From 403428c9ca48adc830b642be76ab4e408975cfcf Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Fri, 13 Jun 2025 08:18:23 -0500 Subject: [PATCH] reorganize headers for creatures, cyphers, and GMing info this completes the first pass of header changes Signed-off-by: Brian S. Stephan --- .../base/048-finish-header-organization.patch | 1795 +++++++++++++++++ 1 file changed, 1795 insertions(+) create mode 100644 patches/base/048-finish-header-organization.patch diff --git a/patches/base/048-finish-header-organization.patch b/patches/base/048-finish-header-organization.patch new file mode 100644 index 0000000..68cfa5d --- /dev/null +++ b/patches/base/048-finish-header-organization.patch @@ -0,0 +1,1795 @@ +--- _tmp/ccsrd.md 2025-06-13 08:03:03.565873888 -0500 ++++ _tmp/ccsrd.new.md 2025-06-13 08:17:09.529023716 -0500 +@@ -44239,8 +44239,6 @@ + + Rattlesnake: level 2; bite inflicts 3 points of Speed damage (ignores Armor) + +-### CREATURES +- + ### ABOMINATION 5 (15) + + An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the +@@ -50731,7 +50729,7 @@ + Movement: Short + + Modifications: Ranged attacks as level 5; Speed defense against most ranged attacks as level 5; resist trickery as level +-### 1 ++1 + + Combat: Skeletons can attack with a bony claw if they have no other weapon, but most attack with a long-range weapon. If + a skeleton can see any portion of its target, the target loses any benefits of cover it might have otherwise enjoyed. +@@ -51647,7 +51645,7 @@ + Movement: Short + + Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level +-### 4 ++4 + + Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category. + +@@ -54531,13 +54529,13 @@ + subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic + cyphers are just suggestions for a typical campaign setting.) + +-### ADHESION ++#### ADHESION + + Level: 1d6 + + Effect: Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level. + +-### AGE TAKER ++#### AGE TAKER + + Level: 1d6 + 4 + +@@ -54546,20 +54544,20 @@ + physiological age past the age of + twenty-three. + +-### ANALEPTIC ++#### ANALEPTIC + + Level: 1d6 + 2 + + Effect: Restores a number of points equal to the cypher's level to the user's Speed Pool. + +-### ANTIVENOM ++#### ANTIVENOM + + Level: 1d6 + 2 + + Effect: Renders user immune to poisons of the cypher's level or lower for one hour per cypher level (and ends any such + ongoing effects, if any, already in the user's system). + +-### ARMOR REINFORCER ++#### ARMOR REINFORCER + + Level: 1d6 + 1 + +@@ -54574,14 +54572,14 @@ + | 5 | +2 to Armor, +5 against damage from cold | + | 6 | +2 to Armor, +5 against damage from acid | + +-### ATTRACTOR ++#### ATTRACTOR + + Level: 1d6 + 4 + + Effect: One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 or + higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives. + +-### BANISHING ++#### BANISHING + + Level: 1d6 + +@@ -54589,14 +54587,14 @@ + teleports the creature or object an immediate distance in a random direction (not up or down). The teleported creature's + actions (including defense) are hindered on its next turn (hindered by two steps if the cypher level is 5 or higher). + +-### BEST TOOL ++#### BEST TOOL + + Level: 1d6 + + Effect: Provides an additional asset for any one task using a tool, even if that means exceeding the normal limit of two + assets. + +-### BLACKOUT ++#### BLACKOUT + + Level: 1d6 + 2 + +@@ -54604,7 +54602,7 @@ + or otherwise senses what occurs inside. To outside observers, the area is a "blur" to any sense applied. Taps, scrying + sensors, and other direct surveillance methods are also rendered inoperative within the area for a day. + +-### BLINKING ++#### BLINKING + + Level: 1d6 + +@@ -54612,19 +54610,19 @@ + they teleport an immediate distance in a random direction (not up or down). Since the user is prepared for this effect + and their foe is not, the user's defenses are eased for one round after they teleport. + +-### BURST OF SPEED ++#### BURST OF SPEED + + Level: 1d6 + + Effect: For one minute, a user who normally can move a short distance as an action can move a long distance instead. + +-### CATHOLICON ++#### CATHOLICON + + Level: 1d6 + 2 + + Effect: Cures any disease of the cypher level or lower. + +-### CHEMICAL FACTORY ++#### CHEMICAL FACTORY + + Level: 1d6 + +@@ -54649,7 +54647,7 @@ + | 86–95 | Increases Intellect Edge by 1 for one hour | + | 96–00 | Restores all Pools to full | + +-### COMPREHENSION ++#### COMPREHENSION + + Level: 1d6 + 1 + +@@ -54658,7 +54656,7 @@ + could already understand the language, the cypher has no effect. Once the cypher is used, the effect is permanent, and + the cypher no longer counts against the number of cyphers that a PC can bear. + +-### CONDITION REMOVER ++#### CONDITION REMOVER + + Level: 1d6 + 3 + +@@ -54688,7 +54686,7 @@ + | 19 | Stiff neck | + | 20 | Viral infection | + +-### CONTINGENT ACTIVATOR ++#### CONTINGENT ACTIVATOR + + Level: 1d6 + 2 + +@@ -54699,7 +54697,7 @@ + particular dangerous circumstance. Until the linked cypher is used, this cypher continues to count toward the maximum + number of cyphers a PC can carry. + +-### CONTROLLED BLINKING ++#### CONTROLLED BLINKING + + Level: 1d6 + 2 + +@@ -54707,27 +54705,27 @@ + they teleport to a spot they desire within immediate range. Since they are prepared for this effect and their foe is + not, the user's defenses are eased for one round after they teleport. + +-### CURATIVE ++#### CURATIVE + + Level: 1d6 + 2 + + Effect: Restores a number of points equal to the cypher's level to the user's Might Pool. + +-### CURSE BRINGER ++#### CURSE BRINGER + + Level: 1d6 + 1 + + Effect: The cypher can be activated when given to an individual who doesn't realize its significance. The next time the + victim attempts an important task when the cypher is in their possession, the task is hindered by three steps. + +-### DARKSIGHT ++#### DARKSIGHT + + Level: 1d6 + + Effect: Grants the ability to see in the dark for five hours per cypher level. (For a more realistic game, this cypher + could instead make the user specialized in low-light spotting.) + +-### DEATH BRINGER ++#### DEATH BRINGER + + Level: 1d6 + +@@ -54735,14 +54733,14 @@ + make a second attack roll. If the second attack roll is a success, the target is killed. If the target is a PC, the + character instead moves down one step on the damage track. + +-### DENSITY ++#### DENSITY + + Level: 1d6 + + Effect: For the next day, each time the user strikes a solid creature or object with a weapon, the weapon suddenly + increases dramatically in weight, causing the blow to inflict 2 additional points of damage. + +-### DETONATION ++#### DETONATION + + Level: 1d6 + 2 + +@@ -54761,7 +54759,7 @@ + | 51–75 | Fire | + | 76–00 | Shrapnel | + +-### DETONATION (CREATURE) ++#### DETONATION (CREATURE) + + Level: 1d6 + 1 + +@@ -54769,7 +54767,7 @@ + teleportation gate. A random creature whose level is equal to or less than the cypher's level appears through the gate + and attacks the closest target. After about one minute, the creature vanishes. + +-### DETONATION (DESICCATING) ++#### DETONATION (DESICCATING) + + Level: 1d6 + 2 + +@@ -54777,14 +54775,14 @@ + moisture from everything within it. Living creatures take damage equal to the cypher's level. Water in the area is + vaporized. + +-### DETONATION (FLASH) ++#### DETONATION (FLASH) + + Level: 1d6 + 2 + + Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding all + within it for one minute (ten minutes if the cypher is level 4 or higher). + +-### DETONATION (GRAVITY) ++#### DETONATION (GRAVITY) + + Level: 1d6 + 2 + +@@ -54792,14 +54790,14 @@ + damage equal to the cypher's level by increasing gravity tremendously for one second. All creatures in the area are + crushed to the ground for one round and cannot take physical actions. + +-### DETONATION (GRAVITY INVERSION) ++#### DETONATION (GRAVITY INVERSION) + + Level: 1d6 + 1 + + Effect: Projects a small physical explosive up to a long distance away that explodes, and for one hour gravity reverses + within long range of the explosion. + +-### DETONATION (MASSIVE) ++#### DETONATION (MASSIVE) + + Level: 1d6 + 2 + +@@ -54815,14 +54813,14 @@ + | 51–75 | Fire | + | 76–00 | Shrapnel | + +-### DETONATION (MATTER DISRUPTION) ++#### DETONATION (MATTER DISRUPTION) + + Level: 1d6 + 4 + + Effect: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, releasing + nanites that rearrange matter in random ways. Inflicts damage equal to the cypher's level. + +-### DETONATION (PRESSURE) ++#### DETONATION (PRESSURE) + + Level: 1d6 + 2 + +@@ -54830,7 +54828,7 @@ + impact damage equal to the cypher's level. Also moves unattended objects out of the area if they weigh less than 20 + pounds (9 kg) per cypher level. + +-### DETONATION (SINGULARITY) ++#### DETONATION (SINGULARITY) + + Level: 10 + +@@ -54841,14 +54839,14 @@ + + (The singularity detonation is a greatly feared device, sought by those interested in truly horrific destruction.) + +-### DETONATION (SONIC) ++#### DETONATION (SONIC) + + Level: 1d6 + 2 + + Effect: Projects a small physical explosive up to a long distance away that explodes with terrifying sound, deafening + all in an immediate radius for ten minutes per cypher level. + +-### DETONATION (SPAWN) ++#### DETONATION (SPAWN) + + Level: 1d6 + 2 + +@@ -54866,7 +54864,7 @@ + | 51–75 | Fire | + | 76–00 | Shrapnel | + +-### DETONATION (WEB) ++#### DETONATION (WEB) + + Level: 1d6 + 2 + +@@ -54877,13 +54875,13 @@ + (Rather than strands of sticky goo, some web detonations fill the area with a mass of quick-hardening foam that has the + same result.) + +-### DISARM ++#### DISARM + + Level: 1d6 + 1 + + Effect: One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding. + +-### DISGUISE MODULE ++#### DISGUISE MODULE + + Level: 1d6 + 2 + +@@ -54892,7 +54890,7 @@ + person. Once designated, the user cannot shift the effect to look like another person, though they can remove the module + to look like themselves again before the end of the duration. + +-### DISRUPTING ++#### DISRUPTING + + Level: 1d6 + +@@ -54900,14 +54898,14 @@ + that directly attack its organic cells. The target takes 1 additional point of damage. If the target's level is less + than the cypher's level, it loses its next action; otherwise its next action is hindered. + +-### EAGLESEYE ++#### EAGLESEYE + + Level: 1d6 + + Effect: Grants the ability to see ten times as far as normal for one hour per cypher level. (For a more realistic game, + the eagleseye cypher could instead give the user two assets on tasks involving seeing to long distances.) + +-### EFFECT RESISTANCE ++#### EFFECT RESISTANCE + + Level: 1d6 + 1 + +@@ -54917,7 +54915,7 @@ + defense roll, treat the attack as if the user had succeeded on their regular defense roll. (If the user is an NPC, a PC + attacking them with this kind of effect must succeed on two attack rolls to harm them.) + +-### EFFORT ENHANCER (COMBAT) ++#### EFFORT ENHANCER (COMBAT) + + Level: 1d6 + 1 + +@@ -54926,7 +54924,7 @@ + of Effort a character can normally apply to one task. Once this free level of Effort is used, the effect of the cypher + ends. + +-### EFFORT ENHANCER (NONCOMBAT) ++#### EFFORT ENHANCER (NONCOMBAT) + + Level: 1d6 + +@@ -54934,13 +54932,13 @@ + a Pool. The level of Effort provided by this cypher does not count toward the maximum amount of Effort a character can + normally apply to one task. Once this free level of Effort is used, the effect of the cypher ends. + +-### ENDURING SHIELD ++#### ENDURING SHIELD + + Level: 1d6 + 4 + + Effect: For the next day, the user has an asset to Speed defense rolls. + +-### EQUIPMENT CACHE ++#### EQUIPMENT CACHE + + Level: 1d6 + 1 + +@@ -54948,7 +54946,7 @@ + level does not exceed the cypher's level. The piece of equipment persists for up to one day, unless its fundamental + nature allows only a single use (such as with a grenade). + +-### FARSIGHT ++#### FARSIGHT + + Level: 1d6 + 1 + +@@ -54956,20 +54954,20 @@ + galaxies). This vision persists for up to ten minutes per cypher level. The character can switch between viewing this + location and viewing their current location once per round. + +-### FIREPROOFING ++#### FIREPROOFING + + Level: 1d6 + 4 + + Effect: A nonliving object treated by this cypher has Armor against fire damage equal to the cypher's level for one day. + +-### FLAME-RETARDANT WALL ++#### FLAME-RETARDANT WALL + + Level: 1d6 + + Effect: Creates an immobile plane of permeable energy up to 20 feet by 20 feet (6 m by 6 m) for one hour per cypher + level. The plane conforms to the space available. Flames passing through the plane are extinguished. + +-### FORCE CUBE ++#### FORCE CUBE + + Level: 1d6 + 3 + +@@ -54977,7 +54975,7 @@ + planes conform to the space available. (Although a force cube's walls are not gaseous permeable, there is likely enough + air within for trapped creatures to breathe for the hour it lasts.) + +-### FORCE FIELD ++#### FORCE FIELD + + Level: 1d6 + +@@ -54988,28 +54986,28 @@ + + (Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque.) + +-### FORCE SCREEN PROJECTOR ++#### FORCE SCREEN PROJECTOR + + Level: 1d6 + 3 + + Effect: Creates an immobile plane of solid force up to 20 feet by 20 feet (6 m by 6 m) for one hour. The plane conforms + to the space available. + +-### FORCE SHIELD PROJECTOR ++#### FORCE SHIELD PROJECTOR + + Level: 1d6 + 3 + + Effect: Creates a shimmering energy shield around the user for one hour, during which time they gain +3 to Armor (or +4 + to Armor if the cypher is level 5 or higher). + +-### FRICTION REDUCER ++#### FRICTION REDUCER + + Level: 1d6 + + Effect: Spread across an area up to 10 feet (3 m) square, this makes things extremely slippery. For one hour per cypher + level, movement tasks in the area are hindered by three steps. + +-### FRIGID WALL ++#### FRIGID WALL + + Level: 1d6 + 2 + +@@ -55017,7 +55015,7 @@ + equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for + ten minutes. + +-### GAS BOMB ++#### GAS BOMB + + Level: 1d6 + 2 + +@@ -55038,7 +55036,7 @@ + | 87–96 | Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypher's level or until awoken by a violent action or an extremely loud noise. | + | 97–00 | Rage gas: living creatures that breathe and think make a melee attack on the nearest creature and continue to do so for a number of rounds equal to the cypher's level. | + +-### GRAVITY NULLIFIER ++#### GRAVITY NULLIFIER + + Level: 1d6 + 3 + +@@ -55046,7 +55044,7 @@ + horizontally without taking some other action, such as pushing along the ceiling). The user must weigh less than 50 + pounds (23 kg) per level of the cypher. + +-### GRAVITY-NULLIFYING APPLICATION ++#### GRAVITY-NULLIFYING APPLICATION + + Level: 1d6 + 2 + +@@ -55054,14 +55052,14 @@ + cypher, it floats 1d20 feet in the air permanently and no longer has weight if carried (though it needs to be strapped + down). + +-### HEAT ATTACK ++#### HEAT ATTACK + + Level: 1d6 + + Effect: For the next day, each time the user strikes a solid creature or object, the attack generates a burst of heat + that inflicts 2 additional points of damage. + +-### HUNTER/SEEKER ++#### HUNTER/SEEKER + + Level: 1d6 + +@@ -55078,7 +55076,7 @@ + | 91–95 | Shocks for 4 points of electricity damage, and stuns for one round per cypher level. | + | 96–00 | Covers target in sticky goo that immediately hardens, holding them fast until they break free with a Might action (difficulty equal to the cypher's level + 2). | + +-### IMAGE PROJECTOR ++#### IMAGE PROJECTOR + + Level: 1d6 + +@@ -55122,7 +55120,7 @@ + + + +-### INFERNO WALL ++#### INFERNO WALL + + Level: 1d6 + 2 + +@@ -55130,7 +55128,7 @@ + equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for + ten minutes. + +-### INFILTRATOR ++#### INFILTRATOR + + Level: 1d6 + +@@ -55139,7 +55137,7 @@ + major energy sources and either transmits this information back to the user (perhaps by telepathy or an electronic + signal) or returns to the user to show what it saw. Its movement is blocked by any physical or energy barrier. + +-### INFORMATION SENSOR ++#### INFORMATION SENSOR + + Level: 1d6 + 2 + +@@ -55148,7 +55146,7 @@ + name, and possibly other facts (such as an individual's credit score, home address, phone number, and related + information). + +-### INSTANT SERVANT ++#### INSTANT SERVANT + + Level: 1d6 + +@@ -55164,7 +55162,7 @@ + + The servant operates for one hour per cypher level. + +-### INSTANT SHELTER ++#### INSTANT SHELTER + + Level: 1d6 + 3 + +@@ -55173,13 +55171,13 @@ + feet by 20 feet (3 m by 3 m by 6 m). It is made from a durable, nonflammable material similar to sandstone, and is + permanent and immobile once created. + +-### INTELLECT BOOSTER ++#### INTELLECT BOOSTER + + Level: 1d6 + 2 + + Effect: Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher). + +-### INTELLIGENCE ENHANCEMENT ++#### INTELLIGENCE ENHANCEMENT + + Level: 1d6 + +@@ -55187,7 +55185,7 @@ + clues, solving a mathematical problem, finding a bug in computer code, and so on—are eased by two steps for one hour. In + the subsequent hour, the strain hinders the same tasks by two steps. + +-### KNOWLEDGE ENHANCEMENT ++#### KNOWLEDGE ENHANCEMENT + + Level: 1d6 + +@@ -55212,7 +55210,7 @@ + | 91–95 | Riding | + | 96–00 | Sneaking | + +-### LIGHTNING WALL ++#### LIGHTNING WALL + + Level: 1d6 + 2 + +@@ -55220,7 +55218,7 @@ + equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for + ten minutes. + +-### MACHINE CONTROL ++#### MACHINE CONTROL + + Level: 1d6 + 2 + +@@ -55229,7 +55227,7 @@ + activated or deactivated, and a vehicle could be piloted. The control lasts for ten minutes per cypher level, and once + the device is chosen, it cannot be changed. + +-### MAGNETIC ATTACK DRILL ++#### MAGNETIC ATTACK DRILL + + Level: 1d6 + 2 + +@@ -55237,7 +55235,7 @@ + inflicting damage equal to the cypher's level. If the target is made of metal or wearing metal (such as armor), the + attack is eased. + +-### MAGNETIC MASTER ++#### MAGNETIC MASTER + + Level: 1d6 + 2 + +@@ -55246,14 +55244,14 @@ + example, they could wield a weapon or drag a helm affixed to a foe's head to and fro. The connection lasts for ten + rounds per cypher level. + +-### MAGNETIC SHIELD ++#### MAGNETIC SHIELD + + Level: 1d6 + 2 + + Effect: For ten minutes per cypher level, metal objects cannot come within immediate range of the user. Metal items + already in the area when the device is activated are slowly pushed out. + +-### MANIPULATION BEAM ++#### MANIPULATION BEAM + + Level: 1d6 + 2 + +@@ -55264,7 +55262,7 @@ + Might-based roll), or pushing a creature an immediate distance. (A manipulation beam could be used to operate a computer + at a distance, which would make some infiltration and hacking jobs easier.) + +-### MATTER TRANSFERENCE RAY ++#### MATTER TRANSFERENCE RAY + + Level: 1d6 + 3 + +@@ -55273,13 +55271,13 @@ + appropriate to the circumstances, only a portion of an object is transferred (a portion whose volume is no more than the + user's). + +-### MEDITATION AID ++#### MEDITATION AID + + Level: 1d6 + 2 + + Effect: Restores a number of points equal to the cypher's level to the user's Intellect Pool. + +-### MEMORY SWITCH ++#### MEMORY SWITCH + + Level: 1d6 + 2 + +@@ -55287,7 +55285,7 @@ + that point are attacked. Victims are dazed and take no action for a round, and they have no memory of the preceding + hour. + +-### MENTAL SCRAMBLER ++#### MENTAL SCRAMBLER + + Level: 1d6 + 2 + +@@ -55310,14 +55308,14 @@ + | 95–98 | Victims lose all inhibitions, revealing secrets and performing surprising actions. | + | 99–00 | Victims' ethics are inverted. | + +-### METAL DEATH ++#### METAL DEATH + + Level: 1d6 + 2 + + Effect: Produces a stream of foam that covers an area about 3 feet by 3 feet (1 m by 1 m), transforming any metal that + it touches into a substance as brittle as thin glass. The foam affects metal to a depth of about 6 inches (15 cm). + +-### MIND MELD ++#### MIND MELD + + Level: 1d6 + 1 + +@@ -55328,7 +55326,7 @@ + communication). In others, it might only pick up emotions or general concepts of thoughts in another language. It also + might vary based on the ability used.) + +-### MIND-RESTRICTING WALL ++#### MIND-RESTRICTING WALL + + Level: 1d6 + 2 + +@@ -55336,13 +55334,13 @@ + conforms to the space available. Intelligent creatures passing through the plane fall unconscious for up to one hour, or + until slapped awake or damaged. + +-### MIND STABILIZER ++#### MIND STABILIZER + + Level: 1d6 + + Effect: The user gains +5 to Armor against Intellect damage. + +-### MONOBLADE ++#### MONOBLADE + + Level: 1d6 + 2 + +@@ -55350,7 +55348,7 @@ + level lower than its own. If used as a weapon, it is a light weapon that ignores Armor of a level lower than its own. + The blade lasts for ten minutes. + +-### MONOHORN ++#### MONOHORN + + Level: 1d6 + 3 + +@@ -55361,7 +55359,7 @@ + (Sometimes a monohorn cypher covers the user in a thin sheen of black hide-like material, which disguises their identity + but doesn't interfere with their senses.) + +-### MOTION SENSOR ++#### MOTION SENSOR + + Level: 1d6 + 2 + +@@ -55369,7 +55367,7 @@ + creatures or objects move within long range (the cypher distinguishes between the two). It also indicates the number and + size of the creatures or objects in motion. + +-### NULL FIELD ++#### NULL FIELD + + Level: 1d6 + 3 + +@@ -55388,20 +55386,20 @@ + | 85–95 | Blunt force | + | 96–00 | Slashing and piercing | + +-### NULLIFICATION RAY ++#### NULLIFICATION RAY + + Level: 1d6 + 3 + + Effect: The user can immediately end one ongoing effect within long range that is produced by an artifact, cypher, or + special ability. + +-### NUTRITION AND HYDRATION ++#### NUTRITION AND HYDRATION + + Level: 1d6 + 1 + + Effect: The user can go without food and water for a number of days equal to the cypher's level without ill effect. + +-### PERFECT MEMORY ++#### PERFECT MEMORY + + Level: 1d6 + +@@ -55409,13 +55407,13 @@ + recording permanently in their long-term memory. This cypher is useful for watching someone pick a specific lock, enter + a complex code, or do something else that happens quickly. + +-### PERFECTION ++#### PERFECTION + + Level: 1d6 + 2 + + Effect: The user treats their next action as if they had rolled a natural 20. + +-### PERSONAL ENVIRONMENT FIELD ++#### PERSONAL ENVIRONMENT FIELD + + Level: 1d6 + 2 + +@@ -55424,13 +55422,13 @@ + flashes of temperature change (such as from a heat ray). A small number of these cyphers (1%) accommodate the preferred + environment of a nonhuman, nonterrestrial creature. + +-### PHASE CHANGER ++#### PHASE CHANGER + + Effect: Puts the user out of phase for one minute (two minutes if the cypher is level 6 or higher). During this time, + they can pass through solid objects as though they were entirely insubstantial, like a ghost. They cannot make physical + attacks or be physically attacked. + +-### PHASE DISRUPTOR ++#### PHASE DISRUPTOR + + Level: 1d6 + 2 + +@@ -55438,7 +55436,7 @@ + equal to one 5-foot (1.5 m) cube per cypher level. While the area is out of phase, creatures and objects can pass + through it as if it were not there, although one cannot see through it, and it blocks light. + +-### POISON (EMOTION) ++#### POISON (EMOTION) + + Level: 1d6 + 2 + +@@ -55456,7 +55454,7 @@ + | 86–95 | Joy. Easy to interact with in a pleasant manner; all pleasant interaction tasks are eased. | + | 96–00 | Love. Much easier to interact with; all interaction tasks are eased by two steps, but temporary attachment is likely. | + +-### POISON (EXPLOSIVE) ++#### POISON (EXPLOSIVE) + + Level: 1d6 + 1 + +@@ -55474,7 +55472,7 @@ + | 61–80 | The victim comes within long range of the detonator. | + | 81–00 | The victim is no longer within long range of the detonator. | + +-### POISON (MIND CONTROLLING) ++#### POISON (MIND CONTROLLING) + + Level: 1d6 + 2 + +@@ -55520,28 +55518,28 @@ + + + +-### POISON (MIND DISRUPTING) ++#### POISON (MIND DISRUPTING) + + Level: 1d6 + 2 + + Effect: The victim suffers Intellect damage equal to the cypher's level and cannot take actions for a number of rounds + equal to the cypher's level. + +-### PSYCHIC COMMUNIQUE ++#### PSYCHIC COMMUNIQUE + + Level: 1d6 + 2 + + Effect: Allows the user to project a one-time, + one-way telepathic message of up to ten words per cypher level, with an unlimited range, to anyone they know. + +-### RADIATION SPIKE ++#### RADIATION SPIKE + + Level: 1d6 + 4 + + Effect: Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting damage equal + to the cypher's level. + +-### RAY EMITTER ++#### RAY EMITTER + + Level: 1d6 + 2 + +@@ -55571,35 +55569,35 @@ + | 88–93 | Molecular bond disruption | + | 94–00 | Concentrated cold | + +-### RAY EMITTER (COMMAND) ++#### RAY EMITTER (COMMAND) + + Level: 1d6 + 2 + + Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that + forces a target to obey the next verbal command given (if it is understood) for one round per cypher level. + +-### RAY EMITTER (FEAR) ++#### RAY EMITTER (FEAR) + + Level: 1d6 + 2 + + Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that + causes the target to flee in terror for one minute. + +-### RAY EMITTER (FRIEND SLAYING) ++#### RAY EMITTER (FRIEND SLAYING) + + Level: 1d6 + 2 + + Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that + causes the target to attack its nearest ally for one round. + +-### RAY EMITTER (MIND DISRUPTING) ++#### RAY EMITTER (MIND DISRUPTING) + + Level: 1d6 + 2 + + Effect: Allows the user to project a ray of destructive energy up to very long range that inflicts Intellect damage + equal to the cypher's level. Also, the victim cannot take actions for a number of rounds equal to the cypher's level. + +-### RAY EMITTER (NUMBING) ++#### RAY EMITTER (NUMBING) + + Level: 1d6 + 2 + +@@ -55607,28 +55605,28 @@ + that numbs one limb of the target, making it useless for one minute. A small number of these devices (5%) induce + numbness that lasts for one hour. + +-### RAY EMITTER (PARALYSIS) ++#### RAY EMITTER (PARALYSIS) + + Level: 1d6 + 2 + + Effect: Allows the user to project a ray of energy up to very long range that paralyzes the target for one minute. A + small number of these devices (5%) induce paralysis that lasts for one hour. + +-### REALITY SPIKE ++#### REALITY SPIKE + + Level: 1d6 + 4 + + Effect: Once activated, the cypher does not move—ever—even if activated in midair. A Might action will dislodge it, but + then it is ruined. + +-### REFLEX ENHANCER ++#### REFLEX ENHANCER + + Level: 1d6 + + Effect: All tasks involving manual dexterity—such as pickpocketing, lockpicking, juggling, operating on a patient, + defusing a bomb, and so on—are eased by two steps for one hour. + +-### REJUVENATOR ++#### REJUVENATOR + + Level: 1d6 + 2 + +@@ -55640,7 +55638,7 @@ + | 51–75 | Speed Pool | + | 76–00 | Intellect Pool | + +-### REMEMBERING ++#### REMEMBERING + + Level: 1d6 + +@@ -55648,14 +55646,14 @@ + per cypher level, but the recall is perfect, so (for example) if they saw someone dial a phone, they will remember the + number. + +-### REMOTE VIEWER ++#### REMOTE VIEWER + + Level: 1d6 + + Effect: For one hour per cypher level, the user can see everything going on in the vicinity of the cypher, regardless of + the distance between them. + +-### REPAIR UNIT ++#### REPAIR UNIT + + Level: 1d10 + +@@ -55664,21 +55662,21 @@ + are too specialized or rare (in which case, the unit repairs the device except for the specialized part). Repair time is + 1d100 + 20 minutes. + +-### REPEATER ++#### REPEATER + + Level: 1d6 + 1 + + Effect: For the next minute, the user's ranged weapon fires one additional time with ammo fabricated by the cypher. The + weapon wielder can aim the free shot at the same target, or at a different target next to the first one. + +-### REPEL ++#### REPEL + + Level: 1d6 + 1 + + Effect: One NPC within immediate range who is of a level lower than the cypher decides to leave, using their next five + rounds to move away quickly. + +-### RETALIATION ++#### RETALIATION + + Level: 1d6 + +@@ -55686,7 +55684,7 @@ + (2 points if the cypher is level 4 or higher, 3 points if the cypher is level 6 or higher). No action or roll is + required by the user. + +-### SECRET ++#### SECRET + + Level: 1d6 + 2 + +@@ -55696,7 +55694,7 @@ + future is level 10, and such knowledge is always open to interpretation. The cypher cannot provide an answer to a + question above its level. + +-### SHEEN ++#### SHEEN + + Level: 1d6 + +@@ -55704,7 +55702,7 @@ + Armor if the cypher is level 5 or higher) and eases Might defense rolls by two steps. However, healing is more difficult + during this time; all recovery rolls suffer a –1 penalty. + +-### SHOCK ATTACK ++#### SHOCK ATTACK + + Level: 1d6 + +@@ -55712,14 +55710,14 @@ + electricity, inflicting 1 additional point of damage (2 points if the cypher is level 4 or higher, 3 points if the + cypher is level 6 or higher). + +-### SHOCKER ++#### SHOCKER + + Level: 1d6 + 4 + + Effect: Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the + cypher's level. + +-### SKILL BOOST ++#### SKILL BOOST + + Level: 1d6 + +@@ -55745,7 +55743,7 @@ + | 99 | Carrying | + | 00 | Escaping | + +-### SLAVE MAKER ++#### SLAVE MAKER + + Level: 1d6 + 2 + +@@ -55755,14 +55753,14 @@ + 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.) + +-### SLEEP INDUCER ++#### SLEEP INDUCER + + Level: 1d6 + + Effect: Touch puts the victim to sleep for ten minutes per cypher level or until awoken by a violent action or an + extremely loud noise. + +-### SNIPER MODULE ++#### SNIPER MODULE + + Level: 1d6 + +@@ -55770,13 +55768,13 @@ + (immediate to short, short to long, long to very long, very long to 1,000 feet \[300 m\]). A weapon with a range greater + than very long has its range doubled. + +-### SOLVENT ++#### SOLVENT + + Level: 1d10 + + Effect: Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert. + +-### SONIC HOLE ++#### SONIC HOLE + + Level: 1d6 + 2 + +@@ -55786,14 +55784,14 @@ + (Sonic holes are much-loved by thieves everywhere but can also be used for less nefarious purposes, such as hunting prey + and sneaking past enemies.) + +-### SOUND DAMPENER ++#### SOUND DAMPENER + + Level: 1d6 + 2 + + Effect: Dampens all sound within immediate range for one minute per cypher level, providing an asset on stealth actions + by all creatures in the area. + +-### SPATIAL WARP ++#### SPATIAL WARP + + Level: 1d6 + 4 + +@@ -55801,13 +55799,13 @@ + no penalties. Space is temporarily warped in terms of seeing and reaching the target. If direct line of sight is + important to the device's effect, it remains important. The spatial warp lasts 10 minutes per cypher level. + +-### SPEED BOOST ++#### SPEED BOOST + + Level: 1d6 + 2 + + Effect: Adds 1 to the user's Speed Edge for one hour (adds 2 if the cypher is level 5 or higher). + +-### SPY ++#### SPY + + Level: 1d6 + 2 + +@@ -55819,7 +55817,7 @@ + detonates instead, dealing damage equal to the cypher's level (half electrical damage, half shrapnel damage) to all + creatures and objects in short range. + +-### STASIS KEEPER ++#### STASIS KEEPER + + Level: 1d6 + +@@ -55827,26 +55825,26 @@ + An object in stasis does not age and comes out of the stasis alive and in the same condition as it went in, with no + memory of the period of inactivity. + +-### STIM ++#### STIM + + Level: 1d6 + + Effect: Eases the user's next action taken by three steps. + +-### STRENGTH BOOST ++#### STRENGTH BOOST + + Level: 1d6 + 2 + + Effect: Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher). + +-### STRENGTH ENHANCER ++#### STRENGTH ENHANCER + + Level: 1d6 + + Effect: All noncombat tasks involving raw strength—such as breaking down a door, lifting a heavy boulder, forcing open + elevator doors, competing in a weightlifting competition, and so on—are eased by two steps for one hour. + +-### SUBDUAL FIELD ++#### SUBDUAL FIELD + + Level: 1d6 + 3 + +@@ -55856,49 +55854,49 @@ + for 1d6 rounds after, although an Intellect defense roll is allowed each round to act normally (both in the field and + after leaving it). + +-### TELEPATHY ++#### TELEPATHY + + Level: 1d6 + 2 + + Effect: For one hour, the device enables + long-range mental communication with anyone the user can see. + +-### TELEPORTER (BOUNDER) ++#### TELEPORTER (BOUNDER) + + Level: 1d6 + 2 + + Effect: User teleports up to 100 × the cypher level in feet to a location they can see. They + arrive safely with their possessions but cannot take anything else with them. + +-### TELEPORTER (INTERSTELLAR) ++#### TELEPORTER (INTERSTELLAR) + + Level: 1d6 + 4 + + Effect: User teleports anywhere in the galaxy to a location they have previously visited or seen. They arrive safely + with their possessions but cannot take anything else with them. + +-### TELEPORTER (PLANETARY) ++#### TELEPORTER (PLANETARY) + + Level: 1d6 + 4 + + Effect: User teleports anywhere on the planet to a location they have previously visited or seen. They arrive safely + with their possessions but cannot take anything else with them. + +-### TELEPORTER (TRAVELER) ++#### TELEPORTER (TRAVELER) + + Level: 1d6 + 4 + + Effect: User teleports up to 100 × the cypher level in miles to a location they have previously + visited or seen. They arrive safely with their possessions but cannot take anything else with them. + +-### TEMPORAL VIEWER ++#### TEMPORAL VIEWER + + Level: 1d6 + 4 + + Effect: Displays moving images and sound, up to ten minutes per cypher level in length, depicting events that occurred + at the current location up to one year prior. The user specifies the time period shown by the viewer. + +-### TIME DILATION (DEFENSIVE) ++#### TIME DILATION (DEFENSIVE) + + Level: 1d6 + +@@ -55906,14 +55904,14 @@ + inches to one side or the other. This is an asset that modifies the user's defense rolls by two steps (three steps if + the cypher is level 6 or higher). + +-### TIME DILATION (OFFENSIVE) ++#### TIME DILATION (OFFENSIVE) + + Level: 1d6 + + Effect: For the next twenty-four hours, when the user makes a melee attack, they move at almost instantaneous speed, + easing their attacks by two steps (three steps if the cypher is level 6 or higher). + +-### TISSUE REGENERATION ++#### TISSUE REGENERATION + + Level: 1d6 + 4 + +@@ -55926,7 +55924,7 @@ + scar tissue from burns and other tissue-related disfigurements. If the cypher is used in this fashion, it restores only + 1d6 points over the hour duration.) + +-### TRACER ++#### TRACER + + Level: 1d6 + +@@ -55934,7 +55932,7 @@ + launcher shows the distance and direction to the tracer, as long as it is within 1 mile (100 miles if the cypher is + level 3 or higher, in the same dimension if the cypher is level 6 or higher). + +-### TRICK EMBEDDER ++#### TRICK EMBEDDER + + Level: 1d6 + +@@ -55942,7 +55940,7 @@ + higher) it is capable of physically performing (roll over, heel, spin, shake, go to an indicated place within long + range, and so on). The trick must be designated when the cypher is activated. + +-### UNINTERRUPTIBLE POWER SOURCE ++#### UNINTERRUPTIBLE POWER SOURCE + + Level: 1d6 + 4 + +@@ -55955,7 +55953,7 @@ + power requirement, a car engine is a level + 5 power requirement, and a starship is a level 10 power requirement. + +-### VANISHER ++#### VANISHER + + Level: 1d6 + 2 + +@@ -55964,7 +55962,7 @@ + ability, moving a large object, and so on. If this occurs, they can regain the remaining invisibility effect by taking + an action to focus on hiding their position. + +-### VISAGE CHANGER ++#### VISAGE CHANGER + + Level: 1d6 + +@@ -55972,28 +55970,28 @@ + human-sized creature, providing an asset to disguise tasks (easing them by two steps if the cypher is level 5 or + higher). The change takes ten minutes to apply and lasts for twenty-four hours. + +-### VISUAL DISPLACEMENT DEVICE ++#### VISUAL DISPLACEMENT DEVICE + + Level: 1d6 + + Effect: Projects holographic images of the user to confuse attackers. The images appear around the user, giving them an + asset to Speed defense actions for ten minutes per cypher level. + +-### VOCAL TRANSLATOR ++#### VOCAL TRANSLATOR + + Level: 1d6 + + Effect: For twenty-four hours per cypher level, translates everything said by the user into a language that anyone can + understand. + +-### WARMTH ++#### WARMTH + + Level: 1d6 + + Effect: Keeps the user warm and comfortable, even in the harshest cold temperatures, for twenty-four hours. During this + time, the user has Armor equal to the cypher's level that protects against cold damage. + +-### WATER ADAPTER ++#### WATER ADAPTER + + Level: 1d6 + +@@ -56001,7 +55999,7 @@ + changing pressure) for four hours per cypher level. This cypher can also be used in the regular atmosphere, allowing the + user to ignore ill effects from very low or very high atmospheric pressure. The cypher does not protect against vacuum. + +-### WEAPON ENHANCEMENT ++#### WEAPON ENHANCEMENT + + Level: 1d6 + 2 + +@@ -56076,20 +56074,20 @@ + + + +-### WINGS ++#### WINGS + + Level: 1d6 + 2 + + Effect: User can fly at their normal running speed for ten minutes per cypher level. + +-### X-RAY VIEWER ++#### X-RAY VIEWER + + Level: 1d6 + 4 + + Effect: Allows the user to see through up to 2 feet (60 cm) of material of a level lower than the cypher. The effect + lasts for one minute per cypher level. + +-### ZERO POINT FIELD ++#### ZERO POINT FIELD + + Level: 1d6 + 3 + +@@ -56108,7 +56106,7 @@ + Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others, + they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest. + +-### AREA BOOST ++#### AREA BOOST + + Level: 1d6 + 1 + +@@ -56117,40 +56115,40 @@ + areas are increased to long. Long areas are increased to very long. Abilities with very long areas become 1,000-foot + (300 m) areas. All other areas double in radius. + +-### BURST BOOST ++#### BURST BOOST + + Level: 1d6 + 2 + + Effect: This cypher boosts an ability that affects a single target at short range or farther. The range decreases to + immediate, but the ability affects all targets within immediate range. + +-### DAMAGE BOOST ++#### DAMAGE BOOST + + Level: 1d6 + 2 + + Effect: This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal to + this cypher's level. + +-### EFFICACY BOOST (MAJOR) ++#### EFFICACY BOOST (MAJOR) + + Level: 1d6 + 1 + + Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased by two steps. This + kind of cypher might be appropriate only in superhero campaigns, at least with any regularity.) + +-### EFFICACY BOOST (MINOR) ++#### EFFICACY BOOST (MINOR) + + Level: 1d6 + + Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased. + +-### ENERGY BOOST ++#### ENERGY BOOST + + Level: 1d6 + + Effect: This cypher boosts an ability that has a stat Pool cost. The cost is reduced to 0. + +-### RANGE BOOST ++#### RANGE BOOST + + Level: 1d6 + 1 + +@@ -56158,7 +56156,7 @@ + Any other ability increases its range by one category (touch to immediate, immediate to short, short to long, long to + very long, very long to 1,000 feet \[300 m\], or double for any range longer than very long). + +-### TARGET BOOST ++#### TARGET BOOST + + Level: 1d6 + 2 + +@@ -56167,7 +56165,7 @@ + + ## Running the Cypher System + +-Setting Difficulty Ratings ++### Setting Difficulty Ratings + + The GM's most important overall tasks are setting the stage and guiding the story created by the group (not the one + created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. +@@ -56226,7 +56224,7 @@ + difficulty 2 or even 1, and those are easy rolls to make. Don't hesitate, then, to pull out higher-level difficulties. + The PCs can rise to the challenge, especially if they are experienced. + +-The Impossible Difficulties ++#### The Impossible Difficulties + + Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can't + roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can +@@ -56242,7 +56240,7 @@ + and maxed out in asset opportunities reduces the difficulty by four more steps). That's why sixth-tier characters are at + the top of their field, so to speak. + +-False Precision ++#### False Precision + + One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by + one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those +@@ -56259,7 +56257,7 @@ + difficulty), we'd start to get lost in the proverbial weeds coming up with a meaningful distinction between something + rated as an 8 and something rated as a 9 on that scale. + +-Routine Actions ++#### Routine Actions + + Don't hesitate to make actions routine. Don't call for die rolls when they're not really needed. Sometimes GMs fall into + the trap illustrated by this dialogue: +@@ -56289,7 +56287,7 @@ + to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge + ramifications for the character and the story. + +-Other Ways to Judge Difficulty ++#### Other Ways to Judge Difficulty + + Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as + rating an object or creature on a similar scale, if that's easier. In other words, if you don't know how hard it would +@@ -56344,7 +56342,7 @@ + narrative tool, with the challenges always meeting the expected logic of the game. All the GM's mental space can be + devoted to guiding the story. + +-GM Intrusion ++### GM Intrusion + + GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It's also a + handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what +@@ -56388,7 +56386,7 @@ + (Remember, any time you give a player 1 XP for a GM intrusion, you're actually giving them 2— one to keep and one to + give to another player.) + +-Using GM Intrusion as a Narrative Tool ++#### Using GM Intrusion as a Narrative Tool + + A GM can use this narrative tool to steer things. That doesn't mean railroad the players or direct the action of the + game with a heavy hand. GM intrusion doesn't enable you to say "You're all captured, so here's your 1 XP." Instead, the +@@ -56430,7 +56428,7 @@ + (Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction + with NPCs can have big repercussions.) + +-Using GM Intrusion as a Resolution Mechanic ++#### Using GM Intrusion as a Resolution Mechanic + + This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random + chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, +@@ -56457,13 +56455,13 @@ + likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. + Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama. + +-Using (and Not Abusing) GM Intrusion ++#### Using (and Not Abusing) GM Intrusion + + Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four + GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. + This is in addition to any intrusions that are triggered by players rolling a 1. + +-Intrusion Through Player Rolls ++#### Intrusion Through Player Rolls + + When a PC rolls a 1, handle the GM intrusion the same way that you'd handle an intrusion you initiated. The intrusion + could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these +@@ -56495,7 +56493,7 @@ + GMs might want to forbid using an XP to reroll a 1, but there's really no point—if you've got an idea for a good + intrusion, you don't need to wait until a player rolls a 1 to use it.) + +-GM Intrusion That Affects the Group ++#### GM Intrusion That Affects the Group + + The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what + if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and +@@ -56506,12 +56504,12 @@ + However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if + they are more personal. + +-Example GM Intrusions ++#### Example GM Intrusions + + It's not a good idea to use the same events as GM intrusions over and over ("Dolmar dropped his sword *again*?"). Below + are a number of different intrusions you can use. + +-Bad Luck ++##### Bad Luck + + Through no fault of the characters, something happens that is bad or at least complicating. For example: + +@@ -56527,7 +56525,7 @@ + + \* A device (cypher or artifact) malfunctions or gives the user a jolt. + +-An Unknown Complication Emerges ++##### An Unknown Complication Emerges + + The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at + least at the start. For example: +@@ -56542,7 +56540,7 @@ + + \* The PCs find the book they need, but the pages are so brittle that if they open it, it might crumble. + +-An Impending Complication Emerges ++##### An Impending Complication Emerges + + GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling + dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM's +@@ -56559,7 +56557,7 @@ + \* The NPC who holds a dagger to a character's throat and says "Don't move" cuts the PC when they do, in fact, move, + putting them immediately at debilitated on the damage track. + +-Opponent Luck or Skill ++##### Opponent Luck or Skill + + The PCs aren't the only ones with surprising tricks up their sleeves. For example: + +@@ -56573,7 +56571,7 @@ + + \* A bit of the wall collapses in the middle of the fight, preventing the characters from chasing the fleeing NPC. + +-Fumbles ++##### Fumbles + + Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the + GM could simply declare that a fumble has occurred. In either case, consider the following examples: +@@ -56590,7 +56588,7 @@ + + \* In an interaction, the PC inadvertently or unknowingly says something offensive. + +-Partial Success ++##### Partial Success + + GM intrusion doesn't have to mean that a PC has failed. For example: + +@@ -56617,7 +56615,7 @@ + more than that. A player intrusion can't affect a whole village or even a whole tavern in that village. A rock can come + loose, but a player intrusion can't create a landslide. + +-Tying Actions to Stats ++### Tying Actions to Stats + + Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is + tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve +@@ -56631,7 +56629,7 @@ + hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the + rule. + +-Cyphers ++### Cyphers + + You should think of cyphers as character abilities, whether they're subtle cyphers or manifest cyphers. This means that + it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, +@@ -56683,7 +56681,7 @@ + points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren't at + their full capacity.) + +-Artifacts ++### Artifacts + + In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they + serve a very different purpose. It's assumed that characters are exploring with some cyphers at their disposal. +@@ -56710,7 +56708,7 @@ + + (You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.) + +-Skills and Other Abilities ++### Skills and Other Abilities + + Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It's + possible to have a skill called "tightrope walking" that grants a character a better chance to walk across a tightrope, +@@ -56733,7 +56731,7 @@ + In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to + say "No, that's not possible." But sometimes, if it makes sense, open yourself up to the possibility. + +-NPCs and Death ++### NPCs and Death + + As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC + reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as +@@ -56745,7 +56743,7 @@ + them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to + speak. + +-Creatures ++### Creatures + + Whenever possible, creatures should be handled like other NPCs. They don't follow the same rules as the player + characters. If anything, they should have greater latitude in doing things that don't fit the normal mold. A many-armed +@@ -56773,7 +56771,7 @@ + offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be + tied directly to level—higher-level creatures get better abilities and more of them. + +-Balancing Encounters ++#### Balancing Encounters + + In the Cypher System, there is no concept of a "balanced encounter." There is no system for matching creatures of a + particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem +@@ -56847,7 +56845,7 @@ + - Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM + should be ready to do the same. + +-### CHARACTER CREATION ++#### CHARACTER CREATION + + Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to + help players move quickly, without spending a lot of time deciding between this focus and that one. +@@ -56864,7 +56862,7 @@ + + All characters start with 1 XP. + +-### DESCRIPTORS ++#### DESCRIPTORS + + A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same + descriptor. +@@ -56880,7 +56878,7 @@ + + Charming: Add +2 to Intellect Pool. You are trained in persuasion and deception. + +-### TYPES ++#### TYPES + + This is the role the character will have in the story. Types will likely change from genre + +@@ -56888,7 +56886,7 @@ + character will have in the story, not what players will write on their character sheet (although a few example + suggestions are provided). + +-Performing Physical Actions ++##### Performing Physical Actions + + This character might be called a Warrior, a Soldier, a Jock, or a Construction Worker (just to name a few), depending on + the situation. Choose two of the following abilities: +@@ -56901,7 +56899,7 @@ + + • Trained in two of the following: climbing, jumping, running, swimming • Add +2 to recovery rolls + +-Sneaking ++##### Sneaking + + This character might be called a Thief, a Scout, a Street Rat, or a Slacker (just to name a few), depending on the + situation. Choose two of the following abilities: +@@ -56914,7 +56912,7 @@ + + • Add +2 to recovery rolls + +-Searching And Discovering ++##### Searching And Discovering + + This character might be called an Explorer, a Detective, a Scientist, or a Middle Manager (just to name a few), + depending on the situation. Choose two of the following abilities: +@@ -56927,7 +56925,7 @@ + + • Trained in knowledge-based skills (history, biology, geography, and so on) • Add +2 to recovery rolls + +-Talking ++##### Talking + + This character might be called a Diplomat, a Priest, a Con Artist, or a Salesperson (just to name a few), depending on + the situation. Choose two of the following abilities: +@@ -56940,7 +56938,7 @@ + + • Add +2 to recovery rolls + +-Wielding Supernatural Powers ++##### Wielding Supernatural Powers + + This type isn't suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a + Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to +@@ -56961,7 +56959,7 @@ + + • Have another power shift. + +-### FOCUS ++#### FOCUS + + A focus determines the actions a character might often take in the story. + +@@ -56988,18 +56986,18 @@ + Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with + the exception of miscellaneous powers.) + +-### THE SCENARIO ++#### THE SCENARIO + + When thinking about a Cypher Short scenario, think in terms of what you would expect to see in a movie. And not just any + movie, but one where the action mostly takes place in one (probably large, hopefully interesting and dynamic) location + +-### SETUP ++#### SETUP + + This section of a Cypher Short is a brief overview of the setting and the premise of + + the situation. The basic statement of the genre and setting should be given to the players before they make characters. + +-### POSSIBLE ENCOUNTERS ++#### POSSIBLE ENCOUNTERS + + This section is a list of possible encounters that might happen in the scenario, depending on what the characters do, + where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the +@@ -57012,7 +57010,7 @@ + NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask, + the personality of any relevant NPC, and so on. + +-### GM INTRUSIONS ++#### GM INTRUSIONS + + Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario. + +@@ -57020,19 +57018,19 @@ + same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short + adventure than you're used to in a standard Cypher System game. + +-### THE CONCLUSION ++#### THE CONCLUSION + + Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending + needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of + what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry + too much about what happens next. It's a one-shot scenario. + +-### TRAPPED IN FLAMES ++#### TRAPPED IN FLAMES + + The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start + ringing! + +-### CHARACTER CREATION ++##### CHARACTER CREATION + + The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include: + +@@ -57060,7 +57058,7 @@ + + All random people in the building are level 2 or 3 NPCs. + +-### THE SETUP ++##### THE SETUP + + The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't + necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front +@@ -57093,7 +57091,7 @@ + • Whenever the fire spreads to a new floor, the sprinklers will go off. This is enough to keep the fire from spreading + too much or too quickly, but the incendiary bombs make it impossible for the sprinklers alone to put the fire out. + +-### POSSIBLE ENCOUNTERS ++##### POSSIBLE ENCOUNTERS + + Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have + information. Some of it is true and some isn't. Things they might try to say include: +@@ -57156,7 +57154,7 @@ + through one of the stairwells, and they work to get everyone out. This is a great time for one last GM intrusion, or for + the PCs who have seen the bomber to spot him trying to sneak out posing as a victim—perhaps as they exit the building. + +-### GM INTRUSIONS ++##### GM INTRUSIONS + + Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The + bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM +@@ -57177,7 +57175,7 @@ + the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when + the firefighters arrive. + +-### THE CONCLUSION ++##### THE CONCLUSION + + Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're + wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the