter.
+-
+-### ANATHEMA 7 (21)
+-
+-The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he
+-claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice
+-as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines.
+-
+-Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having
+-failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when
+-he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a
+-troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or
+-the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those
+-memories.)
+-
+-(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into
+-his modifications and other stats.)
+-
+-Motive: Accumulate wealth, live on the edge
+-
+-Environment: Anywhere vast wealth can be stolen
+-
+-Health: 70
+-
+-Damage Inflicted: 12 points
+-
+-Movement: Short; a few miles (5 km) per leap
+-
+-Modifications: Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size
+-
+-Combat: Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range,
+-dealing damage to all creatures within immediate range of his target.
+-
+-Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per
+-round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems
+-to visibly swell with muscle.
+-
+-Interaction: When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to
+-negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema
+-doesn't know how he became the way he is, and he wants to recover his missing memories.
+-
+-Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven't
+-figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of
+-fighting Anathema is to lead or move him somewhere with a low population density.)
+-
+-Loot: Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five
+-expensive items, 1d6 cyphers, and possibly an artifact.
+-
+-GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.
+-
+-### DOCTOR DREAD 7 (21)
+-
+-Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to
+-enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She
+-uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are
+-individuals, governments, corporations, or superheroes.
+-
+-Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the
+-Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak
+-lab accident, Alicia's fiancé was slain, and Alicia was disfigured and driven slightly insane, so
+-much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research
+-into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended
+-animation.
+-
+-(Doctor Dread is usually accompanied by a handful of robot minions.)
+-
+-(Dread's robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)
+-
+-(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured
+-into her modifications and other stats.)
+-
+-Motive: Accumulate wealth; reanimate dead flesh
+-
+-Environment: Wherever money can be extorted
+-
+-Health: 40
+-
+-Damage Inflicted: 7 points
+-
+-Armor: 4
+-
+-Movement: Short; long when flying
+-
+-Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as
+-level 10
+-
+-Combat: Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten
+-days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
+-
+-*Barricade:* Establish an immobile, two-dimensional field
+-of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes
+-
+-*Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time,
+-chosen when she uses the power) for ten minutes
+-
+-*Fade:* Become invisible for one minute, or until she makes an attack
+-
+-*Plasma Blast:* Long-range heat and electricity blast that inflicts 7 points of damage
+-
+-Interaction: Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an egomaniac
+-but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know.
+-
+-Use: The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being
+-held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts.
+-
+-Loot: Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and
+-cutting-edge biological research equipment.
+-
+-GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current
+-predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.
+-
+-### MAGNETAR 8 (24)
+-
+-Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various
+-research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of
+-manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the
+-villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.
+-
+-In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its
+-immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a
+-type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After
+-millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was
+-taken from it (its twin), but it can't remember what. It has decided to blame the humans.
+-
+-(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already
+-figured into its modifications and other stats.)
+-
+-Motive: Revenge; regain memory
+-
+-Environment: Almost anywhere, searching for what it has lost
+-
+-Health: 50
+-
+-Damage Inflicted: 12 points
+-
+-Armor: 8
+-
+-Movement: Short; long when magnetically levitating
+-
+-Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through
+-electromagnetic manipulation as level 11
+-
+-Combat: Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability
+-is its level 11 control over all metal within very long range, which it uses to create anything it can imagine,
+-including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that
+-it can see within its area of influence. When it throws such a large object as part of an attack, the target and
+-everything within short range of the target takes 10 points of damage.
+-
+-Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
+-old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface.
+-
+-Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a
+-display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss,
+-but it doesn't know why (it doesn't realize that the feeling comes from the loss of its twin).
+-
+-Use: Doctor Dread has put a bounty on Magnetar's head because she wants to study the advanced technology woven through
+-its body. The bounty amount is outrageous, but then again, so is Magnetar.
+-
+-GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are
+-stripped from them and become stuck to a nearby metallic buttress.
+-
+-### MISTER GENOCIDE 5 (15)
+-
+-Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His
+-touch can kill, but if he wishes it, so can his spittle or even his breath.
+-
+-Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his
+-power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the
+-head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of
+-other criminals.
+-
+-When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue,
+-which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins.
+-
+-Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the
+-poison that Genocide constantly emits.
+-
+-(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These
+-shifts are already figured into his modifications and other stats.)
+-
+-Motive: Accumulate power
+-
+-Environment: Anywhere crime lords congregate
+-
+-Health: 15
+-
+-Damage Inflicted: 5 points; see Combat
+-
+-Armor: 1
+-
+-Movement: Short
+-
+-Modifications: Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6
+-
+-Combat: Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage
+-(ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round
+-until the victim succeeds at a Might defense roll.
+-
+-Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range
+-as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round
+-helpless as they cough and gag. The inhalant poison does not continue to inflict damage
+-each round.
+-
+-Mister Genocide is immune to most venoms, toxins, and poisons.
+-
+-Interaction: Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not
+-enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green.
+-
+-Use: Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the
+-crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide.
+-
+-Loot: The supervillain carries currency equivalent to 1d6 expensive items, a cypher or two, and a variety of poisoned
+-knives, needles, and vials.
+-
+-GM intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock.
+-Unconsciousness lasts for up to a minute, or until the victim is jostled awake.
+-
+-### WRATH 6 (18)
+-
+-The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of
+-perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial
+-artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal
+-mastermind whose assassins are just one layer of the organization she controls.
+-
+-Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and
+-trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery,
+-leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist,
+-she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength,
+-and longevity.
+-
+-Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she
+-relishes being present when particularly important adversaries are brought down.
+-
+-(Assassin of Wrath: level 4, stealth as level 7)
+-
+-(Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already
+-figured into her modifications and other stats.)
+-
+-Motive: Save the world
+-
+-Environment: Anywhere wrongs (to Wrath's way of thinking) must be righted
+-
+-Health: 36
+-
+-Damage Inflicted: 8 points
+-
+-Armor: 1
+-
+-Movement: Short
+-
+-Modifications: Stealth, attacks, and Speed defense as level 8
+-
+-Combat: Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. In melee
+-she can attack two foes as a single action every round.
+-
+-Thanks to the influence of the Demon, Wrath regains 3 points of health each round, even if reduced to 0 health. The only
+-way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of
+-the Demon that is engraved across her back.
+-
+-Interaction: Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually
+-amenable to negotiating, because she can anticipate the agenda of others and usually gain far more for herself in the
+-end. However, she is not one to betray her word.
+-
+-Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that
+-initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization,
+-and this tension has led to ongoing warfare in the streets as assassins battle mobsters.
+-
+-Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 cyphers, and
+-possibly one or two artifacts.
+-
+-GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround
+-the PCs and demand their surrender.
+-
+ ## NPCs
+
+ The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.
+@@ -39381,287 +39075,6 @@
+ level. If you don't have space for this new cypher, you immediately lose one of your current cyphers (your choice) and
+ the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.
+
+-### 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.
+-
+ ### MANIFEST CYPHERS
+
+ Because manifest cyphers are physical objects, and people are familiar with the idea of finding "treasure" as part of
+@@ -48625,6 +48038,161 @@
+
+ ### FANTASY RULES MODULES
+
++### FANTASY CHARACTER OPTIONS
++
++In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
++with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
++Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
++a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
++
++Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
++Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
++magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a
++powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of
++Fire. For a healer, choose Works Miracles.
++
++Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
++Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
++
++Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
++Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
++of Strength, and Rages.
++
++Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
++element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
++Masters Spells.
++
++Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
++magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
++
++Cleric (death): Consorts With the Dead, Shepherds Spirits
++
++Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
++
++Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
++
++Cleric (light): Blazes With Radiance, Channels Divine Blessings
++
++Cleric (storm): Rides the Lightning, Thunders
++
++Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
++
++Cleric (war): Masters Weaponry (also see options for fighters)
++
++Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
++probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
++focus, but for more specific options, see the following foci:
++
++Druid (animal companion): Controls Beasts, Masters the Swarm
++
++Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
++Ice
++
++Druid (nature affinity): Speaks for the Land
++
++Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
++
++Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
++focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
++fighting role, see the following:
++
++Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
++Bastion.
++
++Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
++
++Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
++
++Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
++are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
++
++Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
++having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
++Justice, and Operates Undercover.
++
++Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
++merchant character, but the more obvious choice would be a Speaker.
++
++Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
++flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
++
++Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
++Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
++the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*.
++
++Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
++(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
++Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
++
++Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
++(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
++Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
++
++Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
++study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
++Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
++spells. For sorcerers of various magical bloodlines, see the following:
++
++Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
++
++Sorcerer (destiny): Descends From Nobility, Was Foretold
++
++Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
++
++Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
++Lightning, Wears a Sheen of Ice
++
++Sorcerer (fey): Takes Animal Shape\*
++
++Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
++
++Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
++
++Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
++magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
++Entertains.
++
++War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
++an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
++Enchanted Weapon\*.
++
++Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
++make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
++interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
++Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
++just as well.
++
++Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
++flavor. The best focus that suits this theme is Uses Wild Magic\*.
++
++Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
++opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
++(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
++For more specific kinds of wizards, see the following:
++
++Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
++
++Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
++
++Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
++Mental Powers, Leads
++
++Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
++
++Wizard (illusionist): Awakens Dreams, Crafts Illusions
++
++Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
++
++Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
++
++#### PREPARED VS. SPONTANEOUS SPELLCASTING
++
++Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
++and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
++them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
++selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
++Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
++
+ ### AWARDING TREASURE
+
+ It's best to think of gold and magic as two different kinds of currencies that characters have access to.
+@@ -49089,6 +48657,411 @@
+ (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.
+
++#### FANTASY ARMOR DESCRIPTIONS
++
++You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
++Speed Effort cost of the worst one).
++
++Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
++giant lizard or rhinoceros.
++
++Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
++movement than full plate at the cost of some protection.
++
++Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
++
++Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
++
++Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
++mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
++Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
++dwarven smiths know how to make it).
++
++Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
++mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
++(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
++elven smiths know how to make it).
++
++Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
++joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
++
++Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
++fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
++but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
++kinds of armor.
++
++Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
++armor, but easier to make, especially by resource-poor crafters.
++
++Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
++your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
++Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
++concept.
++
++Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
++called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
++against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
++doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
++
++Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
++mail."
++
++Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
++System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
++
++| Light Armor | Armor | Speed Effort Additional Cost | Price |
++|---------------------|-----------|------------------------------|----------|
++| Heavy cloth | 1\* | 0 | 3 gp |
++| Hides and furs | 1 | 1 | 10 gp |
++| Leather jerkin | 1 | 1 | 10 gp |
++| Padded | 1\* | 0 | 5 gp |
++| Medium Armor | Armor | Speed Effort Additional Cost | Price |
++| Beastskin | 2 | 2 | 10 gp |
++| Breastplate | 2 | 2 | 400 gp |
++| Brigandine | 2 | 2 | 200 gp |
++| Chainmail | 2 | 2 | 75 gp |
++| Dwarven breastplate | 2 | 1 | 8,000 gp |
++| Elven chainmail | 2 | 0 | 8,000 gp |
++| Heavy Armor | Armor | Speed Effort Additional Cost | Price |
++| Full plate | 3 | 0 | 1,500 gp |
++| Scale | 3 | 0 | 50 gp |
++| Shield | asset\*\* | | 10 gp |
++
++\* Only against piercing and slashing attacks
++
++\*\* Using a shield provides the wearer with an asset on Speed defense tasks
++
++If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
++and padded armor should provide no Armor at all.
++
++#### FANTASY WEAPONS DESCRIPTIONS
++
++Battleaxe: A wooden pole with a blade on one end.
++
++Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
++
++Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
++it.
++
++Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
++
++Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
++
++Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
++crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
++reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
++
++Dagger: A very short blade for stabbing or slicing.
++
++Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
++
++Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
++
++Greatsword: A two-handed version of the broadsword.
++
++Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
++sledgehammer).
++
++Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
++You need two hands to load it.
++
++Handaxe: A light, one-handed axe that's good for melee or throwing.
++
++Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
++reload.
++
++Heavy mace: A larger, two-handed version of a mace.
++
++Javelin: A light spear that's designed to be thrown.
++
++Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
++fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
++that's spherical, flanged, or knobbed.
++
++Maul: A larger version of the hammer, such as a sledgehammer.
++
++Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
++You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
++of their physical actions are hindered until they take an action to remove it.
++
++Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
++
++Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
++pulling an opponent from their mount.
++
++Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
++
++Rapier: A light sword with a thin blade used for stabbing and slashing.
++
++Scimitar: A medium-length sword with a strongly curved blade.
++
++Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
++as a weapon.
++
++Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
++cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
++to load it. Action to reload.
++
++Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
++
++Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
++
++Trident: A three-pronged spear, often used for spear fishing.
++
++Unarmed: A typical punch, kick, or other weaponless attack.
++
++Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
++
++| Light Weapons (2 points of damage) | Price | Notes |
++|-------------------------------------|---------|---------------------------------|
++| Blowgun | 5 gp | Short range |
++| Blowgun darts (20) | 1 gp | |
++| Dagger | 2 gp | Can be thrown up to short range |
++| Hand crossbow | 75 gp | Short range |
++| Crossbow bolts (20) | 1 gp | |
++| Handaxe | 5 gp | Can be thrown up to short range |
++| Net | 1 gp | Can be thrown up to short range |
++| Rapier | 25 gp | |
++| Sickle | 1 gp | Short range |
++| Sling | 1 sp | Short range |
++| Sling bullets (20) | 5 cp | |
++| Throwing dart | 5 cp | Short range |
++| Unarmed (punch, kick, etc) | – | |
++| Whip | 2 gp | |
++| Medium Weapons (4 points of damage) | Price | Notes |
++| Battleaxe | 10 gp | |
++| Bow | 30 gp | Long range |
++| Arrows (20) | 1 gp | |
++| Broadsword | 15 gp | |
++| Club | 1 sp | |
++| Crank crossbow | 250 gp | Long range |
++| Crossbow bolts (20) | 1 gp | |
++| Light crossbow | 25 gp | Long range |
++| Crossbow bolts (20) | 1 gp | |
++| Flail | 10 gp | |
++| Hammer | 15 gp | |
++| Javelin | 5 sp | Can be thrown up to long range |
++| Mace | 10 gp | |
++| Pick | 10 gp | |
++| Polearm | 10 gp | |
++| Quarterstaff | 2 sp | |
++| Scimitar | 25 gp | |
++| Spear | 1 gp | Can be thrown up to long range |
++| Trident | 5 gp | |
++| Heavy Weapons (6 points of damage) | Price | Notes |
++| Greataxe | 30 gp | |
++| Greatsword | 50 gp | |
++| Heavy crossbow | 50 gp | Long range |
++| Crossbow bolts (20) | 1 gp | |
++| Heavy mace | 15 gp | |
++| Maul | 10 gp | |
++
++### Adventuring equipment DESCRIPTIONS
++
++Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
++If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
++
++Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
++clothes, boots, and three torches.
++
++Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
++Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
++
++Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
++grants an asset for identifying potion cyphers and similar mysterious liquids.
++
++Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
++
++Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
++string, 3 feet (1 m) of metal wire, and a handful of nails.
++
++Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
++
++Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
++on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
++assumes the character has already read the book and is looking for relevant information).
++
++Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
++covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
++were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
++Speed defense roll or take 2 points of Speed damage (ignores Armor).
++
++Candle: A candle burns for one hour and creates dim light in an immediate area.
++
++Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
++
++Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
++
++Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
++an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
++
++Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
++parts are reusable, but the kit runs out after about five uses.
++
++Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
++creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
++hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
++
++Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
++lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
++four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
++
++Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
++traps.
++
++Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
++common set of manacles is level 5.
++
++Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
++with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
++surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
++terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
++roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
++of fire damage (ignores Armor) on anyone in or moving through the area.
++
++Signal horn: This horn can be heard up to a mile away.
++
++Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
++
++Tent: This has enough room for two humans or three smaller people.
++
++Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
++light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
++hit something
++
++| Item | Price |
++|------------------------------|-----------|
++| Acid (flask) | 25 gp |
++| Adventuring pack | 6 gp |
++| Alchemist fire (flask) | 50 gp |
++| Alchemist tools | 50 go |
++| Backpack | 2 gp |
++| Bag of heavy tools | 25 gp |
++| Bag of light tools | 10 gp |
++| Battering arm | 10 gp |
++| Bedroll | 1 gp |
++| Book | 25 gp |
++| Caltrops, bag | 1 gp |
++| Candle | 1 sp |
++| Climbing kit | 25 gp |
++| Crowbar | 2 gp |
++| Disguising kit | 25 gp |
++| Grappling hook | 2 gp |
++| Healing kit | 5 gp |
++| Hourglass | 25 gp |
++| Ink (flask) | 10 gp |
++| Ink pen | 2 cp |
++| Iron spikes (10) | 1 gp |
++| Ladder (10 ft/3m) | 1 sp |
++| Lamp | 5 sp |
++| Lantern | 5 gp |
++| Lockpicks | 25 gp |
++| Manacles | 2 gp |
++| Mirror | 5gp |
++| Musical instrument | 2-50 gp |
++| Oil (flask) | 1 cp |
++| Piton | 5 cp |
++| Pole, wooden | 5 cp |
++| Pouch or other small rations | 5 sp |
++| Rations (1 day) | 5 sp |
++| Rope (50 ft./15m) | 1 gp |
++| Sack | 1 cp |
++| Signal horn | 2 gp |
++| Spyglass | 1,0000 gp |
++| Tent | 2 gp |
++| Torch | 1 cp |
++| Waterskin | 2 sp |
++
++### Miscellaneous Items and Services
++
++Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
++lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
++inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
++very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
++probably a feast for a crowd, with the finest foods and drink available.
++
++Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
++flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
++probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
++personal services (such as massages and grooming) included.
++
++Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
++you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
++clothing (and jewelry) when they go to their elite galas.
++
++Other sorts of miscellaneous items can be found in the Genre chapter.
++
++Fantasy clothing descriptions
++
++Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
++shoes, and underclothes.
++
++Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
++an apron and a belt for holding tools.
++
++Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
++styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
++breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
++
++Cold-weather outfit: A heavier set of clothing for protection against cold weather.
++
++Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
++bard, juggler, or acrobat.
++
++Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
++various activities and environments.
++
++Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
++meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
++times as much.
++
++Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
++blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
++
++Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
++headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
++
++Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
++hood.
++
++Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
++interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
++representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
++mystical aspects of wizard clothing.
++
++| Item | Price |
++|-----------------------|-------|
++| Artisan's outfit | 2 gp |
++| Ascetic's outfit | 1 gp |
++| Cold-weather outfit | 6 gp |
++| Entertainer's costume | 3 gp |
++| Explorer's outfit | 8 gp |
++| Fancy outfit | 25 gp |
++| Peasant's outfit | 1 sp |
++| Priestly vestments | 5 gp |
++| Traveler's outfit | 2 gp |
++| Wizard's outfit | 5 gp |
++
++### FOOD AND LODGING
++
++| Item | Price |
++|----------------------|-------|
++| Ale, gallon | 2 sp |
++| Ale, mug | 4 cp |
++| Banquet (1 person) | 10 gp |
++| Bread, loaf | 2 cp |
++| Inn stay (per night) | |
++| Good | 8 sp |
++| Common | 5 sp |
++| Poor | 1 sp |
++| Meals (per day) | |
++| Good | 5 sp |
++| Common | 3 sp |
++| Poor | 6 cp |
++| Meat (one serving) | 3 sp |
++| Wine (bottle) | 10 gp |
++| Wine (pitcher) | 2 sp |
++
+ ### CHARACTER OPTIONS
+
+ ### MODERN MAGIC CHARACTER OPTIONS