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+--- _tmp/ccsrd.md 2025-05-05 12:44:41.501386611 -0500
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+@@ -18227,7 +18227,7 @@
+ The Cypher System can be used to play in many settings. This chapter provides additional information and rules for
+ fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres.
+
+-### MAGICAL RULES MODULE
++### FANTASY RULES MODULES
+
+ For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort
+ of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a
+@@ -18293,6 +18293,1166 @@
+
+ Villager: level 2
+
++### CRAFTING MAGIC ITEMS
++
++Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
++
++### CRAFTING CYPHERS
++
++1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
++what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
++System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
++could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
++particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
++its level range, and should always be treated as a level 6 cypher when crafted by a PC.
++
++2\. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and
++exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how
++expensive these materials are, according to the following table.
++
++| Cypher Level | Materials Cost |
++|--------------|--------------------------|
++| 1 | One inexpensive item |
++| 2 | Two inexpensive items |
++| 3 | One moderate item |
++| 4 | Two moderate items |
++| 5 | Three moderate items |
++| 6 | One expensive item |
++| 7 | Two expensive items |
++| 8 | Three expensive items |
++| 9 | One very expensive item |
++| 10 | Two very expensive items |
++
++3\. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The
++crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized
++in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a
++formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an
++activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this
++skill) to do this sort of crafting; the character cannot attempt the task at all.
++
++4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
++difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that
++they have to spend less time on crafting it. See the table below.
++
++For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
++on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
++potion to cook for a few hours, stirring to make sure the ingredients don't congeal, allowing ink on a scroll to dry,
++and so on. In other words, the character is able to perform other actions in the vicinity of the crafting (such as
++studying, resting, eating, and so on), but couldn't craft on the road or in the middle of a dungeon.
++
++| Assessed Difficulty | Time to Craft |
++|---------------------|---------------|
++| 1 | Ten minutes |
++| 2 | One hour |
++| 3 | Four hours |
++| 4 | Nine hours |
++| 5 | One day |
++| 6 | Two days |
++| 7 | One week |
++| 8 | Three weeks |
++| 9 | Two months |
++| 10 | Six months |
++
++5\. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the
++process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a
++crafting task assessed as difficulty 5 requires five subtask successes.
++
++The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the
++crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
++intervals over the course of the full time required to craft the item.
++
++> If at any point the crafter fails on a subtask, the item isn't ruined. Instead, the character only wasted the time
++> spent on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter
++> fails twice in a row on the same subtask, the character can continue crafting, but in addition to losing another
++> interval of crafting time, more crafting material (equal to one of the kind of item needed to craft it) is destroyed
++> in a mishap and must be replaced before crafting can continue.
++>
++> A player may ask to apply Effort to each subtask. Applying Effort is something they do in the moment, not over the
++> course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
++> day
++
++### ARTIFACT RULES
++
++Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
++When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
++the depletion number(s), the item works, but that is its last use. A depletion entry of "—" means that the artifact
++never depletes, and an entry of "automatic" means that it can be used only once. Depowered artifacts can sometimes be
++recharged using the repair rules, depending on the item's nature. Other special abilities can also repower an expended
++item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
++temporarily
++
++### CRAFTING ARTIFACTS
++
++Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
++select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
++their other character abilities. The main difference is that most artifacts don't cost Pool points to activate, and
++character abilities don't have a depletion stat that eventually removes the item from play. Crafting artifacts is
++handled as a long-term benefit of character advancement; the character and GM agree on the artifact to be crafted, and
++the character spends 3 XP. If the item is fairly simple, the GM can skip the crafting details and just say that after a
++period of time, the PC creates the artifact. For an item that significantly alters gameplay—granting the character vast
++telepathic powers or giving them the ability to teleport at will—the GM can give the item an assessed difficulty equal
++to 3 + the artifact level and require the character to follow the crafting steps for creating a magical cypher. Crafting
++this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
++the same assessed difficulty
++
++### RITUAL MAGIC
++
++### TIME
++
++Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
++it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
++ritual takes from start to finish, once the preparations (if any) are complete.
++
++### DIFFICULTY AND SUBTASKS
++
++Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
++a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
++from the dead don't have an obvious task level. In these cases, the GM should choose a level for the ritual based on
++what would make an interesting experience for the players. Instead of having the success or failure of this sort of
++magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
++subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
++a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
++at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
++
++If at any point the PC fails a subtask, the ritual isn't automatically ruined, but it costs time—a failure means the
++time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
++subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
++the ritual (perhaps equal to half the ritual's overall level) means the whole thing needs to be started again. Skills,
++assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
++the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
++
++### POOL INVESTMENT
++
++Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
++vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
++could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
++necessary to prevent a participating PC from dying during the ritual).
++
++### ACCELERATED PERFORMANCE
++
++The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
++reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
++a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
++time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
++
++### EXAMPLE RITUALS
++
++The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
++may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
++might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
++ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
++
++### UNDERSTANDING THE EXAMPLES
++
++Each ritual is described in the following format.
++
++Level: The overall level of the ritual, which determines how many subtasks it has.
++
++Time: The preparation time (if any) and performance time.
++
++Roles: Things other characters can do to participate and help.
++
++Side Effects: Negative consequences for failed rolls or GM intrusions.
++Reagents: Resources that can help success.
++
++Pool: What kind of Pool points the ritual costs.
++
++Other Assets: Kinds of abilities that can help success.
++
++### BESEECH
++
++Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
++that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
++makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information,
++for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the
++ritual merely gains its attention and gives the characters the opportunity to speak their case.
++
++Level: The level of the entity
++
++Time: Four hours of preparation, one hour of performance
++
++Roles: Chanting, lighting candles, holding gifts/reagents
++
++Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the
++entity will consider answering)
++
++Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
++
++Pool: Might or Intellect
++
++Other Assets: Knowledge or control of similar entities
++
++Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
++space to talk in person.
++
++### CONJURE THE DEAD
++
++Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
++prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
++them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
++the living or unfulfilled tasks completed). If the characters don't comply, they must magically threaten or compel the
++spirit to obey.
++
++Level: The level of the dead spirit
++
++Time: Three hours of preparation, one hour of performance
++
++Roles: Chanting, holding hands in a circle, manipulating a spirit device
++
++Side Effects: Haunting, possession
++
++Reagents: Mementos of the spirit's life, the spirit's former physical remains, a person or creature to possess
++
++Pool: Might or Intellect
++
++Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
++
++A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
++accordingly.
++
++### CONJURE DEMON
++
++Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
++perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
++about a minute, during which time the summoners must bargain with or command it to perform a deed that takes no longer
++than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property
++are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get
++it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge
++for the unwanted summoning).
++
++Level: The level of the demon
++
++Time: Three hours of preparation, one hour of performance
++
++Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
++
++Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
++
++Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects
++representing anger, destruction, or hatred (according to the desired service)
++
++Pool: Might or Intellect
++
++Other Assets: Knowledge or control of similar entities, secret name of the demon
++
++### CONJURE DEVIL
++
++Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
++perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
++it to perform a deed that takes no longer than an hour and requires the devil to travel no more than about 50 miles (80
++km)—spying, stealing, guarding, and murdering are common tasks. The devil usually wants something in return (even if
++just an agreement for a later favor); otherwise, the characters must threaten it or have some way to force it to obey.
++If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the
++interruption).
++
++Level: The level of the devil
++
++Time: Three hours of preparation, one hour of performance
++
++Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
++
++Side Effects: Bad smell, curse, infernal mark, possession
++
++Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing
++betrayal, deception, or greed (according to the desired service)
++
++Pool: Might or Intellect
++
++Other Assets: Knowledge or control of similar entities, secret name of the devil
++
++### CONJURE ELEMENTAL
++
++Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
++remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
++elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than
++about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
++its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
++water, and so on. If the summoners can't come to an agreement with the elemental, it might make one attack before it
++leaves.
++
++Level: The level of the elemental
++
++Time: Three hours of preparation, one hour of performance
++
++Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
++
++Side Effects: Damage, weakness toward one kind of attack
++
++Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or
++creatures
++
++Pool: Might, Speed, or Intellect, depending on the kind of elemental
++
++Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental
++
++Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
++playing up their strengths are the key to bargaining with them.
++
++### CONSECRATION
++
++Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
++very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
++use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
++enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
++area are hindered by two steps.
++
++Level: The level of the effects to protect against
++
++Time: One hour of preparation, two hours of performance
++
++Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
++other suitable markers)
++
++Side Effects: Lights, sounds, weak spots or "back doors" in the barrier
++
++Reagents: Silver dust, sacred oil, buried blessed gemstones
++
++Pool: Intellect
++
++Other Assets: Warding magic, religious knowledge
++
++### ENCHANT WEAPON
++
++Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
++next day.
++
++Level: 3 or 4
++
++Time: Thirty minutes of preparation, one hour of performance
++
++Roles: —
++
++Side Effects: Weapon attack hindered, higher GM intrusion rate
++
++Reagents: Rare oils, gem dust
++
++Pool: Speed or Intellect
++
++Other Assets: Battle tactics, weapon crafting
++
++In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
++rolls, grant extra damage, affect multiple weapons at once, or all of the above.
++
++### ENTOMBMENT
++
++Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
++the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
++forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the
++vessel.
++
++Level: The level of the creature
++
++Time: Sixteen hours of preparation, one hour of performance
++
++Roles: Chanting, carrying or protecting the vessel
++
++Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
++
++Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
++
++Pool: Intellect
++
++Other Assets: Control magic, grappling, imprisoning magic, wards
++
++### EXORCISM
++
++Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
++out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
++comes). Completing the ritual doesn't prevent other spirits from entering or inhabiting the area, but it is likely that
++they can sense that an exorcism happened there, and most choose to avoid such an area so they don't suffer the same
++fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning
++for a year and a day. As with using the ritual to cleanse a location, this doesn't prevent other spirits from afflicting
++the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
++
++Level: The level of the most powerful hostile presence to be exorcised
++
++Time: Two hours of preparation, two hours of performance
++
++Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with
++incense
++
++Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
++
++Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
++
++Pool: Intellect
++
++Other Assets: Warding magic, religious knowledge
++
++Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
++possessing a creature— throwing objects, causing nightmares, making noises, and so on.
++
++### FLESH FOR KNOWLEDGE
++
++Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
++permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
++they see fit). The character experiences painful hallucinations that give them insight and understanding. They
++immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
++advancement).
++
++Level: Twice the tier of the ability the character wishes to learn
++
++Time: One hour of preparation, one hour of performance
++
++Roles: Chanting, restraining the subject of the ritual
++
++Side Effects: Lasting damage, permanent damage, scarring
++
++Reagents: Silver knife, silver vessel
++
++Pool: See above
++
++Other Assets: Pain tolerance, surgery
++
++Instead of permanently reducing a character's Pools by 4 points, the GM could allow other permanent penalties such as
++reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
++points gained through recovery rolls by 2.
++
++### PURIFICATION
++
++Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
++or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
++creature or object, which is then discarded or safely destroyed.
++
++Level: The level of the affliction or effect to remove
++
++Time: One hour of preparation, two hours of performance
++
++Roles: Applying reagents, chanting
++
++Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
++
++Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on
++the target, scapegoat, silver dust
++
++Pool: Might
++
++Other Assets: Healing magic, resistance to the target's affliction
++
++### RESURRECTION
++
++Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
++completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
++anything that happened after they died.
++
++Level: The level of the deceased (at least tier 6 if a PC)
++
++Time: Five hours of preparation, two hours of performance
++
++Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
++
++Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
++damage
++
++Reagents: Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
++items of importance to the deceased, parchment extolling the deceased's history and deeds, soul-sympathetic items
++
++Pool: Might or Intellect
++
++Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy,
++spirit knowledge, secret name of the deceased
++
++A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
++impaired state on the damage track instead of hale, requiring further rest or healing.
++
++### SACRIFICIAL RITE
++
++A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
++the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
++the final destination for the soul (such as placing it in a sword to create a magic item).
++
++Level: The level of the creature (at least tier 6 if a PC)
++
++Time: One hour of preparation, one hour of performance Roles: Chanting, playing instruments, bearing the soul object,
++restraining the creature, slaying the creature
++
++Side Effects: Creature rages or escapes, damage, dying curse, haunting
++
++Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
++high as the creature's level)
++
++Pool: Might or Intellect
++
++Other Assets: Death spells, instant-kill abilities, soul manipulation
++
++### MAGICAL TECHNOLOGY
++
++To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
++regular (nonmagical) items.
++
++### MAGIC PLUS TECHNOLOGY
++
++Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
++certainly be manifest cyphers or artifacts. Here's an example cypher:
++
++### FROZEN TIMEPIECE
++
++Level: 1d6 + 2
++
++Effect: Creates or transforms into a pocketwatch that seems to be made of ice. Upon activation of the cypher, the user
++can take normal actions, but everything and everyone around them is frozen in time. The user cannot affect anything
++else, but they can move through the world and take actions that affect themselves or their own belongings (bandage a
++wound, repair a broken item, and so on). The effect lasts for one round per cypher level.
++
++And here's an example artifact:
++
++### TRUTH BINOCULARS
++
++Level: 1d6 + 2
++
++Form: Pair of binoculars with a large runic symbol on them
++
++Effect: Not only do these make it easy to see things far away, but looking through them also allows the viewer to see
++through illusions and see things that are normally invisible, assuming the effect has a level lower than that of the
++binoculars.
++
++Depletion: 1–2 in 1d100 (check each use)
++
++To craft items that are both technological and magical, either you need to make the device first and then enchant it, or
++you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
++very different.
++
++### TECHNOLOGY THAT INTERACTS WITH MAGIC
++
++In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
++interact and cope with it. Technological devices that are not magical but deal with magic could include:
++
++Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something
++magical, it does not function again.
++
++Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
++suit. However, all of the wearer's tasks to resist magical effects are eased. If the wearer takes even 1 point of
++physical damage, the suit rips and no longer functions until it is repaired and resealed.
++
++Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
++signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
++impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
++
++### MAGIC THAT INTERACTS WITH TECHNOLOGY
++
++In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
++blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
++
++### FINDING PRYING EYES
++
++Level: 1d6 + 3
++
++Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
++source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
++this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
++the location of the listener.
++
++### POWER DEVICE
++
++Level: 1d6 + 2
++
++Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
++powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
++flashlight, the battery is fully charged.
++
++### SCREEN CONTROL
++
++Level: 1d6 + 2
++
++Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
++whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
++and colors.
++
++Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
++though the technology involved might not have any common principles
++
++### MIND CONTROL
++
++From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
++takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
++such as attacking friends). But what's happening inside the controlled creature's head—whether during the effect or
++afterward—often isn't specified. There are several options for the GM to consider, either for all kinds of mind-control
++magic or on a case-by-case basis.
++
++- Confusion: The controlled creature doesn't understand why they're doing things they normally wouldn't do, but they
++ aren't aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
++ that they don't know why they did those things, or come up with an explanation justifying (to themselves and others)
++ their reasons for those actions.
++
++- Dream: The controlled creature is aware of what's going on but perceives it in a dreamlike state. They may believe
++ that they're in control of themselves the entire time, or somewhat aware that they're not fully in control (similar to
++ being intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about
++ the events but may not realize that someone else was controlling them.
++
++- Trapped: The active thoughts in the controlled creature's head come from the controller, but the creature still has a
++ small voice or awareness in the background, like they're a prisoner in their own mind. This horrible situation usually
++ means the controlled creature reverts to normal once the control is gone, and is probably very upset that their mind
++ and body autonomy were violated.
++
++One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control.
++For example, being charmed by a vampire might mean the PC can't attack the vampire (or its allies) or run away, but is
++still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the
++character can be given a specific command, and until they comply with that command their other actions are hindered by
++one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an
++additional 1 XP (or, to approach it from the opposite direction, the GM can offer them a GM intrusion that the mind
++control is happening, and allow the player to spend 1 XP to refuse it, or go into XP debt if they want to refuse it but
++have no XP to spend).
++
++A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
++For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
++
++### MYSTICAL MARTIAL ARTS
++
++If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
++portray the kinds of things characters in such stories can accomplish.
++
++- Running and climbing speeds and jumping distances are doubled. For those trained in running, climbing, or jumping, the
++ speeds and distances are tripled instead of doubled. For those specialized, they are quintupled. For all intents and
++ purposes, this means that everyone can run up a wall or jump very high in the air, and masters can practically fly or
++ run across water.
++
++- Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
++ and powerful martial arts styles. This doesn't change anything in the game mechanically—no one gets the ability to use
++ weapons that they wouldn't normally have under the rules. But it does change the flavor, suggesting that no PC is
++ entirely ignorant of weapons or close combat.
++
++- Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
++ attack, perhaps it is "The Three-Flower Fist," and instead of Fury, a character uses "The Rage of the Sevenfold." It
++ is reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described
++ with a magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character,
++ and so on.
++
++- Materials and objects are easier to destroy. For the purpose of attacking objects, subtract 2 from the level of any
++ material (minimum of 0). It should be relatively simple for any character to smash through a plain wooden door with
++ little effort, and true warriors can shatter stones with their blows.
++
++- Wounds heal faster. Everyone gains +1 to all recovery rolls.
++
++- Superhuman abilities exist. Consider adopting some of the superhero rules from the Cypher System Reference Document,
++ in particular the power shift optional rules. These may derive from almost supernatural levels of training in various
++ techniques (such as dianxue) but probably mostly from neili.
++
++> Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
++> building up and cultivating the energy known as qi and using it for supernatural effects.
++
++### POSSESSION
++
++Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
++person, taking over a character's body as if it were the creature's own. The creature must touch the character to
++attempt possession (even if the creature's touch normally inflicts damage, the possession attempt doesn't inflict
++damage). The character must make an Intellect defense roll or become possessed, whereupon the creature's immaterial form
++disappears into the character.
++
++The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
++possessing creature can try to control the actions of the host, but the character can attempt an Intellect defense roll
++to resist each suggested action. Successful resistance means that the character does nothing for one round. When the
++creature isn't trying to control the host, the character can act as they choose. Usually, a possessing creature's
++actions are limited to controlling its host and leaving the host (the creature's own abilities are unavailable to it
++while in someone else's body).
++
++While it possesses a character, the creature is immune to most direct attacks (though not so the host; killing the host
++will eject the creature). For example, hitting a demon-possessed human with a sword hurts only the human, not the demon
++controlling them. Mental attacks and special abilities that only affect possession or the type of possessing creature
++usually work normally
++
++A possessed character is allowed an Intellect defense roll to eject the creature once per day. The defense roll is
++hindered by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised
++demon is powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that
++has power over the demon. This can be attempted once per day and grants the possessed character an additional Intellect
++defense roll to eject the demon.
++
++Possession is like mind control in that it takes away a player's ability to control their character, and that can make
++some players very uncomfortable. See the section on mind control and consent for more information (page 67).
++
++### SECRET AND TRUE NAMES
++
++Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
++including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
++defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
++enough to convince it to perform a service without compensation. A creature doesn't automatically know if someone has
++learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
++informed opponent has some kind of advantage against them and deduce that their secret name is involved.
++
++Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
++the Uncover a Secret character arc to do so.
++
++### WISHES
++
++Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
++them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
++do so as a GM intrusion— that way, the character still gets a reward, and they can either accept the twisted wish (which
++isn't as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight
++wording that can't be twisted).
++
++Second, consider the level of the creature granting the wish—that's basically the level of the wish, as the creature
++shouldn't be able to grant a boon more powerful than itself. Therefore, it's reasonable that a level 6 creature could
++create a level 6 effect. The GM could look at the creature's other abilities (or abilities of other creatures of its
++level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
++result downward until it's appropriate for the creature's power.
++
++Wishing for more wishes doesn't work because a creature shouldn't be able to create something more powerful than
++itself—at least not without some investment of time and other resources, like a character using XP to acquire an
++artifact.
++
++### AWARDING TREASURE
++
++It's best to think of gold and magic as two different kinds of currencies that characters have access to.
++
++### GOLD
++
++The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
++characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
++a typical fantasy campaign, the characters should become wealthier as they advance.
++
++### MANIFEST CYPHERS
++
++The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
++can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
++might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the
++premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The
++key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold.
++
++The PCs can have opportunities to trade their cyphers with NPCs in town, whether that's at a magic item shop, the tower
++of a mentor wizard, a thieves' guild, a temple, other adventurers, or the local government. The kinds of cyphers these
++NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other
++useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level
++are generally considered to be about the same value, although local biases and NPC interests may affect their
++willingness to trade certain items despite or because of a level disparity
++
++### ARTIFACTS
++
++Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
++not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
++artifact of about the same level. Unlike cyphers, the game doesn't assume that PCs have frequent opportunities to gain
++new artifacts or replace the ones that deplete.
++
++In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
++what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very
++expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
++could be worth about the same as an exorbitant item.
++
++### DUNGEONS, CASTLES, AND KEEPS
++
++This section describes several kinds of common physical features and their game stats. Any of these levels can be
++adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
++reinforced by magic so its level is higher, and so on.
++
++### WALLS
++
++Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
++by a creature). Anything describing walls in this section also applies to ceilings and floors.
++
++- Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
++ blindly (hindered by four steps), but it's usually easier to break a hole in the wall and attack through the hole.
++ Paper walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a
++ paper wall, and a cloth wall is probably level 2.
++
++- Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a
++ partition within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might
++ be level 5. Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing
++ weapons (attacks are hindered).
++
++- Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold
++ them in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a
++ cave wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to
++ suit their needs for a living space. Some constructed stone walls are reinforced with metal bars on the surface or
++ built inside, increasing its level to 7. Stone walls are vulnerable to piercing weapons (attacks are eased) but
++ resistant to bashing and slashing weapons (attacks are hindered).
++
++- Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
++
++### DOORS
++
++Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
++their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
++the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
++
++- Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to
++ keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple
++ planks nailed together on a frame or with support struts. Wooden doors of all strengths are vulnerable to fire
++ (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
++
++- Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or
++ shop.
++
++- Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An
++ especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
++
++- Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a
++ center point. They are common in places like dungeons where wood and metal are scarce. Stone doors are vulnerable to
++ piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
++
++- Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
++ king's tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
++
++- Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
++ archers to fire at the creatures trapped by it. They're also useful in closing access to a waterway without impacting
++ its flow. A wooden portcullis is relatively fragile and usually isn't meant to keep anyone out for long.
++
++- Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
++ necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
++ lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
++
++### TRAPS
++
++One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
++
++### TRIGGERING TRAPS
++
++Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
++Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
++activates.
++
++### FINDING TRAPS
++
++Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
++presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
++dangers are present.
++
++Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
++before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
++traps the GM has in their path. Allowing characters to passively search in this way means the players don't have to keep
++stating over and over that they're looking for traps. The drawback for them is that it takes them more time to get
++anywhere (which means time-based special abilities and cyphers will run out sooner).
++
++Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it.
++Active searching takes about one round for each immediate area searched. Rather than having the players make separate
++rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the
++trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
++they've resolved the first trap.
++
++### DISABLING, DAMAGING, AND BYPASSING TRAPS
++
++A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
++same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
++and much harder to disable. Traps are objects and use the object damage track. Characters can attack a trap with weapons
++or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of
++sabotage (such as hammering a piton into a groove where a blade springs out). Magical traps can be damaged or disabled
++with special abilities.
++
++Instead of disabling a trap, a character can try to bypass it so they and their allies can get past it without
++triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is
++hindered by two steps
++
++Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap's target is the acting
++character, and the trap's attack is eased because the character placed themselves in harm's way
++
++Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
++hindered by two additional steps).
++
++### UNDERSTANDING THE LISTINGS
++
++The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
++standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
++from the listing.
++
++Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
++reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
++(always three times the trap's level).
++
++Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
++it has a limited number of uses, and so on.
++
++Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
++attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
++if it's the normal amount for a trap of its level.
++
++Modifications: Use these numbers when a trap's information says to use a different target number. For example, a level 4
++trap might say "defends as level 5," which means PCs attacking it or trying to disable it must roll a target number of
++15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap's attacks, defenses, and
++stealth (how hard or easy it is to notice the trap).
++
++GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
++possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
++
++### COMMON TRAP POISONS
++
++- Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
++ and one hour.
++
++- Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute,
++ ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
++
++- Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
++
++- Debilitating: The poison hinders all of the creature's actions by one or two steps if they fail a defense roll. (Some
++ poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
++ are ten minutes, one hour, and ten hours.
++
++- Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense
++ roll.
++
++- Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has
++ passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The
++ ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a
++ defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point
++ every round.
++
++- Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might
++ leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten
++ minutes, one hour, and ten hours.
++
++- Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
++ hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
++ time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and
++ then making them groggy for an hour, even if they're awakened early).
++
++### ARROW 4 (12)
++
++Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
++hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
++for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be
++triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap
++releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
++
++Damage Inflicted: 4 points
++
++Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
++
++GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
++or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
++
++### CRUSHING WALL 6 (18)
++
++A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
++could be built in its place).
++
++A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks)
++falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
++so that triggering the trap makes the area impassible.
++
++ A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
++Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
++difficult terrain.
++
++Damage Inflicted: 6 points (ignores Armor)
++
++GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they
++can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
++and can now reach the characters.
++
++### DISINTEGRATION 7 (21)
++
++A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
++any object destroyed by it) turns to dust.
++
++Damage Inflicted: 15 points
++
++GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
++ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
++
++### EXPLOSIVE GLYPH 4 (12)
++
++A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
++acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
++unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of
++electrified salt water, or a gout of burning oil.
++
++Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if
++they make their defense roll.
++
++Modifications: Stealth as level 5
++
++GM Intrusion: The glyph marks the character's face with a symbol indicating they are a thief. The glyph makes the
++character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
++curse is removed.
++
++### FLOODING ROOM 4 (12)
++
++Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
++creatures in it begin to drown.
++
++A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
++or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
++starting to suffocate. (Restoring the air allows the characters to awaken, but doesn't move them back up the damage
++track.)
++
++Damage Inflicted: None until drowning starts
++
++Modifications: Defends as level 7
++
++GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
++fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
++
++### MANGLER 3 (9)
++
++A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
++hindering all actions requiring that hand by one or two steps.
++
++A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
++trapdoor, reducing their movement speed by half.
++
++ Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
++character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
++lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
++instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
++have a glue pot stuck on their hand or foot.
++
++Damage Inflicted: 3 points, plus lasting damage
++
++Modifications: Stealth as level 4
++
++GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they
++fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
++poison.
++
++### NET 3 (9)
++
++A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
++traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
++
++A variant of this trap is a snare made of sturdy cord or wire.
++
++Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense
++roll to break or escape the net)
++
++Modifications: Attacks as level 5, defends as level 2
++
++GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The
++net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
++round.
++
++### PIT 4 (12)
++
++A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
++multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
++areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other
++debris.
++
++A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when
++enough weight reaches the middle section.
++
++Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
++
++GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor
++closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased,
++hindering attempts to climb out by two steps. A dangerous creature is at the bottom of the pit (or in a room adjacent to
++it). The pit is filled with poison gas. The trapdoor detaches and falls into the pit, inflicting 1 point of ambient
++damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
++falls in.
++
++### POISON GAS 3 (9)
++
++The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
++harm, it is likely that the character won't realize at first that they've sprung a trap.
++
++A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
++torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap's level.
++
++A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
++creatures.
++
++Damage Inflicted: As poison
++
++Modifications: Stealth as level 5
++
++GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after
++exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
++companions for enemies, until they make an Intellect defense roll. The gas is flammable.
++
++### POISON NEEDLE 5 (15)
++
++A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
++mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
++
++Damage Inflicted: 1 point (plus poison)
++
++Modifications: Stealth as level 6
++
++GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap
++releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
++instead of a poisoned needle, affecting all nearby characters.
++
++### PORTCULLIS 5 (15)
++
++An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
++creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
++hindered. Otherwise, it is even chances what side they end up on.
++
++A variant of this trap is a solid wall. A magical variant is a force field.
++
++Damage Inflicted: 5 points
++
++GM Intrusion: The portcullis impales the character, trapping them beneath it until it is lifted or destroyed. The
++portcullis is electrified, inflicting 1 point of damage each time it is touched or attacked with flesh or a metal
++object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
++enemies to make ranged attacks on the trapped character.
++
++### ROLLING BOULDER 6 (12)
++
++A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
++the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
++
++A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several
++times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and
++becomes an obstacle.
++
++Damage Inflicted: 6 points
++
++Modifications: Defends as level 7
++
++GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character's
++location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
++is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
++which jump out as it moves and attack nearby creatures.
++
++### SLICING BLADE 5 (15)
++
++A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
++(such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
++the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
++nearby that allows a creature to reset it manually.
++
++Damage Inflicted: 5 points
++
++Modifications: Attacks as level 6
++
++GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The
++blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
++the initial attack until it is healed.
++
++### SLIDING STAIR 4 (12)
++
++A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
++near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
++resets after a minute or has a manual reset lever at the top or bottom of the stairs.
++
++Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
++
++GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out
++between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
++the stairs after the sliding character, inflicting an additional 3 points of damage.
++
++### SNAKE PIT 4 (12)
++
++The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
++immediately attack the character and perhaps others in the area.
++
++Damage Inflicted: As per the swarm of snakes
++
++GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
++Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
++
++### SPEAR 4 (12)
++
++The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
++version of an arrow trap, and the same suggestions for that trap apply to this one.)
++
++Damage Inflicted: 6 points
++
++Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
++
++GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points
++of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
++falling block or an electrical shock
++
++### TELEPORTER 6 (18)
++
++The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
++oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
++usually reserved for trapping creatures for interrogation.
++
++Damage Inflicted: None
++
++GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage
++(1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
++shark tank, or a boulder in a lava lake.
++
+ ### ADDITIONAL FANTASY EQUIPMENT
+
+ In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time
+@@ -18406,6 +19566,16 @@
+ | Other Items | Notes |
+ | Sailing ship (small) | |
+
++### STARTING GOLD PIECES FOR CHARACTERS
++
++Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
++
++Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
++
++Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
++
++Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
++
+ ### MEDIEVAL FANTASY EQUIPMENT
+
+ | Category | GP Value |
+@@ -18416,6 +19586,479 @@
+ | Very expensive | 1,000–10,000 gp |
+ | Exorbitant | 10,000+ gp |
+
++#### 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 | |
++
++### RANDOM WEAPON TABLE
++
++If the GM needs to randomly determine the weapon a creature or treasure trove has, use the following table.
++
++| d100 | Weapon |
++|--------|----------------|
++| 01-06 | Battleaxe |
++| 07 | Blowgun |
++| 08-13 | Bow |
++| 14-20 | Broadsword |
++| 21-23 | Club |
++| 24 | Crank crossbow |
++| 25-31 | Dagger |
++| 32-34 | Flail |
++| 35-36 | Greataxe |
++| 37-42 | Greatsword |
++| 43-48 | Hammer |
++| 49 | Hand crossbow |
++| 50-55 | Handaxe |
++| 56-59 | Heavy crossbow |
++| 60-61 | Heavy mace |
++| 62-63 | Javelin |
++| 64-67 | Light crossbow |
++| 68-71 | Mace |
++| 72-74 | Maul |
++| 75 | Net |
++| 76 | Pick |
++| 77-79 | Polearm |
++| 80-81 | Quarterstaff |
++| 82-84 | Rapier |
++| 85-87 | Scimitar |
++| 88 | Sickle |
++| 89-91 | Sling |
++| 92-96 | Spear |
++| 97 | Throwing dart |
++| 98-99 | Trident |
++| 00 | Whip |
++
++> It's more fun if a character finds an improved version of a weapon they like instead of a weapon they're not familiar
++> with.
++
++### 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 |
++
++### ANIMALS AND GEAR DESCRIPTIONS
++
++Draft horse: A strong horse able to carry or pull heavy loads.
++
++Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
++intruders than it is for accompanying adventurers into dangerous locations.
++
++Pony: A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving
++as a mount for a smaller-than-human creature such as a dwarf or halfling.
++
++Riding horse: A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in
++combat.
++
++Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
++such as a chariot.
++
++### ANIMALS AND GEAR
++
++| Item | Price |
++|--------------|------------|
++| Draft horse | 50 gp |
++| Guard dog | 25 gp |
++| Pony | 30 gp |
++| Riding horse | 75 gp |
++| Saddle | 10 gp |
++| Warehouse | 300-500 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 |
++
+ ### FANTASY CYPHERS
+
+ Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
+@@ -18703,6 +20346,115 @@
+ swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a
+ template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.
+
++If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
++be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers,
++there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to
++collect all of the legendary items carried by a famous hero.
++
++The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
++tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
++major items (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the
++minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
++table.
++
++### MINOR FANTASY ARTIFACTS TABLE
++
++| 01-02 | Adamantine rope |
++|-------|-------------------------|
++| 03-06 | Alchemist bag |
++| 07-09 | Armored cloth |
++| 10-15 | Belt of strength |
++| 16-18 | Bounding boots |
++| 19-21 | Cat's eye spectacles |
++| 22-24 | Cloak of elfkind |
++| 25-26 | Coil of endless rope |
++| 27-28 | Crown of the mind |
++| 34 | Crystal ball |
++| 35-37 | Deflecting shield |
++| 38-40 | Elfblade |
++| 41-43 | Enchanted armor |
++| 44-49 | Exploding arrow |
++| 50-55 | Gloves of agility |
++| 56-58 | Gruelmake |
++| 59-60 | Helm of water breathing |
++| 61-66 | Mastercraft armor |
++| 67-72 | Mastercraft weapon |
++| 73-75 | Mindshield helment |
++| 76-77 | Pack of storage |
++| 78-79 | Poisoner's touch |
++| 80-85 | Protection amulet |
++| 86-87 | Shield of two skies |
++| 88-92 | Skill ring |
++| 93 | Soulflaying weapon\* |
++| 94-96 | Sovereign key |
++| 97-98 | Tunneling gauntlets |
++| 99 | Vorpal sword |
++| 00 | Whisperer in the ether |
++
++### MAJOR FANTASY ARTIFACTS TABLE
++
++| 01-03 | Angelic ward\* |
++|-------|-------------------------------------------------|
++| 04 | Book of all spells |
++| 05 | Cloak of Balakar |
++| 06-07 | Crown of eyes |
++| 08 | Death's scythe |
++| 09-10 | Demonflesh |
++| 11 | Demonic rune blade |
++| 12-15 | Dragontongue weapon |
++| 16-18 | Dragontooth soldiers |
++| 19-20 | Explorer's gloves |
++| 21-23 | Falcon cloak |
++| 24-25 | Flying carpet |
++| 26-27 | Ghostly armor |
++| 28-30 | Guardian idol |
++| 31-33 | Hand of glory |
++| 34-36 | Horn of thunder |
++| 37-39 | Instant ladder |
++| 40-43 | Lightening hammer |
++| 44-47 | Necromantic wand |
++| 48-50 | Ring of dragon's flight\* |
++| 51-53 | Ring of fall flourishing |
++| 54-56 | Ring of invisibility |
++| 57 | Ring of wishes |
++| 58-60 | Smooth stepping boots |
++| 61-62 | Soul-stealing knife |
++| 63-65 | Spellbook of elemental summoning |
++| 66 | Spellbook of the amber mage\* |
++| 67-69 | Staff of black iron |
++| 70-74 | Staff of healing |
++| 75-77 | Staff of the prophet |
++| 78-79 | Storm shack |
++| 80-83 | Trap runestone |
++| 84-88 | Wand of firebolts\* |
++| 89-93 | Wand of spider's webbing |
++| 94-97 | Witch's broom |
++| 98-00 | Roll twice on the Minor Fantasy Artifacts table |
++
++\* Artifact found in the Fantasy Artifacts section of the Cypher System
++
++### ADAMANTINE ROPE
++
++Level: 1d6 + 4
++
++Form: A 50-foot (15 m) length of black rope
++
++Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to
++damage (including attempts to cut it) from anything less than the artifact's level.
++
++Depletion: —
++
++### ALCHEMIST BAG
++
++Level: 1d6
++
++Form: Embroidered velvet bag
++
++Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion
++bottle or scroll case. These cyphers do not count against a character's cypher limit.
++
++Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
++
+ ### ANGELIC WARD
+
+ Level: 1d6 + 2
+@@ -18716,6 +20468,583 @@
+
+ Depletion: 1 in 1d10
+
++### ARMORED CLOTH
++
++Level: 1d6
++
++Form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on)
++
++Effect: This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point
++it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way encumbering).
++This clothing cannot be worn with armor of any kind.
++
++Depletion: —
++
++### BELT OF STRENGTH
++
++Level: 1d6
++
++Form: Thick leather belt with a metal buckle and rivets
++
++Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5
++(or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above their
++normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be
++restored with recovery rolls, healing magic, or similar effects).
++
++Depletion: —
++
++### BOOK OF ALL SPELLS
++
++Level: 1d6 + 2
++
++Form: Weighty tome filled with pages of spell runes
++
++Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
++of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
++
++When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
++following table, then rolling on the indicated table in the Cypher System Reference Document:
++
++| d6 | Cypher Type |
++|-----|------------------------------------|
++| 1–2 | Roll on the Manifest Cypher table |
++| 3-5 | Roll on the Fantastic Cypher table |
++| 6 | Roll on the Subtle Cypher table |
++
++The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't
++remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
++
++As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
++said that turning to the last page makes the book vanish and appear somewhere else in the world.
++
++The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to
++copy, remove, or destroy a page only makes the book turn to a later page on its own.
++
++Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by
++1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
++later page, or disappear and reappear somewhere else in the world.)
++
++### BOUNDING BOOTS
++
++Level: 1d6 + 1
++
++Form: Sturdy but flexible boots
++
++Effect: The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping
++and running (easing one of these skills by two steps if the artifact is level 6 or higher).
++
++Depletion: —
++
++### CAT'S EYE SPECTACLES
++
++Level: 1d6
++
++Form: Pair of dark crystalline spectacles in a dull wooden frame
++
++Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
++short range (or to long range if the artifact is level 5 or higher).
++
++Depletion: —
++
++### CLOAK OF BALAKAR
++
++Level: 1d6 + 3
++
++Form: Blue cloak with elaborate designs suggesting blowing wind
++
++Effect: The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
++wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to half the
++artifact's level.
++
++Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
++
++### CLOAK OF ELFKIND
++
++Level: 1d6 + 2
++
++Form: Thin greyish-green cloak with a cowl and clasp
++
++Effect: When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of
++everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
++sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
++
++Depletion: 1 in 1d100
++
++### CLOAK OF FINERY
++
++Level: 1d6 + 1
++
++Form: Multilayered cloak of glittering material
++
++Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
++in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their grammar,
++granting an asset to all interaction tasks for the next minute.
++
++Depletion: 1 in 1d20
++
++### COIL OF ENDLESS ROPE
++
++Level: 1d6
++
++Form: Coil of rope
++
++Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
++no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
++depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or two.
++
++Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
++
++### CROWN OF EYES
++
++Level: 1d6
++
++Form: Metallic circlet set with several crystal spheres
++
++Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
++around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows
++the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all
++perception tasks.
++
++Depletion: 1 in 1d100
++
++### CROWN OF THE MIND
++
++Level: 1d6
++
++Form: Crown, circlet, headband, diadem, or amulet
++
++Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5
++(or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
++normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
++be restored with recovery rolls, healing magic, or similar effects).
++
++Depletion: —
++
++### CRYSTAL BALL
++
++Level: 1d6 + 3
++
++Form: Melon-sized crystalline or glass orb, with or without a support stand
++
++Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
++task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user
++must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only indistinct or
++misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be
++viewed, and how far away they are.
++
++| Familiarity | |
++|----------------------------------|----------|
++| Only have name or description | Hindered |
++| Target has been visited | Eased |
++| Target is well known to the user | Eased |
++| Availability | |
++| Target is willing | Eased |
++| Target is unwilling | Hindered |
++| Distance | |
++| More than 1 mile | Hindered |
++| More than 10 miles | Hindered |
++| More than 100 miles | Hindered |
++
++These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
++unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
++
++ The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
++activated again.
++
++In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
++communication with the viewed area. All creatures in the area can sense the user's presence and hear their voice, and
++the creatures can speak to and be heard by the user.
++
++Depletion: 1 in 1d20
++
++An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
++against a directly harmful mental spell.
++
++### DEATH'S SCYTHE
++
++Level: 1d6 + 4
++
++Form: Double-handed scythe
++
++Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits.
++In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a
++higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the
++scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three
++levels of Effort.
++
++Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
++
++Death manifestation: level 7
++
++### DEMONFLESH
++
++Level: 1d6 + 1
++
++Form: Ball of black leather with vein-like red streaks
++
++Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
++leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
++invisible, they are specialized in stealth and Speed defense tasks. This effect ends if they do something to reveal
++their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this
++occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The
++wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores
++most Armor, but Armor made to ward against evil or demonic attacks should work against it.
++
++Depletion: 1 in 1d20
++
++To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
++
++### DEMONIC RUNE BLADE
++
++Level: 1d6 + 4
++
++Form: Sword inscribed with demonic runes
++
++Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
++sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and
++dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
++and it inflicts 4 additional points of damage (for a total of 8 points).
++
++If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its energy to
++the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
++the wielder to exceed their normal Might Pool and Might Edge stats.
++
++If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
++attack roll of 1).
++
++Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
++abilities can be recharged if it kills an "innocent" creature)
++
++### DRAGONTONGUE WEAPON
++
++Level: 1d6 + 2
++
++Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
++
++Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
++hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
++inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
++activation.
++
++Depletion: 1 in 1d100
++
++### DRAGONTOOTH SOLDIERS
++
++Level: 1d6 + 1
++
++Form: Burlap bag containing a handful of large reptilian teeth
++
++ Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
++user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
++tooth drawn requires a separate depletion roll.
++
++Depletion: 1 in 1d10
++
++Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
++spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
++
++### ELFBLADE
++
++Level: 1d6 + 3
++
++Form: Medium sword
++
++Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
++points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
++sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
++are within 300 feet (90 m). Depletion: —
++
++### ENCHANTED ARMOR L
++
++evel: 1d6 + 3
++
++Form: Full suit of light, medium, or heavy armor
++
++Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
++It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact
++is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so
++enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
++higher).
++
++The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, such as
++heat or cold damage (but not Intellect damage).
++
++Depletion: —
++
++### EXPLODING ARROW
++
++Level: 1d6
++
++Form: Arrow with runes carved on the shaft and head
++
++Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
++d100 to determine the type of damage.
++
++| 01-20 | Acid |
++|-------|--------------------------------|
++| 21-40 | Electricity |
++| 41-60 | Cold |
++| 61-90 | Fire |
++| 91-00 | Necromantic (harms only flesh) |
++
++Depletion: Automatic
++
++One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher limit.
++
++An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
++
++### EXPLORER'S GLOVES
++
++Level: 1d6
++
++Form: Thick but flexible-fingered leather gloves
++
++Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
++while the gloves are activated, but taking any other action while climbing requires a new activation.
++
++Depletion: 1 in 1d20
++
++### FALCON CLOAK
++
++Level: 1d6
++
++Form: Cloak made of feathers
++
++Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
++distance each round, or up to 60 miles (97 km) per hour when traveling overland.
++
++Depletion: 1 in 1d100
++
++Most magic items that turn a character into a different creature make it difficult to use any of the character's special
++abilities (other than skills) in that form.
++
++### FLYING CARPET
++
++Level: 1d6 + 1
++
++Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
++
++Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
++activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
++
++Depletion: 1 in 1d20
++
++### GHOSTLY ARMOR
++
++Level: 1d6 + 3
++
++Form: Full suit of light, medium, or heavy armor
++
++Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
++It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would
++normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
++
++When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
++artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
++character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
++defense.
++
++Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
++provides its full Armor value)
++
++To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
++
++### GLOVES OF AGILITY
++
++Level: 1d6
++
++Form: Supple leather or cloth gloves
++
++Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5
++(or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
++normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
++restored with recovery rolls, healing magic, or similar effects).
++
++Depletion: —
++
++### GRUELMAKER
++
++Level: 1d6
++
++Form: Clay bowl stamped with symbols of fish and birds
++
++Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
++person for one day (or two people if the artifact is level 5 or higher).
++
++Depletion: 1 in 1d10
++
++### GUARDIAN IDOL
++
++Level: 1d6 + 3
++
++Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
++
++Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
++activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
++shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within long range, it
++spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
++to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
++twenty-four hours or until it has made one hundred attacks, whichever comes first.
++Depletion: Automatic
++
++### HAND OF GLORY
++
++Level: 1d6 + 3
++
++Form: Dried humanoid hand with candle-tip fingers
++
++Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the
++hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
++unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
++snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
++invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or barred door or a
++container whose level is less than or equal to the hand's level becomes unlocked when touched by the hand.
++
++Depletion: 1 in 1d20
++
++### HELM OF WATER BREATHING
++
++Level: 1d6
++
++Form: Green metal helm with a scaly or fishy motif Effect: The wearer's head is enveloped in a tight bubble of air that
++constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
++
++Depletion: 1–2 in 1d100 (check each day)
++
++### HORN OF THUNDER
++
++Level: 1d6 + 4
++
++Form: Large signal horn banded with metal and carved with runes
++
++Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
++m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one
++round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m).
++Larger objects might also be toppled.
++
++Depletion: 1 in 1d10
++
++### INSTANT LADDER
++
++Level: 1d6
++
++Form: Small lightweight metal rod with gem buttons
++
++Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long.
++The ladder can be transformed back into its rod form from either end.
++
++Depletion: 1 in 1d100
++
++A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
++sequence to expand or collapse it.
++
++### LIGHTNING HAMMER
++
++Level: 1d6 + 2
++
++Form: Massive silver hammer that crackles with electricity
++
++Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
++weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10
++points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity
++outward that deal 5 points of damage to everyone within short range.
++
++Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
++
++### MASTERCRAFT ARMOR
++
++Level: 1d6
++
++Form: Armor of exceptional quality
++
++Effect: This armor grants its wearer an asset for Speed defense rolls.
++
++Depletion: —
++
++### MASTERCRAFT WEAPON
++
++Level: 1d6
++
++Form: Weapon of exceptional quality
++
++Effect: This weapon grants its wielder an asset for attack rolls made with it.
++
++Depletion: —
++
++Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality,
++or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
++Equipment, page 34.
++
++### MINDSHIELD HELMET
++
++Level: 1d6 + 2
++
++Form: Lightweight cloth, leather, or metal helmet
++
++Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer's
++mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
++
++Depletion: —
++
++### NECROMANTIC WAND
++
++Level: 1d6 + 4
++
++Form: Bone wand carved with runes
++
++Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
++materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely
++destroyed.
++
++This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
++but each "round of ammo" used or each additional target selected requires an additional depletion roll.
++
++Depletion: 1 in 1d10
++
++### PACK OF STORAGE
++
++Level: 1d6 + 1
++
++Form: Leather backpack or haversack with multiple pockets
++
++Effect: This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
++on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
++as much as it is holding.
++
++Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
++pack)
++
++### POISONER'S TOUCH
++
++Level: 1d6 + 1
++
++Form: Very thin transparent glove with faint markings
++
++Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
++on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed
++damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the
++damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
++
++Depletion: 1 in 1d10
++
++### PROTECTION AMULET
++
++Level: 1d6
++
++Form: Stylized amulet worn on a chain
++
++Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
++of damage the amulet protects against.
++
++| 1-4 | Acid |
++|-------|-------------|
++| 5-8 | Cold |
++| 9-12 | Electricity |
++| 13-16 | Fire |
++| 17-20 | Poison |
++
++Depletion: 1 in 1d6 (check each time the amulet reduces damage)
++
+ ### RING OF DRAGON'S FLIGHT
+
+ Level: 1d6 + 2
+@@ -18727,6 +21056,89 @@
+
+ Depletion: 1 in 1d10
+
++### RING OF FALL FLOURISHING
++
++Level: 1d6
++
++Form: Gold band inscribed with feather wreath
++
++Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
++
++Depletion: 1 in 1d100
++
++### RING OF INVISIBILITY
++
++Level: 1d6
++
++Form: Gold band inscribed with characters that are revealed only if ring is heated
++
++Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
++and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
++
++Depletion: 1 in 1d20
++
++### RING OF WISHES
++
++Level: 1d6 + 4
++
++Form: Plain gold band
++
++Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
++level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more
++likely the GM will limit its effect.)
++
++Depletion: 1–3 in 1d6
++
++### SHIELD OF TWO SKIES
++
++Level: 1d6 + 2
++
++Form: Small hexagonal amulet
++
++Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
++cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
++
++Depletion: 1 in 1d100
++
++### SKILL RING
++
++Level: 1d6
++
++Form: Ring carved with sigils appropriate to its granted skill
++
++Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion.
++This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
++
++Depletion: —
++
++### SMOOTH-STEPPING BOOTS
++
++Level: 1d6 + 1
++
++Form: Pair of boots
++
++Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
++speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard
++surfaces (even vertically or upside down) as if under normal gravity.
++
++Depletion: 1 in 1d100
++
++### SOUL-STEALING KNIFE
++
++Level: 1d6
++
++Form: Night-black blade in which distant stars are sometimes visible
++
++Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
++inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a target to
++0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three days, after which
++time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
++
++As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
++yet consumed. After answering the third question, the soul is consumed.
++
++Depletion: 1 in 1d20 (check each activation)
++
+ ### SOULFLAYING WEAPON
+
+ Level: 1d6 + 1
+@@ -18739,6 +21151,18 @@
+
+ Depletion: 1 in 1d100
+
++### SOVEREIGN KEY
++
++Level: 1d6 + 2
++
++Form: Slender golden key
++
++Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
++glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less
++than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
++
++Depletion: 1 in 1d10
++
+ ### SPELLBOOK OF THE AMBER MAGE
+
+ Level: 1d6
+@@ -18752,6 +21176,133 @@
+
+ Depletion: 1 in 1d20
+
++### SPELLBOOK OF ELEMENTAL SUMMONING
++
++Level: 1d6 + 1
++
++Form: Weighty tome filled with pages of spell runes
++
++Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
++of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
++summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book.
++
++Depletion: 1–3 in 1d20
++
++### STAFF OF BLACK IRON
++
++Level: 1d6 + 2
++
++Form: Staff of black iron set with an eye-shaped crystal headpiece
++
++Effect: The wielder can use an action to gain one of the following effects.
++
++Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
++target follows any suggestion during its next turn that doesn't cause direct harm to itself or its allies.
++
++Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
++inflicting damage equal to the artifact level.
++
++Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
++rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the staff is sufficient.
++
++The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
++lightning), but each requires a separate activation and depletion roll.
++
++Depletion: 1 in 1d100
++
++### STAFF OF HEALING
++
++Level: 1d6 + 4
++
++Form: Wooden staff capped with a golden icon
++
++Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
++the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a
++free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
++
++Depletion: 1 in 1d10
++
++### STAFF OF THE PROPHET
++
++Level: 1d6 + 2
++
++Form: Short wooden staff
++
++Effect: The staff has three abilities, each of which requires an action to activate.
++
++Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000
++feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder
++can collapse it as an action.
++
++Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
++attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
++failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't do anything a regular snake
++couldn't do.
++Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
++natural spring in the ground.
++
++Depletion: 1 in 1d20
++
++### STORM SHACK
++
++Level: 1d6 + 3
++
++Form: Miniature model of a simple wooden shack
++
++Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
++feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
++inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
++duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
++artifact's level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
++model, which can be taken and reused.
++
++Depletion: 1 in 1d100
++
++### TRAP RUNESTONE
++
++Level: 1d6
++
++Form: Pouch with chalk, sealing wax, and an engraved runestone
++
++Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap.
++First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task
++to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct
++position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an
++explosive spell scroll, a poisonous potion, and so on.
++
++The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
++runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
++artifact's trigger might be based on a creature's size or weight, a level 5 artifact can trigger based on a specific
++type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
++
++Depletion: Automatic
++
++### TUNNELING GAUNTLETS
++
++Level: 1d6 + 1
++
++Form: Oversized pair of metallic gauntlets with broad nails
++
++Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
++can burrow through most soils and even some stone, but only through material whose level is lower than the artifact
++level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After
++that, the tunnel is subject to collapse.
++
++Depletion: 1 in 1d20
++
++### VORPAL SWORD
++
++Level: 1d6 + 3
++
++Form: Long sword that sometimes whispers and snickers aloud
++
++Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
++Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is
++decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a
++different effect).
++
++Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
++
+ ### WAND OF FIREBOLTS
+
+ Level: 1d6 + 2
+@@ -18763,6 +21314,425 @@
+
+ Depletion: 1 in 1d20
+
++### WAND OF SPIDER'S WEBBING
++
++Level: 1d6 + 1
++
++Form: White oak wand
++
++Effect: This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to
++nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is higher than
++the wand's level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
++it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
++was caught within it.
++
++Depletion: 1 in 1d20
++
++### WHISPERER IN THE ETHER
++
++Level: 1d6 + 1
++
++Form: Small crystal
++
++Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
++(probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
++basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day.
++Sometimes, this translates into an asset on one of the user's actions. For example, the intelligence can suggest the
++right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
++door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
++the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
++guarding.
++
++The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
++Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
++reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It cannot see the future, but
++it can often predict outcomes based on logic.
++
++Depletion: 1 in 1d20 (check each day)
++
++### WITCH'S BROOM
++
++Level: 1d6 + 2
++
++Form: A 6-foot (2 m) long wooden broom
++
++Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
++(160 km) per hour.
++
++The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
++time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
++minutes.
++
++Depletion: 1 in 1d20
++
++### 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.
++
++### NEW FOCI
++
++Takes Animal Shape: A shapechanger who can take the form of various animals.
++
++Tier 1: Animal Shape
++
++Tier 2: Communication
++
++Tier 2: Soothe the Savage
++
++Tier 3: Bigger Animal Shape or Greater Beast Form \[This ability is described in the main portion of the CSOL.\]
++
++Tier 4: Animal Scrying
++
++Tier 5: Hard to Kill
++
++Tier 6: Blurring Speed or Lend Animal Shape
++
++Uses Wild Magic: A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
++
++Tier 1: Magical Repertoire
++
++Tier 1: Cypher Casting
++
++Tier 2: Expanded Repertoire
++
++Tier 3: Cypher Surge or Faster Wild Magic
++
++Tier 4: Expanded Repertoire
++
++Tier 5: Magical Training
++
++Tier 6: Maximize Cypher or Wild Insight
++
++Walks the Wild Woods: An adherent of nature magic who draws on the power and strength of trees.
++
++Tier 1: Wilderness Life
++
++Tier 1: Patient Recovery
++
++Tier 2: Wooden Body
++
++Tier 3: Tree Companion or Wilderness Awareness
++
++Tier 4: Tree Travel
++
++Tier 5: Great Tree
++
++Tier 6: Dreadwood or Restorative Bloom
++
++Wields an Enchanted Weapon: One who channels magic through or from a weapon to create a unique fighting style.
++
++Tier 1: Enchanted Weapon
++
++Tier 1: Innate Power
++
++Tier 1: Charge Weapon
++
++Tier 2: Power Crash
++
++Tier 3: Rapid Attack or ThrowEnchanted Weapon
++
++Tier 4: Defending Weapon
++
++Tier 5: Enchanted Movement
++
++Tier 6: Deadly Strike or Spin Attack
++
++### NEW ABILITIES
++
++Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
++within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
++animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
++establish.
++
++Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
++power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
++whether to spend the cost for this ability before you make each attack. Enabler.
++
++Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
++creature to affect it. Enabler.
++
++Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
++of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
++
++Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
++
++Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
++woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
++make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
++source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
++or until they are attacked. Some creatures without minds might be immune to this fear. Action.
++
++Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
++distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
++on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
++pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
++use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
++feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
++that ability and this one increases to very long. Action.
++
++Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
++know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
++farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
++only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
++initiate, ten minutes to complete. Enabler.
++
++If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
++chose this new weapon
++
++Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
++
++Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
++cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
++are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
++You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
++
++Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
++points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
++from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
++necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
++like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
++tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
++tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
++hiding among normal trees are eased by two steps. Enabler.
++
++Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
++you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
++instead of your Intellect Edge, as appropriate). Enabler
++
++Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
++transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
++Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
++you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
++into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
++affected with this ability. Action.
++
++A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
++
++A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
++of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
++change, and the character wouldn't gain any of the creature's magical abilities.
++
++Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
++preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
++hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
++preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
++Enabler.
++
++If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
++whether from preparation or by gaining them automatically as explained in the Cyphers chapter
++
++Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
++spells. Enabler.
++
++Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
++example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
++only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
++recovery action. Enabler.
++
++Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
++
++Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
++creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
++a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
++inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
++attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
++level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
++all targets in the area still take 1 point of damage. Action.
++
++Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
++similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
++Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
++produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
++produce, action to eat.
++
++Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
++or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
++Enabler.
++
++Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
++creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
++roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
++expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
++Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
++Action.
++
++Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
++distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
++can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
++your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
++travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
++and each additional level of Effort beyond that increases it by an additional mile. Action.
++
++Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
++your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
++gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
++specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
++the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
++ability again until after you've taken a ten-hour recovery action. Enabler.
++
++Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
++benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
++much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
++creature of flesh, hindering your Speed defense rolls. Action to change or revert.
++
++Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
++
++### FANTASY SPECIES
++
++For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
++additional options, which a player can choose for their character in place of their descriptor
++
+ Fantasy SPECIES DESCRIPTORS
+
+ In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some
+@@ -19151,6 +22121,14 @@
+
+ ### FANTASY CREATURES AND NPCs BY LEVEL
+
++The most important element of each creature or NPC is its level. You use the level to determine the target number a PC
++must reach to attack or defend against the opponent. In each entry, the target number for the creature is listed in
++parentheses after its level. The target number is three times the level.
++
++A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
++incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a
++creature of its level.
++
+ | Level | Name |
+ |-------|------------------------|
+ | 1 | Goblin\* |
+@@ -19623,6 +22601,84 @@
+ exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the
+ character.)
+
++### OPTIONAL RULES FOR SCIENCE FICTION
++
++### SPACE HAZARDS
++
++A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
++more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
++
++### GRAVITY WELL
++
++All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
++hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
++associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
++purposes, that's either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
++
++Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
++error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
++
++Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
++trajectory on a failed piloting task, the difficulty determined by the situation.
++
++Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
++the craft to expend additional power to get free (power it may or may not have)
++
++### BLACK HOLE
++
++Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
++couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
++dilation, and being swallowed.
++
++Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole's
++event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
++thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
++fantastic tech-rated gravity nullifier isn't in use) suffer 1 point of ambient damage each round.
++
++A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
++Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
++dilation.
++
++Relativistic Time Dialation: From a mechanical perspective, spacecraft that survive close encounters with black holes
++and return to normal space discover that more time has passed than expected, which could range from fairly
++inconsequential minutes or hours, to far more serious days, months, years, centuries, or more.
++
++Past the Event Horizon: The event horizon is the point of no return, where not even light can escape the clutch of
++gravity. If a spacecraft falls into a black hole, assuming it is not spaghettified by tidal forces, it is still lost
++from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
++post-singularity AI or ancient ultra.
++
++### RADIATION BELT/SOLAR FLARE
++
++Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
++causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
++unexpected exposure.
++
++Ship Damage: The ship suffers minor or major damage, requiring repair and perhaps even replacement of parts. This damage
++is as serious as you require for the purposes of creating an interesting story.
++
++Radiation Sickness: When PCs are exposed to intense radiation, they suffer 3 points of ambient radiation damage for each
++minute the character fails a difficulty 3 Might defense task. If the character fails three such defense rolls during any
++single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
++the damage track for each day they fail a Might defense roll until they expire.
++
++### ASTEROID/DEBRIS FIELD
++
++Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
++to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
++fantastic settings, or possibly in solar systems other than Earth's.
++
++Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
++pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
++collision occurs. Each time a collision occurs, the ship (and possibly its crew) is damaged according to the track laid
++out below. Collisions are assumed to be major rocks or pieces of debris, or possibly a series of smaller pieces of
++debris all impacting nearly simultaneously, with one getting through the shielding.
++
++Finding Shelter: The best way to find shelter in order to effect repairs, or hide from pursuers, is to try to find an
++asteroid or piece of debris large enough for the spacecraft to land on or find a crevice to slide into. To land a
++spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
++spin, then slide into the cramped space.
++
+ ### OPTIONAL RULES: HARDER SCIENCE FICTION
+
+ Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy.
+@@ -20282,6 +23338,13 @@
+
+ ### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
+
++The most important element of each creature is its level. You use the level to determine the target number a PC must
++reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in
++parentheses after its level. The target number is three times the level.
++
++A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
++incapacitated.
++
+ | Level | Name | Tech Rating |
+ |-------|-----------------------|-------------|
+ | 1 | Space rat | Advanced |
+@@ -24745,6 +27808,613 @@
+ If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
+ gene (perhaps even multiple copies) and can sense others who have it
+
++### SUPERHERO CHARACTER OPTIONS
++
++### NEW FOCI
++
++This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
++are as follows:
++
++Copies Superpowers: You can copy others' skills, abilities, and superpowers.
++
++Has a Thousand Faces: You can change your appearance to look like anyone else.
++
++Ignores Physical Distance: You can teleport from one place to another by briefly passing through a parallel dimension.
++
++Sculpts Hard Light: You create physical objects out of hard light that you can use for offense and defense.
++
++Shrinks to Minute Size: You can shrink down to the size of a bug and, with enough experience, even smaller.
++
++Soars on Amazing Wings: Many superheroes can fly, and some even have wings. You can use your wings for movement,
++attacks, and defense.
++
++Stretches: Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
++
++> Takes Animal Shape: You can transform yourself into an animal.
++
++Touches the Sky: You can summon storms or break them apart.
++
++> Wields an Enchanted Weapon: You have a weapon with strange abilities, and your knowledge of its powers has allowed you
++> to create a unique style of combat with it.
++>
++> Wields Invisible Force: You bend light and manipulate beams of force for offense and defense.
++
++### COPIES SUPERPOWERS
++
++You can copy others' skills, abilities, and superpowers.
++
++Tier 1: Flex Skill
++
++Tier 1: Flex Skill
++
++Tier 2: Copy Power
++
++Tier 3: Steal Power or Wildcard Powers
++
++Tier 4: Improved Copying
++
++Tier 5: Power Memory
++
++Tier 6: Amazing Copying or Multiple
++
++Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary
++powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
++own fire bolts).
++
++### HAS A THOUSAND FACES
++
++You can change your appearance to look like anyone else.
++
++Tier 1: Face Morph
++
++Tier 1: Interaction Skills
++
++Tier 2: Body Morph
++
++Tier 2: War Flesh
++
++Tier 3: Disguise Other or Resilience
++
++Tier 4: Ageless
++
++Tier 4: Think Your Way Out
++
++Tier 5: Memory Becomes Action
++
++Tier 6: Divide Your Mind or Infer Thoughts
++
++GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
++
++### IGNORES PHYSICAL DISTANCE
++
++You can teleport from one place to another by briefly passing through a parallel dimension.
++
++Tier 1: Dimensional Squeeze
++
++Tier 2: Opportunist
++
++Tier 3: Defensive Blinking or Teleportation Burst
++
++Tier 4: Short Teleportation
++
++Tier 5: Medium Teleportation
++
++Tier 6: Teleportation or Teleportive Wound
++
++GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
++continues through the teleport, injuring the character.
++
++### SCULPTS HARD LIGHT
++
++You create physical objects out of hard light that you can use for offense and defense.
++
++Tier 1: Automatic Glow
++
++Tier 1: Temporary Light
++
++Tier 2: Entangling Force
++
++Tier 3: Harder Light or Sculpt Light
++
++Tier 4: Greater Enhanced Intellect
++
++Tier 5: Improved Sculpt Light
++
++Tier 6: Defensive Field or Flight
++
++GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
++
++### SHRINKS TO MINUTE SIZE
++
++You can shrink down to the size of a bug and, with enough experience, even smaller.
++
++Tier 1: Shrink
++
++Tier 1: Beneath Notice
++
++Tier 2: Smaller
++
++Tier 2: Advantages of Being Small
++
++Tier 3: Enlarge or Quick Switch
++
++Tier 4: Small Flight
++
++Tier 5: Shrink Others
++
++Tier 6: Bigger or Tiny
++
++GM Intrusions: A creature thinks the small character is potential food. The small character gets trapped in a tiny space
++or under a falling object.
++
++A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
++Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
++
++### SOARS ON AMAZING WINGS
++
++Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
++
++Tier 1: Hover
++
++Tier 1: Flight Exertion
++
++Tier 2: Wing Weapons
++
++Tier 3: Acrobatic Attack or Flying Companion
++
++Tier 4: Hard to Hit
++
++Tier 5: Up to Speed
++
++Tier 6: Hard Target or Defense Master
++
++GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
++target for an unexpected foe.
++
++### STRETCHES
++
++Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
++
++Tier 1: Contortionist
++
++Tier 1: Far Step
++
++Tier 2: Elastic Grip
++
++Tier 2: Safe Fall
++
++Tier 3: Bypass Barrier or Misdirect
++
++Tier 4: Resilience
++
++Tier 5: Free to Move
++
++Tier 6:Break the Ranks or Not Dead Yet
++
++GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
++weak.
++
++### TAKES ANIMAL SHAPE
++
++You can transform yourself into an animal.
++
++Tier 1: Animal Shape
++
++Tier 2: Communication
++
++Tier 2: Soothe the Savage
++
++Tier 3: Bigger Animal Shape or Greater Beast Form
++
++Tier 4: Animal Scrying
++
++Tier 5: Hard to Kill
++
++Tier 6: Blurring Speed or Lend Animal Shape
++
++GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
++The transformation takes longer than expected.
++
++Greater Beast Form applies to using Animal Shape.
++
++### TOUCHES THE SKY
++
++You can summon storms or break them apart.
++
++Tier 1: Hover
++
++Tier 2: Wind Armor
++
++Tier 3: Bolts of Power or Storm Seed
++
++Tier 4: Windrider
++
++Tier 5: Cold Burst
++
++Tier 6: Control Weather or Wind Chariot
++
++GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
++The weather is seeded by a much smaller effect, and a storm grows out of control.
++
++### WIELDS AN ENCHANTED WEAPON
++
++You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
++combat with it.
++
++Tier 1: Enchanted Weapon
++
++Tier 1: Innate Power
++
++Tier 1: Charge Weapon
++
++Tier 2: Power Crash
++
++Tier 3: Rapid Attack or Throw Enchanted Weapon
++
++Tier 4: Defending Weapon
++
++Tier 5: Enchanted Movement
++
++Tier 6: Deadly Strike or Spin Attack
++
++GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
++action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
++
++### WIELDS INVISIBLE FORCE
++
++You bend light and manipulate beams of force for offense and defense.
++
++Tier 1: Vanish
++
++Tier 2: Entangling Force
++
++Tier 2: Sharp Senses
++
++Tier 3: Force Field Barrier or Multi-Vanish
++
++Tier 4: Invisibility
++
++Tier 5: Defensive Field
++
++Tier 6: Concussion or Generate Force Field
++
++GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
++or unexpected attack.
++
++### NEW ABILITIES
++
++The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
++
++Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
++damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
++
++Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
++infection), you will never die. Enabler.
++
++Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
++can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
++than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
++anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
++
++Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
++Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely
++resembles that power (instead of a low-tier ability). Enabler.
++
++Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or
++across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have
++three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts
++in strength, your leaping range increases to 1,000 feet (300 m). Action.
++
++Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
++within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
++animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
++establish.
++
++Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
++immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
++short range. Enabler.
++
++Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
++attempt are eased. Enabler.
++
++Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
++identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
++to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
++retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face
++Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
++morphing into a humanoid alien). Action.
++
++ Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
++can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
++example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
++to open a door, and the illusion of a fireplace hot to the touch.
++
++The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
++attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
++damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
++levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
++
++You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
++create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
++effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
++minutes pass. Enabler.
++
++Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
++were 2 levels higher. Action.
++
++Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you
++activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or
++down to one tenth. Action.
++
++Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
++power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
++whether to spend the cost for this ability before you make each attack. Enabler.
++
++Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
++with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
++follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
++nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
++you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never
++count.
++
++In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
++target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
++Action to initiate.
++
++Copy Power (2+ Intellect points): You can copy someone else's superpower
++
++for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
++power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
++and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
++battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
++creates a blast of force.
++
++In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
++ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
++that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
++use Onslaught.
++
++ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
++
++Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
++
++In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
++one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
++
++Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
++
++Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough
++to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the
++attack. Your Speed defense rolls are eased for one minute. Action.
++
++Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to
++instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that
++location. You can pass through an intervening barrier if it has an open space that you could easily fit your head
++through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose
++to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum
++opening size by one-fourth. You land safely when you use this ability. Action.
++
++> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel
++> through it is faster than normal movement.
++
++Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller,
++giving them a form that you are able to assume. This lasts for about ten minutes.
++
++In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of
++Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
++cannot then change back into the altered form. Action.
++
++You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
++disguising a robot, animal, or crystalline alien
++
++Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
++target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are
++hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain
++your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions,
++automatically inflicting 4 points of damage each round by squeezing. Enabler.
++
++Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
++distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
++on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
++pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
++use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
++feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
++that ability and this one increases to very long. Action.
++
++Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
++know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
++farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
++only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
++initiate; ten minutes to complete. Enabler.
++
++Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
++medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
++you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
++already trained to become specialized. Enabler.
++
++Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
++do is move on your turn, you can fly up to a long distance. Enabler.
++
++Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
++aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
++familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
++9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
++suitable replacement. Enabler.
++
++Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
++
++Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
++Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
++that power (instead of a low-tier ability). Enabler.
++
++When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
++ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
++
++Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
++you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
++instead of your Intellect Edge, as appropriate). Enabler.
++
++Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
++transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
++Shape ability. For each level of Effort applied,
++
++you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can
++revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you
++or someone else) changing form does not affect any other creature affected with this ability. Action.
++
++A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying
++
++Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
++you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
++teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
++Effort. Teleporting to
++
++a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
++level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
++an additional long distance away to a location you can't see with two passengers costs a total of three levels of
++Effort. Action.
++
++If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
++Teleportation with another tier 4 type ability.
++
++Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a
++minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options
++for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
++fill a long area, or three to fill a very long area). Action.
++
++Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
++the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
++before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
++Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
++of the original cyphers are temperamental cyphers. Action.
++
++Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
++the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
++level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
++levels, and so on). Enabler.
++
++Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
++time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
++can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
++on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
++clearly.
++
++The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their
++presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that
++creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration;
++each level of Effort used in this way increases the duration by one round (but creatures can still end it early for
++themselves). Action.
++
++Power Crash (3+ Intellect points): You strike your enchanted weapon against
++
++the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from
++that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the
++center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for
++you). Because this is an area attack, adding Effort to increase your damage works differently than it does for
++single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target,
++and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
++
++Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the
++past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one
++hour per level). Enabler.
++
++Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an
++action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an
++action and once after taking an action. For example, on your turn you could change to small size, make an attack, and
++then return to your normal size, or you could change to your normal size, use your action to move a short distance, and
++then return to small size. Enabler.
++
++Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
++see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
++to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
++Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
++level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
++an additional short distance away to a location you can't see with one passenger costs a total of three levels of
++Effort. Action.
++
++> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
++> Teleportation with another tier 4 type ability.
++
++Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches
++(15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to
++your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth
++normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses,
++Effort, and other damage modifiers). You can return to your normal size as part of another action.
++
++When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number
++of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first
++from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your
++next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two
++levels of Effort for the third use, and so on).
++
++Action to initiate.
++
++> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of
++> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch.
++
++Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal
++options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one
++additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute
++duration of Shrink ends for them. Enabler.
++
++Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
++accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
++you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
++distance if all you do on your turn is move. Action to initiate.
++
++Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
++temporary points to your Speed Pool. Enabler.
++
++Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability
++for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to
++succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect
++task. If they succeed, they regain the use of their ability and you lose it. Enabler.
++
++If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power
++ability, or put a power shift in power for it.
++
++Teleportation Burst (3 Intellect points): You rapidly teleport multiple times in an immediate area, confusing your
++opponents and allowing you to make an additional melee attack this round. You can use this ability once per round.
++Enabler.
++
++Teleportive Wound (7+ Intellect points): You touch a creature and, if your attack succeeds, you teleport away (up to
++your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower,
++it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the
++target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using
++Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level
++3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.
++
++Temporary Light (2 Intellect points): You create an object of solid light in any shape you can imagine that is your size
++or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears
++in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action.
++It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder,
++
++and so on. The object has the approximate mass of the real object and is level 2. Action.
++
++Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
++or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
++Enabler.
++
++Tiny: When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add
++5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a
++very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you
++become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you
++add 1 more point to your Speed Pool. Enabler.
++
++In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to
++
++one-thousandth of your normal height may be a means of doing so.
++
++War Flesh: You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to
++your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of
++light weapons. Enabler.
++
++Wildcard Powers: You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a
++level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.
++
++Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
++wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
++
+ ### POWER SHIFTS
+ Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
+ superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
+@@ -25215,6 +28885,100 @@
+ 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
+
++### OPTIONAL RULES FOR FAIRYTALE
++
++Optional Rule: I Have That!
++
++In fairy tales, characters often have exactly the right mundane piece of equipment
++
++that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
++on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
++to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
++Item" in
++
++that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
++say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
++one of their Pocket Items for the appropriate price category.
++
++Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
++less expensive counterparts.
++
++The GM has veto power over items that they don't think you could have found or carried.
++
++Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
++who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
++into a Pocket Item; it remains a thimble.
++
++Example Pocket Items
++
++Inexpensive
++
++• Apple
++
++• Ashes (handful)
++
++• Breadcrumbs
++
++• Butter
++
++• Candy
++
++• Chalk
++
++• Cricket in a cage
++
++• Cup
++
++• Egg
++
++• Fabric
++
++• Flyswatter
++
++• Glass jar
++
++• Glue
++
++• Honey
++
++• Leather
++
++• Magnets
++
++• Marbles
++
++• Nails
++
++• Needle and thread
++
++• Paper
++
++• Plait of hair
++
++• Pot of fat
++
++• Pot of grease
++
++• Ribbon
++
++• Rice (handful)
++
++• Straw
++
++• Tacks
++
++• Wax
++
++• Wool
++
++Moderate
++
++• Bird in a cage
++
++• Sewing shears
++
++• Thimble
++
+ ### 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
+@@ -26070,6 +29834,471 @@
+
+ With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
+
++### FAIRYTALE CHARACTER OPTIONS
++
++### FAIRYTALE DESCRIPTORS
++
++Bewitched
++
++You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to
++force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are
++you cursed or blessed by them?
++
++You gain the following characteristics:
++
++Enchanted: +4 to your Intellect Pool.
++
++Skill: You are trained in all tasks involving listening and hearing.
++
++Insight: The voices have many things to tell you and some of them are beneficial. Once after each ten-hour recovery
++roll, you can use a player intrusion without spending an XP.
++
++Inability: The voices in your head are sometimes so loud it's hard to make sense of the real world. You have an
++inability in navigation, tracking, and identifying plants and animals.
++
++Initial Link to the Starting Adventure:
++
++From the following list of options, choose how you became involved in the first adventure.
++
++1\. You listened to one of your voices, which suggested that this would be a good thing to embark upon.
++
++2\. One of the other PCs sounds an awfullot like one of your voices, and you'd like to spend time with them to find out
++if there's a connection.
++
++3\. You have reason to believe that being with the other PCs could help you gain a better understanding of the thoughts
++and voices you hear.
++
++4\. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good
++fit.
++
++Changeling
++
++Early on you discovered—or perhaps you knew all along—that you weren't really who everyone thought you were. Perhaps
++when you were still very young, the child whose name you have now was stolen, and you were put in their place. Or
++perhaps you are the same person you've always been, but you've never felt like yourself, and you know that the real you
++is nothing like the one that everyone else knows. More than once in your life, you've been abandoned, distrusted, and
++rejected by those you loved most, which means that sometimes you fall into deep funks. However, you are just as
++
++adept at pulling yourself out of them when the situation demands it. If nothing else, you're supremely adaptable.
++
++You gain the following characteristics:
++
++Innovator: +4 to your Intellect Pool.
++
++Face-taker: When you spend 1 XP, you can change your appearance over the course of one minute to look like someone else
++of about your size who you've had direct contact with or from whom you have a piece of hair or flesh, or an object they
++handled often. You cannot return to your previous
++
++appearance unless you have the same components at hand for that appearance to initiate the change. Action to initiate,
++one minute to complete.
++
++Changeable (2 Intellect points): When you fail at a task and try again using a different method, you roll twice on the
++second attempt and use the higher result. For example, if guards catch you in the queen's
++
++chamber after dark and you fail to convince them that you're there on legitimate business, you can instead decide to
++flee, rolling twice on your roll to get away and taking the higher result. Enabler.
++
++Skill: People never know what to think about you. You are trained in deception.
++
++Inability: Your fluid nature leaves you less resistant to physical threats. Your Might defense tasks are hindered.
++
++Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
++
++Additional Equipment: You have an amulet with a strange symbol on it, a link to your truest, deepest self.
++
++Initial Link to the Starting Adventure:
++
++From the following list of options, choose how you became involved in the first adventure.
++
++1\. The PCs discovered you weren't who they thought you were, but it doesn't matter—they're still your friends.
++
++2\. You want to discover your true self, and the PCs offered to help you find it.
++
++3\. Everything was fine until you were attacked by a group of "faerie hunters." The PCs helped you fight back or flee.
++
++4\. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background.
++You hope to do more of that.
++
++Fragmented
++
++Sometimes you feel like you are a single being, and other times you think you mightbe more. You feel torn into pieces,
++unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way
++to embrace all of your selves.
++
++You gain the following characteristics:
++
++Two Minds: +2 to your Intellect Pool.
++
++Skill: You're trained in defense rolls to resist mental effects.
++
++Skill: You're trained in all interactions involving lies or trickery.
++
++Adaptable: At the beginning of a conversation, choose a specific type of interaction skill, such as persuasion, lying,
++or intimidation. While the conversation lasts, you have an asset in that skill. You cannot choose the same type of
++interaction skill again until after you make a ten-hour recovery roll. Enabler.
++
++Inability: Your memory of events and experiences is spotty. You have an inability in memory-related tasks, such as
++recalling information, memorizing names, and so on.
++
++Inability: Staying centered on a single task is difficult for you. You have an inability in tasks requiring focus or
++concentration.
++
++Additional Equipment: You have a journal that you use to keep notes of your experiences and selves.
++
++Initial Link to the Starting Adventure:
++
++From the following list of options, choose how you became involved in the first adventure.
++
++1\. While avoiding an entirely different concern, you walked into your current situation.
++
++2\. You have reason to believe that being with the other PCs will help you better understand your fractured mind.
++
++3\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
++
++4\. You felt drawn to join the other PCs, but you don't know why.
++
++Frumious
++
++A furious, fuming anger waits, always, just beneath your surface, swirling under your skin like a caged beast. You might
++do your best to hide it or control it, or perhaps you have given up trying to tame it and you let it run wild. Either
++way, it seems to cause you—and those around you—grief more often than not.
++
++You gain the following characteristics:
++
++Manxome: +2 to your Might Pool and +2 to your Speed Pool.
++
++Skill: You are quick to respond to being provoked (or even to the perception that you are being provoked). You are
++trained in initiative actions (to determine who goes
++
++first in combat).
++
++Bandersnatch: You extend the reach of your attack, allowing immediate-range character abilities to reach foes a short
++distance away, and short-range character abilities to reach foes a long distance away.
++
++Inability: You find it hard to hold your anger back—it seeps through your skin even when you don't mean it to, causing
++others to shy away from it. All tasks relating to positive social interactions are hindered.
++
++Inability: Sometimes your anger overrides your good senses, causing you to act before you've properly assessed the
++situation. All tasks relating to perception are hindered.
++
++Initial Link to the Starting Adventure:
++
++From the following list of options, choose how you became involved in the first adventure.
++
++1\. You are trying to get a handle on your anger, and you're hoping that being with the other PCs will help you do so.
++
++2\. You let your anger get the best of you recently, and now you're running from the fallout of that experience.
++
++3\. You believe that this adventure will provide you with a way to channel your ire, allowing you to use it for good.
++
++4\. One of the other PCs invited you to join, after they watched you fight.
++
++Haunted
++
++The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always
++discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be
++filled with a general sense of unease. This constant feeling of being haunted drives you to try to make things feel
++safer for yourself and those around you.
++
++You gain the following characteristics:
++
++Fleeting: +4 to your Speed Pool.
++
++Skill: You are trained in initiative actions.
++
++Skill: You are trained in sensing danger.
++
++Prescient: You always see danger coming, whether it's there or not. Once after each ten-hour recovery roll, you can
++refuse a GM intrusion without spending XP. Alternatively, you can spend 1 XP and work with the GM to turn the intrusion
++into something positive for your character.
++
++Inability: Anxious thoughts are heavy, and carrying them leaves you feeling emotionally weaker than you'd like.
++Intellect defense tasks are hindered.
++
++Initial Link to the Starting Adventure:
++
++From the following list of options, choose how you became involved in the first adventure.
++
++1\. Being around one or more of the other PCs helps you better handle your thoughts and emotions.
++
++2\. You feel that one of the other PCs is in danger in some way, and you'd like to help out or keep an eye on them.
++
++3\. One or more of the PCs helped you out when you were having a difficult time.
++
++4\. You are trying to learn more about your thoughts and emotions, and you think that trying out your skills on an
++adventure is a great way to do so.
++
++Lost
++
++You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through
++your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering
++aimlessly, without clear purpose or drive.
++
++You gain the following characteristics:
++
++Skill: You're trained in three areas of knowledge of your choice.
++
++Skill: Being lost has taught you to pay attention to your surroundings. You are trained in perception tasks.
++
++Curiouser: You're rarely surprised by strange circumstances and are able to go with the flow more than most. You can
++choose to automatically succeed on an initiative task without rolling. You can do
++
++this one time, although the ability renews each time you make a ten-hour recovery roll.
++
++And Curiouser: For being so lost yourself, you are able to help others find things in the world. Anytime you help
++someone who is searching for a lost object or person, you are able to point them in the right general direction.
++
++Inability: Figuring out how to move through the world is not one of your strongpoints. All tasks involving navigation,
++map reading, geography, and so on are hindered.
++
++Inability: Sometimes being directionless makes it hard to get moving. You have an inability in noncombat Speed-related
++tasks, such as climbing, jumping, and running.
++
++Additional Equipment: You carry a broken compass with you. It was a gift from someone you cared about deeply.
++
++Initial Link to the Starting Adventure:
++
++From the following list of options, choose how you became involved in the first adventure.
++
++1\. The PCs came upon you while you were wandering and lost, and invited you to join them.
++
++2\. You happened to be in the right place at the right time.
++
++3\. You wish to find your path again, and you hope that the PCs will help you do that.
++
++4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
++
++### FAIRYTALE FOCI
++
++Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
++Cypher System Rulebook.
++
++Befriends the Black Dog
++
++Everywhere you go, your black dog goes too. They are your best friend and your greatest weakness. Their shadowed
++presence fills you with a darkness, but it is inside that darkness that you find the strength to shine.
++
++Focus Note: Your companion is a black dog of any size or shape. It can be any form— living, dead, crafted (such as a
++puppet), pure shadow, and so on. Your black dog is a physical manifestation of depression, grief, sadness, or other
++heavy and dark emotions. But it is also a dog, and thus brings with it the unique companionship, comfort, and bond that
++only dogs can offer.
++
++Tier 1: Beast Companion
++
++Tier 2: Ribbons of Dark Matter
++
++Tier 3: Dark Matter Shroud or Stronger Together
++
++Tier 4: Improved Companion
++
++Tier 5: Dark Matter Structure
++
++Tier 6: As If One Creature or Embraced by Darkness
++
++Curses the World
++
++Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no
++desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.
++
++Focus Note: Characters who Curse the World aren't necessarily evil or wicked; they are angry, hurt, and possibly seeking
++to get even with those who have wronged them or the ones they love (or at least keep themselves and their loved ones
++from being hurt again).
++
++Tier 1: Terrifying Presence
++
++Tier 2: Erase Memories
++
++Tier 3: Psychosis or Discerning Mind
++
++Tier 4: Mind Games
++
++Tier 5: Foul Aura
++
++Tier 6: Word of Command or Break Their Mind
++
++Feigns No Fear
++
++Everyone thinks you're brave, intrepid— fearless, even. They tell stories about you, the person who's never felt fear,
++how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present
++yourself as someone who is fearless and courageous, but deep down, you are terrified of everything. Fear drives you, and
++in its face, you stand tall and shout the loudest. Because you are also afraid of being seen for who you truly are.
++
++Focus Note: A character who Feigns No Fear can be played in a number of ways, from someone who boasts constantly in
++their attempts to bolster themselves in front of others to someone who faces their fears through action, showing up
++first on the battle line to holler "Seven in one blow!"
++
++Tier 1: Surging Confidence
++
++Tier 2: Impressive Display
++
++Tier 3: Flamboyant Boast or Outlaw Reputation
++
++Tier 4: Combat Challenge
++
++Tier 5: Band of Desperados
++
++Tier 6: Finishing Blow or Heroic Monster Bane
++
++Lived Among the Fey
++
++You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives
++you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of
++them came back with you and stay with you to this day.
++
++Focus Note: A character who Lived Among the Fey might have spent time among the fairies (or other creatures in a
++different far-off land) or they may have dreamed, hallucinated, or imagined the whole thing. Do they know the
++difference? Does it matter? The name of the focus can be changed to something that more appropriately reflects the
++character's experience, such as Fell Into Wonderland or Crossed Into Narnia.
++
++Tier 1: See the Unseen
++
++Tier 2: Bestiary Knowledge
++
++Tier 3: Dream Becomes Reality or Find the Hidden
++
++Tier 4: Pay It Forward
++
++Tier 5: Nightmare
++
++Tier 6: Explains the Ineffable or Drawing on Life's Experiences
++
++Made a Deal With Death
++
++Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing
++figure. You, however, are intimate with Death in all their many forms. Perhaps you are
++
++both drawn to and frightened of them. Perhaps you've spent too much time in their company, and have become infatuated
++with them. Perhaps you've lost friends and loved ones to their dark embrace. Whatever yourfeelings about Death, you've
++made a deal with them, one you hope will bring you the
++
++closure that you seek.
++
++Focus Note: Characters who Made a Deal With Death may have done so in order to stave off death eternally, gaining
++healing abilities for themselves or others. Alternatively, they may be obsessed with the idea of death, and wish to
++learn how to wield it with precision and focus.
++
++Tier 1: Blessing of the Gods (Death)
++
++Tier 2: Destined for Greatness
++
++Tier 3: Miraculous Health or Quick Death
++
++Tier 4: Regeneration
++
++Tier 5: Hard to Kill
++
++Tier 6: Duel to the Death or Final Defiance
++
++Sheds Their Skin
++
++You have a secret self. In the quiet andstillness, you become not someone else, but something else. A being of tooth and
++nail, of flipper and fin, of mane and moon. But you believe that in order to survive and thrive, you must keep your
++other form secret, safe from prying eyes and listening ears.
++
++Focus Note: Your beast form can be anything you choose, such as a selkie, wolf, horse, swan, and so on. Work with your
++GM to determine the details of your form. A character who Sheds Their Skin may also want to work with the GM to come up
++with even more suitable abilities for their particular form. For example, a selkie character might choose Aquatic
++Combatant as their tier 3 ability instead of one of the abilities listed here, particularly if the GM expects the
++character to be moving through water regularly.
++
++Tier 1: Beast Form
++
++Tier 2: Controlled Change
++
++Tier 3: Greater Beast Form or Hard Choices
++
++Tier 4: Greater Controlled Change
++
++Tier 5: Total Awareness
++
++Tier 6: Escape Plan or Perfect Control
++
++Heartwood Character Arcs
++
++Characters in the Heartwood should choose a starting character arc, something that they hope to accomplish for their
++character through time and experience. This can be a Heartwood-specific arc or one from the list of character arcs in
++the Cypher System Rulebook.
++
++Suggested Heartwood Arcs
++
++Become an Advocate
++
++You desire to help and support others, especially those who are dealing with difficult situations. This might be related
++to something you've personally experienced, something you're knowledgeable about, or both. You can advocate in any
++number of ways, including being an emotional support
++
++system, helping other voices be heard, defending and safeguarding others' rights, and generally being an ally.
++
++Opening: Sizing up Your Skills. You decide what best enables you to be a good advocate, and create a plan.
++
++Step(s): Training and Research. You learn about being a good advocate, possibly by finding a mentor or organization that
++can help you.
++
++Step(s): Building Your Skills. You practice the skills you've learned, and review the successes and failures to continue
++to improve.
++
++Climax: Lean on Me. You assist one or more people through a difficult time using your training, skills, and experience.
++
++Resolution: You reflect on everything you've learned and decide what to do next.
++
++Put Down Roots
++
++If you choose this arc, you are hoping to create a strong support system among your friends and fellow travelers. You
++seek the assistance of those around you to help you through difficult times and you wish to offer assistance back. This
++connection might be to your fellow PCs, to a group of NPCs that you meet along the way, or as part of an
++already-established group or organization.
++
++Opening: Let's Be Friends. You propose the idea of a support system to those you'd like to include.
++
++Step: Reach Out. You do the hard work of making yourself vulnerable to others by being honest and open about who you
++are. You create a safe space for others to do the same.
++
++Step(s): Accept and Give Help. You ask for and accept help and support from the group. You give help and support to
++others when it's needed.
++
++Climax: Strong Bond. During a time of crisis, the group works together to support and uplift you, and you are there for
++them in return.
++
++Resolution: You enjoy the benefits of having a supportive group of people in your life.
++
++Develop Coping Strategies
++
++You want to develop better ways of moving through the world while living with a mental illness. This isn't a "cure" or a
++"fix." It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies.
++
++Opening: Explore Your Inner Self. You spend time with your emotions and thoughts in order to pinpoint which struggle or
++symptom you'd like to develop a coping strategy for.
++
++Step: Make a Plan. Almost every struggle or symptom has a particular set of steps that you can go through to better cope
++with it. This will likely involve research and consultation.
++
++Step(s): Practice. At every opportunity, practice the coping strategies that you're learning and pay attention to where
++they work and fail. You might try different strategies and see which ones seem better suited to your particular needs.
++
++Climax: Deal With It. You're put into a situation that tests your coping strategies. They don't have to work perfectly
++in order for you to succeed.
++
++Resolution: You reflect on what you've learned and decide where you want to go from here.
++
++Take the Wrong Path
++
++Much like Fall From Grace, Take the Wrong Path isn't typically an arc that a character intentionally desires. It's
++something the player chooses on a meta level for the character because it makes for an interesting story and sets up
++possible future arcs, such as Put Down Roots. In this case, perhaps the character manages their anxiety by drinking too
++much, becoming isolated, or starting too many fights. Perhaps they attempt to deal with grief by overeating (or
++undereating), by pushing away loved ones, or by becoming intimate with others without regard for their safety.
++
++Opening: The Fork. You take the first steps down the wrong path, even if you don't know it yet.
++
++Step(s): Farther Down the Path. Things continue to get worse because of your actions. This may play out over any number
++of steps.
++
++Step: Briars and Thorns. Your actions hurt yourself and those around you.
++
++Climax: Dead End. There is no chance for success here. Only failure.
++
++Resolution: You wallow in your own misery.
++
+ ### FAIRY TALE CHARACTER ARCS
+
+ Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
+@@ -29597,6 +33826,16 @@
+
+ ### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
+
++The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
++each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend
++against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its
++level. The target number is three times the level.
++
++The target number is usually also its health, which is the amount of damage it can sustain before it is dead or
++incapacitated. For easy reference, the entries always list health, even when it's the normal amount for a creature or
++NPC of its level. For more detailed information on level, health, combat, and other elements, see the Understanding the
++Listings section in the Cypher System Rulebook.
++
+ | Level | Name | Genre |
+ |-------|--------------------------|-----------------------------------------------------------------------------------------------------------------------------|
+ | 2 | Hivemind child | Aliens, dark magic, science gone wrong |
+@@ -30203,6 +34442,279 @@
+ artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them
+ another way to heighten the tension of the game. Several examples are below.
+
++Most Cypher System artifacts in a horror setting are either cursed objects (which draw or focus
++
++the attention of monsters on a place or person) or things used to control, contain, or destroy the horrors threatening
++the main characters. The origin of the artifact is often part of the backstory of the plot: why a particular ghost is
++haunting the house, why the cultists are making human sacrifices, or why monsters keep appearing in a particular town.
++In most cases, the characters don't have to know how these things work, how they were made, or what sort of creature
++(alien, demon, ghost) is responsible—an artifact is merely a tool that gives the PCs a chance to survive the threat, or
++the thing that must be destroyed to make everything safe again (see the Bad Penny module).
++
++Because one of the interesting aspects of horror is mixing genres, you should feel free to incorporate any of these
++artifacts into your horror game even if they're traditionally associated with different genres; it'll give your game a
++unique twist and give you many additional ways to scare the PCs and players. For example, PCs entering the lair of a
++vampire might find a room with a dozen brain cylinders, each containing the brain of a former lover or would-be hunter,
++forever imprisoned and available for conversation whenever the vampire wants it. Or PCs dealing with an alien invasion
++find the crashed spacecraft and discover that its engine is connected to a ghost vault, using the souls of the dead as a
++power source for interstellar travel.
++
++> The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot.
++
++### LOVECRAFTIAN ARTIFACTS
++The stories of the mythos often feature strange books or devices (which might be magical or of
++
++exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
++your Lovecraftian game session doesn't involve these artifacts, having other characters mention them or letting the PCs
++find notes about them creates a sense of a larger world filled with unknowable horrors. Appropriate items in this
++chapter are:
++
++• Brain cylinder
++
++• Necronomicon
++
++• Pnakotic Manuscripts
++
++• Shining trapezohedron
++
++### HORROR ARTIFACTS
++
++### BOOK OF THOTH
++
++Level: 1d6 + 2
++
++Form: Bundle of Ancient Egyptian scrolls
++
++Effect: This Egyptian funerary text is thought to have been authored by Thoth himself, the wisest of the Egyptian gods.
++It usually contains several spells, but its greatest power is a ritual that can revive a mummy (whether an inert mummy
++or an animate undead one) as a living immortal human being. The ritual requires an intact mummy, its canopic jars (or
++suitable replacements), and a human sacrifice whose level is equal to the target mummy's level. The ritual takes one
++hour to perform and costs Might, Speed, and Intellect points equal to the target mummy's level.
++
++Depletion: —
++
++### BRAIN CYLINDER
++
++Level: 1d6 + 2
++
++Form: Metal cylinder with three exterior ports
++
++Effect: This device is designed to hold and preserve an intelligent brain, keeping it alive indefinitely. The brain must
++first be surgically extracted from its natural housing (typically
++
++a level 6 surgical task requiring an hour), then placed in the cylinder, saturated with a nutrient bath, and sealed
++shut. The brain is wired to three ports on the cylinder's exterior, which can be connected to external machines that
++allow it to see and hear, as well as speak through a voice synthesizer. The cylinder is immune to vacuum and cold,
++allowing it to be carried through space without harming its precious contents. The cylinder grants the brain 3 Armor,
++but
++
++the brain is otherwise helpless, unable to perform physical actions, and completely blind and deaf if disconnected from
++its machines. Deprived of the illusion of physical stimuli, a human brain trapped in a cylinder is likely to go insane
++after weeks or months.
++
++Depletion: 1 in 1d6 (check each year)
++
++Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that
++want to study humans.
++
++### CURSED VIDEO
++
++Level: 1d6 + 2
++
++Form: DVD, film, thumb drive, or videocassette
++
++Effect: Anyone who watches this disturbing video must make an Intellect defense roll against the level of the artifact
++or become cursed. A cursed victim becomes haunted by a malevolent spirit and begins to experience strange phenomena,
++which eventually kills them. The curse can simultaneously affect a number of people equal to the artifact level (which
++prevents it from starting a curse epidemic by being broadcast or posted online where thousands of people can see it at
++once).
++
++For some cursed videos, a victim can free themselves of the curse by making another person watch the video, thus passing
++the curse on to a new victim.
++
++Depletion: —
++
++### DEMON PUZZLE
++
++Level: 1d6 + 4
++
++Form: Crystal or device
++
++Effect: Solving the puzzle creates a beacon or portal that draws a demon (or other extradimensional entity) to the
++user's location. The demon's level is equal to the artifact's level. Depending on the intent of the puzzle's creator and
++the nature of the demon summoned, the demon might perform a service for the user, attack the user, try to drag the user
++back to its home dimension, or leave to do whatever it wants. (Solving the puzzle is part of the action of activating
++the artifact and doesn't require a roll, as it wants to be solved this way.) Instead of using the artifact to summon a
++demon, the user can attempt to solve the puzzle in a different way, which forces a demon back to its native dimension.
++The user must make an Intellect roll with a difficulty equal to the artifact's level. If successful, the user banishes a
++demon within short range whose level is lower than the artifact's level.
++
++There are similar artifacts that instead summon or banish ghosts, Lovecraftian horrors, or other strange creatures, with
++similar risks.
++
++Depletion: 1 in 1d100
++
++### GHOST VAULT
++
++Level: 1d6 + 4
++
++Form: Large immobile machine Effect: When used in conjunction with a ghost trap, this machine can imprison multiple
++ghosts (including spirits, phased beings, and similar creatures) for an indefinite amount of time. The total level of
++ghosts it can store is equal to its level × 20 (so a level 5 vault can hold 100 levels of ghosts). The vault can be used
++as a ghost trap, but doing so triggers a depletion roll. If the vault is disconnected from its power supply, destroyed,
++or depletes, the imprisoned ghosts are freed, initially at a rate of one per round but quickly speeding up so that all
++of them are free within a couple of minutes.
++
++Depletion: 1 in 1d20 (check each month)
++
++### HUMAN SUIT
++
++Level: 1d6
++
++Form: Folds of cloth and fleshlike substance (inactive) or a specific human individual (active)
++
++Effect: The wearer of a human suit is completely disguised as a specific human individual; their disguise task to
++pretend to be that human is eased by five steps. A human suit is usually no one in particular; each suit is designed to
++allow the wearer to adopt a new human persona, not pretend to be someone famous. A suit's technology is such that it
++adapts to fit a wearer ranging from half the size of a normal human to one that is almost the same size (including
++another human). Human suits usually come with attached clothing.
++
++Depletion: 1 in 1d20
++
++### MONKEY'S PAW
++
++Level: 1d6
++
++Form: Mummified monkey's paw
++
++Effect: This cursed object will grant three wishes to the user, but each wish always has terrible consequences. A wish
++for wealth might mean a friend dies and leaves the user some money in a will. A wish for a dead person to return to life
++might turn them into a zombie. A wish for knowledge might grant specialization in one subject but inabilities in all
++others. No matter how clever the user thinks they are or how precisely they word their wish, the result is always
++fulfilled in a way that makes them regret using the artifact. The monkey's paw is limited to affecting things of its
++level or lower. For example, a level 3 monkey's paw could be used to wish for the death of a level 3 enemy, destroy a
++level 3 barrier, resurrect a dead level 3
++
++person, and so on.
++
++Depletion: 1 in 1d6
++
++### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
++
++Level: 1d6 + 4
++
++Form: Grimoire (no reader can long keep the book's exact form in memory)
++
++Effect: A reader who understands Latin can use this grimoire to accomplish a wide variety of occult operations, all of
++which risk their sanity. Indeed, one must be a little insane or at least naive to use this tome, given its storied
++history. That said, the uses a reader can put the Necronomicon to include the following.
++
++• Reference. The grimoire eases by three steps any task related to knowledge of Lovecraftian realms, entities, objects,
++and related subjects.
++
++• Spellbook. The grimoire contains a variety of horrifying spells and rituals, which a reader can attempt to cast by
++incanting from the tome. They range from simple curses and spells to speak to the dead all the way up to death spells
++and the summoning of Lovecraftian entities. The GM can let the player describe the kind of spell desired, and then
++decide if it exists in the Necronomicon. If it does, the spell also likely has an unintended side effect, such as
++infecting a nearby object or friend with a demonic entity, killing a pet, or driving a nearby NPC insane.
++
++Each time the reader references the grimoire or casts a spell from it, the disturbing imagery, phrasing, and general
++evil nature require them to make a difficulty 5 Intellect defense roll. On a failed roll, they take 5 points of
++Intellect damage, descend one step on the damage track, and take one other action (determined by the GM) motivated by
++insanity. On a successful roll, they still take 2 points of Intellect damage.
++
++There may be damaged copies of the Necronomicon in Greek and a handwritten version that was poorly translated into
++English and exists only in fragments. Supposedly the original Arabic version was lost or destroyed in a fire.
++
++Depletion: —
++
++### PNAKOTIC MANUSCRIPTS
++
++Level: 1d6 + 2
++
++Form: Tome with stony plates binding a sheaf of parchment
++
++Effect: When a user reads aloud from the manuscripts, they can create either of the following effects, both of which put
++them at risk:
++
++• Contact the mind of a powerful godlike being. The user must make
++
++a difficulty 5 Intellect defense roll. On a failed roll, they take 5 points of Intellect damage, descend one step on the
++damage track, and take one other action (determined by the GM) motivated by insane panic. On a successful roll, they
++take 2 points of Intellect damage and learn the answer to one question, no matter the scope, from the mind contacted.
++
++• Close a portal to a Lovecraftian planet or dimension. This requires reciting a chant from the book and might require
++an object that somehow relates to the portal (such as a piece of a creature from the destination). The user must make a
++difficulty 5 Intellect defense roll each round they chant from the manuscript. On a failed roll, they take 4 points of
++Intellect damage. On a successful roll, they take 2 points of Intellect damage and make progress toward closing the
++portal. A typical portal requires ten successes to close it. Another person can take over the chant if the previous
++person stops, but the first Intellect defense roll for their chanting is hindered.
++
++Depletion: —
++
++### SHINING TRAPEZOHEDRON
++
++Level: 1d6 + 3
++
++Form: Black spherical stone with red streaks and many irregular facets
++
++Effect: Summons a messenger of
++
++the Outer Gods (powerful and dangerous Lovecraftian entities): a bat-like, three-eyed creature called the Haunter of the
++Dark. The messenger can show its summoner wonders of the universe or teach them spells, but it requires human
++sacrifices, and if allowed to roam, it will hunt and commit murder. The stone is usually stored in a strangely angled
++hinged box made of yellow metal, decorated with carvings of weird alien beings.
++
++Haunter of the Dark: level 6, magical knowledge and stealth as level 8; inflicts 6 points of Intellect damage;
++automatically banished in any light stronger than dim light
++
++Depletion: —
++
++### SILGARHO BULLET
++
++Level: 1d6
++
++Form: Hollow-point bullet
++
++Effect: Silgarho (sil-gar-o) bullets are custom-made hollow bullets filled with a mixture of powdered silver (sil),
++garlic (gar), and holy water (ho), and sealed at the top with wax. They are designed to have an extra effect against
++vampires who have aversions to one or more of these substances. The bullet breaks open when it hits, scattering these
++materials into the wound. A silgarho bullet inflicts +1 point of damage and hinders the target's actions for one round
++(this extra damage and hindered step is for each substance in the bullet that the vampire is averse to). Alternatively,
++the bullet can be fired against a hard surface such as a wall or floor, creating a cloud of dispersed material an
++immediate distance across, which lasts for one or two rounds and affects (for one round) any averse vampire who passes
++through it. Silgarho bullets are safe for vampires to handle—it's only when broken open that they cause reactions.
++
++One advantage of a silgarho bullet over a destructive cypher is that the bullet doesn't count toward your cypher limit.
++
++Depletion: Automatic
++
++### SPIRIT BOARD
++
++Level: 1d6
++
++Form: Weathered, flat piece of wood inked with letters and numbers
++
++Effect: Unlike the mass-produced parlor game, this handcrafted wooden board has the power to contact the spirit world.
++One or more people put their fingers on a wooden planchette and allow a supernatural force to move it around the board,
++spelling out words to answer questions from the participants. Each minute that the artifact is used, the users can ask
++one question from the spirits and get a general answer if one of them makes an Intellect roll (this might be modified by
++any skills or abilities the user has relating to ghosts or the supernatural); other participants can help with this
++task. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally,
++knowledge that could be found by looking somewhere other than the current location is level 1, and obscure knowledge of
++the past is level 7; gaining knowledge of the future is normally impossible.
++
++Usually the spirits contacted by the board are benign or indifferent and will answer honestly. Sometimes the users
++contact a mischievous spirit who gives answers that are lies or half-truths for the sake of its own amusement, or
++perhaps to give the users a scare. However, there is always a chance that a hostile spirit (such as a demon or vengeful
++ghost whose level is equal to the artifact level) takes over the interaction. This may occur if there is a GM intrusion
++while using the board, if the question asked is too difficult for the contacted spirits to answer, or if the users fail
++to end the session by using the planchette to indicate "goodbye." A hostile spirit's answers are a mix of lies,
++contentious ambiguities, frightening predictions, and threats; it may choose to remain in the area for a while and haunt
++the participants.
++
++Depletion: 1 in 1d100 (check each session)
++
+ ### BOOK OF INVERSION
+
+ Level: 8
+@@ -30420,191 +34932,4036 @@
+
+ Survivor, typical: level 3
+
+-### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
++### OPTIONAL RULES FOR THE APOCALYPSE
+
+-In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might
+-be available in trade from other survivors, or in the rare trade town.
++The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after
++civilization falls. Some represent useful information that rarely comes up in other games but is ever‑present in almost
++every post‑apocalyptic game, such as scavenging and how to repair before‑times machines, the game effects of exposure
++and starvation, and so on.
+
+-### INEXPENSIVE ITEMS
++Other optional rules support play in the aftermath of a particular type of cataclysm or style of play. If nuclear war
++destroyed the world, the landscape is likely much different than if a pandemic wiped out most people.
+
+-| | |
+-|--------------|-----------------|
+-| Weapons | Notes |
+-| Knife | Rusty and worn |
+-| Light weapon | Won't last long |
+-| Wooden club | |
++And that's to say nothing of more fantastic elements that can pop up in a post‑apocalyptic setting, such as the
++civilization‑shattering aftereffects of the Christian Judgment Day, kaiju, time storms, and so on.
+
+-| | |
+-|-------------|-----------------------------|
+-| Armor | Notes |
+-| Animal hide | |
+-| Light armor | Smell hinders stealth tasks |
+-| Shield | Asset to Speed defense |
++Most of the rules are meant for the GM's eyes only—things that happen behind the scenes or that are secrets the PCs
++might find out over the course of the game.
+
+-| | |
+-|-------------|-----------------------------------------|
+-| Other Items | Notes |
+-| Candle | |
+-| Plastic bag | Useful and ubiquitous (won't last long) |
++Realistic Versus Fantastic Optional Rules: Some of the optional rules presented here are for realistic or plausible
++scenarios like nuclear war or climate change, and some are for fantastic events and settings such as time storms, the
++return of magic, or incredible mutations. Realistic optional rules usually also apply in games that use one or more
++fantastic optional rules. Ultimately, it's your choice. Feel free to use some, all, or none of these optional rules when
++running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
++to the game.
+
+-Moderately Priced ITEMS
++### EXPOSURE, STARVATION, AND DEHYDRATION
+
+-| | |
+-|---------------------|-------------------------------------------|
+-| Weapons | Notes |
+-| Handaxe | Light weapon |
+-| Knife, multipurpose | Light weapon; asset to small repair tasks |
++Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
++post‑apocalyptic scenario, given that survival is a primary theme of the genre.
+
+-| | |
+-|----------------------|-------------------------------|
+-| Other Items | Notes |
+-| Gas mask | Breathable air for four hours |
+-| Padlock with keys | |
+-| Portable lamp, solar | |
++When to Use: If PCs are exposed to the elements, don't have enough food, and/or don't have enough water, their health
++and life span are directly affected.
+
+-### EXPENSIVE ITEMS
++Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
+
+-| | |
+-|----------------------------|--------------------------------------------------------------------|
+-| Other Items | Notes |
+-| Radiation detector | |
+-| Nightvision goggles | |
+-| Radiation tent | Prevents radiation damage for three days |
+-| Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for twelve hours |
++### EXPOSURE
++The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
++degrading.
+
+-### SCAVENGING
++Too Cold
+
+-Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of
+-safety.
++Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body's stored energy. The result is
++hypothermia, when the body loses heat faster than it can produce it. A body temperature that's too low affects the
++brain, making the target unable to think clearly or move well. Those with adequate clothing and/or shelter appropriate
++to the environment are protected. Generally, a PC can survive extreme cold for about twenty minutes to about two hours.
+
+-Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins
+-before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task.
+-Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of
+-these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.
++In game terms, unprotected characters, or even characters who have less than adequate protection, suffer 1 point of
++ambient damage per hour in temperatures near or below 32° F (0° C), or 1 point of ambient damage per round in subzero
++(–18° C) conditions. In addition, PCs in subzero temperatures with inadequate protection must succeed on a difficulty 4
++Might defense roll each hour or descend one step on the damage track.
++
++Too Hot
++
++Prolonged exposure to a wet‑bulb temperature of 95° F (35° C) is the upper limit of safety, beyond which the human body
++can't cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, dizziness, headache, and
++nausea. Heat exhaustion can progress to heatstroke, when the body's temperature regulation system fails. Those with
++adequate shelter or some sort of cooling system are protected. Generally, a PC can survive extreme heat for about twenty
++minutes to two or three hours.
++
++In game terms, PCs in too‑hot conditions suffer 1 point of ambient damage per ten minutes. In addition, a character
++exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten
++minutes. On a failed roll, the character descends one step on the damage track.
++
++### RULE OF THREE
++
++One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes
++something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
++you can survive for three weeks without food. However, the rule depends on a person not being directly exposed to the
++environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
++is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries.
++
++### STARVATION
++
++Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food
++take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if
++the character makes a recovery roll to regain lost Pool points). In addition, after seven days without food, a starving
++character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one
++step on the damage track.
++
++### DEHYDRATION
++
++Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or
++physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any
++day a PC has taken dehydration damage, their tasks are hindered (even if the character makes a recovery roll to regain
++lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might
++defense roll each day. On a failed roll, the character descends one step on the damage track.
++
++### RADIATION IN THE REAL WORLD
++
++Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations,
++cancer, and death.
++
++When to Use: If nuclear war led to the apocalypse, regions of dangerous radiation linger in the aftermath. Even if you
++predicate that civilization fell for some other reason, radiation could still be a hazard: a few nuclear bombs may have
++since been launched by a doom‑driven survivor group that found an old silo, a before‑times nuclear power plant went
++critical and PCs must access it, alien invaders used weapons that left behind radioactive scars, or just because.
++
++Use this optional rule to evoke a more realistic approach to dangerous radiation. You could also use it in a setting
++with fantastic elements as a baseline effect, even if for some, exposure also leads to the potential for incredible
++mutations.
++
++Effect: Methods to detect and mitigate radiation are useful to avoid stumbling into it in the first place, as described
++in the next section. Dangerous radiation harms and eventually kills people and other creatures, as described under the
++sections that follow.
++
++Telltale Signs of Dangerous Radiation
++
++Confirming the Presence of Radiation: If PCs have a functioning radiation‑detecting device, it confirms whether an area
++is radioactive. Otherwise, they can attempt a difficulty 4 Intellect roll to correctly correlate the telltale signs of a
++radiation hazard with its actual presence. Even if PCs fail this roll, they still understand that some kind of dangerous
++residue is blighting the area, whether it's radiation, poison, evil spirits, nanites, or something else.
++
++Radiation Damage
++
++Especially intense radiation, such as might be found at the center of an area bearing telltale signs of contamination,
++harms PCs soon after they are exposed.
++
++Immediate Effects of Exposure: When PCs are exposed to dangerous radiation without shielding, they suffer 3 points of
++ambient damage per minute each time they fail a difficulty 3 Might defense task; on a success they still take 1 point of
++ambient damage. If they spend more than ten minutes in the area, or fail three Might defense rolls against radiation
++during any single period of radiation exposure, they are subject to radiation sickness (see the box below).
++
++A character who has scavenged, repaired, or cobbled together a hazmat suit is still vulnerable, though less so. The suit
++eases a wearer's Might defense tasks, though the wearer takes 1 point of ambient damage (because the suit provides +2 to
++Armor against damage from radiation) every few minutes with each failed defense roll. Unless they tear their suit or are
++otherwise compromised, they're generally not subject to radiation sickness.
++
++\*Dangerous radiation: Level 3
++
++\*Taking iodine tablets eases Might defense rolls against radiation sickness by three steps.
++
++Disease: Radiation Sickness
++
++Level 8 disease: Nausea, vomiting, diarrhea, and fatigue appear within minutes to hours of a PC contracting radiation
++sickness. Hours later, the PC may suffer skin burns and hair loss. Days later, they experience extreme weakness, weight
++loss, and potentially death.
++
++Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might
++defense rolls, they gradually improve and throw off the sickness effects within a few weeks.
++
++### SCAVENGING, REPAIRING, AND BUILDING
++
++Survivors need food and shelter in a world turned upside down.
++
++When to Use: PCs in a post‑apocalyptic setting that aren't prepared or that have lost access to their resources and base
++must usually spend part of each day scavenging for supplies and/or a place of safety. Scavenging is what happens anytime
++they search for food, water, and shelter.
++
++Effect: Basic scavenging optional rules are described in the *Cypher System Rulebook*. However, if you'd like to provide
++the PCs with many more options, including rules for finding enough to eat and drink, a safe shelter, and more, use the
++following extended optional rules instead. The base scavenging rules have been incorporated here, so you don't need to
++cross‑reference them to understand how it all works.
++
++Food, Water, and Shelter
++
++PCs in a post‑apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of
++reasons, including because that's the situation you start them in, they're exploring a new area, their settlement was
++overrun by raiders and they barely escaped with their lives, or something else.
++
++Generally, characters must spend ten minutes to an hour searching through the rubble and ruins in a particular area
++before they have a chance of finding food or a refuge.
++
++Characters who succeed in finding food and water or refuge also get to roll up to once each day on the Useful Stuff
++table and three times on the Junk table. (Some characters won't care about rolling on the Junk table; no need to have
++them make rolls if that's the case.) If a "food" or "water" result is obtained on the Useful Stuff table, PCs discover
++double the amount of resources and have enough for two days for six people.
++
++Consider using a GM intrusion to add additional color by way of an unexpected threat or hazard as they search,
++especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for
++resources.
++
++Food and Water
+
+ Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
+-but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places
+-to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn't
+-radioactive, poisoned, or overrun with hostile creatures.
++but sometimes it includes fresh fruits and vegetables growing wild or cultivated by other survivors.
+
+-The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the
+-characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent
+-scavenging tasks and requires that they succeed on a new task to determine if the place they're staying is still safe.
+-The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe
+-place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.
++Found water might be canned seltzer water, water in casks, water in tanks, and other leftovers from the before‑times,
++but it could just as easily be collected rainwater, from a river, from a lake, or water secured by previous survivors.
+
+-Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging
+-task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters
+-successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it's the
+-first day the PCs have searched in a particular area, each character might find something useful, but in succeeding
+-days, a group normally gets only a single roll to find useful stuff.
++Scavenging and Related Tasks
+
+-Useful stuff also includes a "loot" entry. Loot includes collectible coins from before the apocalypse, such as silver
+-dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can
+-be used as currency or barter when the characters find other survivors or arrive at a trade town.
++| Level | Task |
++|-------|-------------------------------------------------------------------------------------------------------------------------------------|
++| 5 | Find enough food and clean water for a group of five characters to eat and drink for one dya |
++| 5 | Find a place of relative safety to regroup, shelter from the elements, and hide from other dangerous groups or creatures |
++| \- | The task is hindered by one step from every two more people (above 5) a scavenger tries to find resources or a refuge for |
++| \+ | The task is eased by one step for every two fewer people (from a baseline of 5) a scavenger tries to find resources or a refuge for |
+
+-Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in
+-the expensive category).
++Changing Conditions Affect Scavenger Success
+
+-Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might
+-have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the
+-Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more
+-often it can be disassembled and used as parts to create something else.
++The difficulty of finding food, water, and a safe place varies by location and by how many days the characters have
++already spent there.
++
++Right After the Apocalypse: Things may be somewhat picked over, but PCs probably have their choice of food, water,
++shelter, and useful things, assuming the apocalypse isn't one that also devastates large swaths of the immediate
++environment.
++
++Months and Years After the Apocalypse: Other survivors who've already scavenged the area and exposure to the elements
++make scavenging more difficult as time marches on. Each week the PCs spend in the same area (that's not an allied
++settlement) hinders subsequent scavenging tasks by one additional step. The result of failing to find food and water is
++obvious; if you're using it, refer to the exposure, starvation, and dehydration optional rule.
++
++Staying in One Place Too Long: In an unsafe area, PCs who've found shelter must succeed on a new difficulty 5 Intellect
++task each week to determine if their refuge is still safe. If they fail to find—or keep—a refuge, the place becomes
++compromised in some way. For instance, perhaps their presence is noticed by a hostile force in the area (raiders, a
++dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
++evident.
+
+ ### USEFUL STUFF
+
++Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful
++stuff is often found along with these basic requirements.
++
++When to Consult the Table: When a group of characters successfully finds food and water or a safe place, they also find
++something else that's potentially useful. Consult the Useful Stuff table up to once per day, or two or three times if
++PCs roll a special minor or major effect, respectively. If it's the first day they have scavenged in a particular area,
++each character might find something useful on the table, but on subsequent days, a group normally gets only a single
++roll.
++
++Subtables: Roll on a specific subtable only if you wish to provide additional flavor to what PCs find.
++
++Useful? The implication is that if PCs find something on the Useful Stuff table, it's in working condition, having
++beaten the odds of degradation and destabilization facing all common things from the before‑times. A GM intrusion, of
++course, could complicate that for any given item.
++
++Artifact? As described under Pre‑Apocalyptic Artifacts, almost every nonfood item on the Useful Stuff table could be
++considered an artifact, given that it is increasingly difficult to produce or preserve. Adding a depletion roll (usually
++1 in 1d20) represents the likelihood that the item will fall apart, break down, or run out.
++
++Useful Stuff Table
++
++Most of the time, it's not important to know the level of a useful item PCs find. If it becomes important, level 3 is a
++good baseline. If the item is particularly fragile (such as a wheel of cheese preserved in wax), drop the level by 1 or
++2. If the item is particularly hardy (like a fire engine), increase the level by 1 or 2.
++
+
+
+-
++
++
++
++
++
++
++
++
++01 |
++Water filter straw or bottle |
++
++
++02 |
++Windproof matches, box |
++
++
++03 |
++Gas mask |
++
++
++04 |
++Soap, shampoo, or other hygiene product |
++
++
++05 |
++Tool, hand (the right tool for the job provides an asset on repair and crafting tasks)
++
++
++
++
++
++
++
++
++d10 |
++Specific Tool Found |
++ |
++
++
++1 |
++Manual drill |
++ |
++
++
++2 |
++Hammer |
++ |
++
++
++3 |
++Tape measure |
++ |
++
++
++4 |
++Lever hoist/ratchet/come‑along |
++ |
++
++
++5 |
++Screwdriver, multibit |
++ |
++
++
++6 |
++Saw |
++ |
++
++
++7 |
++Pliers |
++ |
++
++
++8 |
++Wrench |
++ |
++
++
++9 |
++Level |
++ |
++
++
++10 |
++Clamps |
++ |
++
++
++ |
++
++
++06 |
++Carabiner |
++
++
++07-08 |
++Bungee cords |
++
++
++09-10 |
++Tool, corded or battery‑powered (the right tool for the job provides an asset on repair and crafting tasks)
++
++
++
++
++
++
++
++
++d10 |
++Specific Tool Found |
++ |
++
++
++1 |
++Drill, corded or battery |
++ |
++
++
++2 |
++Miter saw, corded |
++ |
++
++
++3 |
++Circular saw, corded |
++ |
++
++
++4 |
++Table saw, benchtop |
++ |
++
++
++5 |
++Welding kit |
++ |
++
++
++6 |
++Impact driver, corded or battery |
++ |
++
++
++7 |
++Chainsaw, gas, corded, or electric |
++ |
++
++
++8 |
++Nail gun, corded, battery, or air‑driven |
++ |
++
++
++9 |
++Air compressor |
++ |
++
++
++10 |
++Heat gun, corded or battery |
++ |
++
++
++ |
++
++
++11 |
++Construction/repair supply (the right material provides an asset to a task that would benefit from its use;
++counts as one load of construction junk)
++
++
++
++
++
++
++
++D6 |
++Component or Substance |
++
++
++1 |
++Glue, wood, ceramic, or super |
++
++
++2 |
++Epoxy, metal welding |
++
++
++3 |
++Nails, screws, fasteners |
++
++
++4 |
++Electrician's Tape |
++
++
++5-6 |
++Duct Tape |
++
++
++ |
++
++
++12 |
++Nightvision goggles |
++
++
++13 |
++First aid kit (provides an asset to 1d20 healing-related tasks before exhaustion) |
++
++
++14 |
++Ammunition handloading tool set (provides an asset to crafting ammunition) |
++
++
++15-16 |
++Over the counter (OTC) medicine (provides an asset to one qualifying healing‑related task)
++
++
++
++
++
++
++
++d10 |
++Specific Medicine Found |
++
++
++1 |
++Pain reliever (aspirin, ibuprofen, acetaminophen, or naproxen) pill |
++
++
++2 |
++Antihistamines, pills or salve |
++
++
++3 |
++Antacids, pills or chews |
++
++
++4 |
++Sunscreen, oil or spray |
++
++
++5 |
++Cold/flu treatment, pills or liquid |
++
++
++6 |
++Antibiotic, spray or gel |
++
++
++7 |
++Liquid bandage, spray or liquid |
++
++
++8-9 |
++Pain and discomfort relief for PMS (blended ingredients) |
++
++
++10 |
++Anti-nausea, pills or liquid |
++
++
++ |
++
++
++17 |
++Pads and tampons |
++
++
++18 |
++Condoms |
++
++
++19 |
++Prescription medicine (vanquishes or treats symptoms of an eligible disease or illness, if enough medicine is
++found)
++
++
++
++
++
++
++
++
++d20 |
++Condition Treated by Meds |
++ |
++
++
++1 |
++Blood clots |
++ |
++
++
++2 |
++Hypothyroidism |
++ |
++
++
++3 |
++Diabetes |
++ |
++
++
++4 |
++High blood pressure |
++ |
++
++
++5 |
++Depression and anxiety |
++ |
++
++
++6 |
++Heart and artery conditions |
++ |
++
++
++7 |
++High cholesterol |
++ |
++
++
++8 |
++Bacterial infection |
++ |
++
++
++9 |
++Lung issues |
++ |
++
++
++10 |
++Seizures and epilepsy |
++ |
++
++
++11 |
++Asthma |
++ |
++
++
++12 |
++Arthritis |
++ |
++
++
++13 |
++Degenerative nerve conditions |
++ |
++
++
++14 |
++Cancer |
++ |
++
++
++15 |
++Pregnancy prevention and ending |
++ |
++
++
++16 |
++Gender dysmorphia |
++ |
++
++
++17 |
++Enlarged prostate |
++ |
++
++
++18 |
++Ulcers |
++ |
++
++
++19 |
++Acid reflux |
++ |
++
++
++20 |
++Radiation sickness |
++ |
++
++
++ |
++
++
++20 |
++Binoculars |
++
++
++21 |
++Horse, trained for riding (typically found with a few days of feed) |
++
++
++22 |
++Magnifying glass |
++
++
++23 |
++Glasses, readers |
++
++
++24 |
++Box of black permanent markers |
++
++
++25 |
++Scissors |
++
++
++26-35 |
++Food and water (enough for five people for one day)
++
++
++
+
++
+
+
+
+ d100 |
+-Item Found |
++Specific Food/Water Found |
++ |
+
+
+-01–10 |
+-Tools (provide an asset to tasks related to repair and crafting) |
++01–02 |
++Baby food, jarred |
++ |
+
+
+-11–20 |
+-Medicine (provides an asset to one healing-related task) |
++03–06 |
++Beans, dried |
++ |
+
+
+-21–25 |
+-Binoculars |
++07–08 |
++Beans, canned |
++ |
+
+
+-26–35 |
+-Chocolate bar or similarly
+-sought-after candy or snack |
++09–12 |
++Bouillon cubes |
++ |
+
+
+-36–45 |
+-Textbook (provides an asset to a knowledge-related task) |
++13–14 |
++Canned pasta |
++ |
+
+
+-46–50 |
+-Coffee or tea |
++15–16 |
++Cereal, breakfast |
++ |
+
+
+-51–55 |
+-Gun or rifle with ten shells or bullets |
++17–18 |
++Cheese in wax |
++ |
+
+
+-56–60 |
+-Flashlight |
++19–20 |
++Chocolate, dark |
++ |
+
+
+-61–65 |
+-Loot |
++21–22 |
++Coffee, instant |
++ |
+
+
+-66–70 |
+-Gasoline (2d6 × 10 gallons) |
++23 |
++Eggs, fresh |
++ |
+
+
+-71–75 |
+-Batteries |
++24 |
++Eggs, powdered |
++ |
+
+
+-76–80 |
+-Functioning vehicle (sedan, pickup, motorcycle, etc.) |
++25–26 |
++Energy bar |
++ |
+
+
+-81–85 |
+-Generator |
++27–28 |
++Fruit, canned |
++ |
+
+
+-86–90 |
+-MRE cache (food and water for six people for 1d6 weeks) |
++29–30 |
++Fruit, dried |
++ |
+
+
+-91–95 |
++31–32 |
++Fruit, fresh |
++ |
++
++
++33–34 |
++Flour, white |
++ |
++
++
++35–36 |
++Flour, other |
++ |
++
++
++37–38 |
++Honey |
++ |
++
++
++39–40 |
++Liquor |
++ |
++
++
++41–42 |
++Mayonnaise |
++ |
++
++
++43–44 |
++Meat, canned |
++ |
++
++
++45 |
++Milk, fresh |
++ |
++
++
++46 |
++Milk, powdered |
++ |
++
++
++47–48 |
++Mustard |
++ |
++
++
++49–50 |
++Nuts |
++ |
++
++
++51–52 |
++Oatmeal |
++ |
++
++
++53–54 |
++Oil, sealed in can |
++ |
++
++
++55–56 |
++Pasta, dried |
++ |
++
++
++57–58 |
++Pet food, canned |
++ |
++
++
++59–60 |
++Rice, dried |
++ |
++
++
++61–62 |
++Salt |
++ |
++
++
++63 |
++Snack bag, dried chips, etc. |
++ |
++
++
++64 |
++Snack, candy or baked snack |
++ |
++
++
++65–66 |
++Soda, can |
++ |
++
++
++67–68 |
++Spices |
++ |
++
++
++69–70 |
++Sugar |
++ |
++
++
++71–73 |
++Tea, in a tin |
++ |
++
++
++74–75 |
++Yeast, dry |
++ |
++
++
++76–77 |
++Vegetables, canned |
++ |
++
++
++78–79 |
++Vegetables, fresh |
++ |
++
++
++80–87 |
++Water, bottled |
++ |
++
++
++88–96 |
++Water, canned |
++ |
++
++
++97–98 |
++Wine, common |
++ |
++
++
++99–00 |
++Wine, fine |
++ |
++
++
++ |
++
++
++36 |
++Food cache (enough for five people for 1d20 weeks) |
++
++
++37 |
++Water cache (enough for six people for 1d20 weeks) |
++
++
++38 |
++Plastic bag (won't last long) |
++
++
++39-45 |
++Textbook or "how‑to" manual (asset to related knowledge task if studied for about an hour)
++
++
++
++
++
++
++
++
++d10 |
++Topics Covered |
++ |
++
++
++1 |
++Plumbing |
++ |
++
++
++2 |
++Electronics |
++ |
++
++
++3 |
++Gardening |
++ |
++
++
++4 |
++Farming |
++ |
++
++
++5 |
++Civil engineering |
++ |
++
++
++6 |
++Robotics |
++ |
++
++
++7 |
++Health |
++ |
++
++
++8 |
++Renewables (solar, wind) |
++ |
++
++
++9 |
++Smithcraft |
++ |
++
++
++10 |
++Chemistry |
++ |
++
++
++ |
++
++
++46 |
++Supply stash (roll on this table 1d6 +2 times) |
++
++
++47 |
++Books (1d10 books of fiction) |
++
++
++48 |
++Toy wagon |
++
++
++49 |
++Shopping cart or baby carriage |
++
++
++50 |
++Wheelbarrow |
++
++
++51 |
++Skateboard, roller skates/blades, or similar |
++
++
++52 |
++Can opener or can punch |
++
++
++53 |
++Gloves |
++
++
++54 |
++Sunglasses or safety goggles |
++
++
++55 |
++Ear plugs |
++
++
++56 |
++Extension cord or power tree |
++
++
++57 |
++Lighter, butane |
++
++
++58 |
++Lighter, plasma |
++
++
++59 |
++Flashlight, battery and/or crank-powered |
++
++
++60-63 |
++Weapon, melee
++
++
++
++
++
++
++
++
++d10 |
++Weapon |
++ |
++
++
++1 |
++Sap/blackjack (light) |
++ |
++
++
++2 |
++Hand axe (light) |
++ |
++
++
++3 |
++Hunting/combat knife (light) |
++ |
++
++
++4 |
++Brass knuckles (light) |
++ |
++
++
++5 |
++Axe (medium) |
++ |
++
++
++6 |
++Baseball bat (medium) |
++ |
++
++
++7 |
++Baton (medium) |
++ |
++
++
++8 |
++Saber/machete (medium) |
++ |
++
++
++9 |
++Bow (medium) |
++ |
++
++
++10 |
++Pickaxe (heavy) |
++ |
++
++
++ |
++
++
++64 |
++Broom or mop |
++
++
++65 |
++Padlock with keys |
++
++
++66 |
++Armor
++
++
++
++
++
++
++
++
++d6 |
++Specific Armor |
++ |
++
++
++1 |
++Leather jacket (light armor) |
++ |
++
++
++2 |
++Kevlar vest (medium armor) |
++ |
++
++
++3 |
++Lightweight body (medium armor, encumbers as light armor) |
++ |
++
++
++4 |
++Riot gear (medium armor) |
++ |
++
++
++5 |
++Military body (heavy armor) |
++ |
++
++
++6 |
++Crafted from trash cans (variable) |
++ |
++
++
++ |
++
++
++67 |
++Bivouac sack |
++
++
++68 |
++SCUBA gear |
++
++
++69 |
++Straitjacket |
++
++
++70 |
++Game, physical (puzzle, board game, RPG) |
++
++
++71 |
++Canteen |
++
++
++72 |
++Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
++
++
++73-74 |
++Vehicle
++
++
++
++
++
++
++
++
++d20 |
++Specific Vehicle |
++ |
++
++
++1 |
++Airplane, prop |
++ |
++
++
++2 |
++Ambulance |
++ |
++
++
++3 |
++Balloon |
++ |
++
++
++4 |
++Boat |
++ |
++
++
++5 |
++Bus |
++ |
++
++
++6 |
++Car, consumer (gas or EV) |
++ |
++
++
++7 |
++Truck, consumer (gas or EV) |
++ |
++
++
++8 |
++Fire engine |
++ |
++
++
++9 |
++Forklift |
++ |
++
++
++10 |
++Garbage truck |
++ |
++
++
++11 |
++Helicopter |
++ |
++
++
++12 |
++Jet |
++ |
++
++
++13 |
++Lawnmower, riding (gas or EV) |
++ |
++
++
++14 |
++Motorcycle (gas or EV) |
++ |
++
++
++15 |
++Bicycle (pedal or EV‑pedal) |
++ |
++
++
++16 |
++Police car |
++ |
++
++
++17 |
++Scooter |
++ |
++
++
++18 |
++Tractor (gas or EV) |
++ |
++
++
++19 |
++Train engine |
++ |
++
++
++20 |
++Van |
++ |
++
++
++ |
++
++
++75-78 |
++Firearm (usually found with about 10 bullets or shells)
++
++
++
++
++
++
++
++
++d10 |
++Specific Firearm |
++ |
++
++
++1–2 |
++Handgun (light, short range) |
++ |
++
++
++3–4 |
++Handgun (medium, long range) |
++ |
++
++
++5 |
++Rifle (medium, long range) |
++ |
++
++
++6 |
++Shotgun (heavy, immediate range) |
++ |
++
++
++7 |
++Handgun, big (heavy, long range) |
++ |
++
++
++8 |
++Assault rifle (heavy, rapid‑fire, long range) |
++ |
++
++
++9 |
++Heavy rifle (heavy, very long range) |
++ |
++
++
++10 |
++Submachine gun (medium, rapid‑fire, short range) |
++ |
++
++
++ |
++
++
++79 |
++Hand grenade (4 points of damage in immediate range) |
++
++
++80 |
+ Ammunition cache (100 shells or bullets for 1d6 different weapons) |
+
++
++81 |
++Bolt cutters |
++
+
+-96–97 |
+-Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two) |
++82 |
++Climbing gear |
+
+
+-98–99 |
+-Cypher (in addition to any other cyphers the GM awards) |
++83 |
++Crowbar |
++
++
++84 |
++Handcuffs |
++
++
++85 |
++Firearm cache (1d6+ 4 firearms; a mix of light, medium, and heavy weapons, each usually found with about 10 bullets
++or shells) |
+
+
++86-87 |
++Boots |
++
++
++88 |
++Power
++
++
++
++
++
++
++
++
++d10 |
++Specific Kind of Power |
++ |
++
++
++1 |
++Generator (gas) |
++ |
++
++
++2–3 |
++Batteries, 4‑pack, household |
++ |
++
++
++4 |
++Batteries, 4‑pack, household (rechargeable) |
++ |
++
++
++5 |
++Consumer battery recharger |
++ |
++
++
++6 |
++Battery, car (12 v) |
++ |
++
++
++7 |
++Battery, portable power station (rechargeable) |
++ |
++
++
++8 |
++Gasoline (2d6 × 10 gallons) |
++ |
++
++
++9 |
++Solar panels, portable |
++ |
++
++
++10 |
++Home battery (often connected to solar) |
++ |
++
++
++ |
++
++
++89 |
++Lantern, kerosene or battery |
++
++
++90 |
++Electronics, consumer, general (functional, but without power or network connection, normally considered
++junk)
++
++
++
++
++
++
++
++
++d10 |
++Specific Device |
++ |
++
++
++1 |
++Smartphone |
++ |
++
++
++2 |
++Laptop |
++ |
++
++
++3 |
++TV |
++ |
++
++
++4 |
++Headphones, wireless or wired |
++ |
++
++
++5 |
++Fitness tracker |
++ |
++
++
++6 |
++Smart speaker |
++ |
++
++
++7 |
++Game console |
++ |
++
++
++8 |
++Digital camera |
++ |
++
++
++9 |
++Tablet |
++ |
++
++
++10 |
++Smartwatch |
++ |
++
++
++ |
++
++
++91 |
++Art supplies |
++
++
++92 |
++Mask, dust and particulates |
++
++
++93 |
++Rope, nylon |
++
++
++94 |
++Sleeping bag |
++
++
++95 |
++Tent |
++
++
++96 |
++Tires, stored |
++
++
++97 |
++Toilet paper, stored |
++
++
++98 |
++Turntable and/or CD player (usually found with supply of old records and/or CDs of music) |
++
++
++99 |
++Loot (stuff people thought was valuable in the before‑times)
++
++
++
++
++
++
++
++
++d6 |
++Specific Valuable |
++ |
++
++
++1 |
++Silver dollar coin |
++ |
++
++
++2 |
++Gold eagle coin |
++ |
++
++
++3 |
++Book of rare stamps |
++ |
++
++
++4 |
++Framed art |
++ |
++
++
++5 |
++Designer wristwatch |
++ |
++
++
++6 |
++Jewelry |
++ |
++
++
++ |
++
++
+ 00 |
+-Artifact (in addition to any other artifacts the GM awards) |
++Radiation control item
++
++
++
++
++
++
++
++
++d6 |
++Specific Item |
++ |
++
++
++1 |
++Radiation tent (prevents radiation damage for three days) |
++ |
++
++
++2 |
++Radiation pill (pack of five; eases defense rolls against radiation effects for 12 hours) |
++ |
++
++
++3 |
++Handheld radiation detector |
++ |
++
++
++4 |
++Radiation badge |
++ |
++
++
++5–6 |
++Manual describing radiation remediation best practices |
++ |
++
++
++ |
+
+
+
+
++### JUNK
++
++Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to
++function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But
++some PCs might have a use for it. That includes PCs with the Scavenges focus, as well as any character that decides to
++take advantage of the Repairing and Building section described in this optional rule.
++
++When to Consult the Table: All characters gain up to three results from the Junk table each time they successfully
++scavenge for food and water, or a safe place to stay. Junk can sometimes be repaired. It can also be disassembled,
++warped, melted, or otherwise used to craft or repair something else.
++
++How Much Junk PCs Get: Each time PCs roll on the Junk table or otherwise obtain a specific kind of junk, the amount they
++get is called a "load." Load is an intentionally vague amount, because it represents a variable amount of junk of a
++particular kind. A PC that finds some electronic junk could grab a single broken electric fan or leave a ruined house
++with a shopping cart full of stereo parts. Either way, it's considered one load of electronic junk.
++
++Tracking Loads: It's only important to track the number and kinds of loads a PC acquires if they're going to use the
++Repairing and Building optional rules presented later in this section. A PC can carry one load of junk along with their
++equipment. To carry more than that, they need a plan, such as using a toy wagon, shopping cart, sled, vehicle, or mount;
++asking an ally for help; or something else.
++
++Junk
++
++| | |
++|-----|-------------------------------------------------------------------------------------------------|
++| D10 | Variety of Junk |
++| 1 | Electronic (stereo, DVD/Blu‑ray player, smartphone, electric fan, printer, router, etc.) |
++| 2 | Plastic (lawn furniture, baby seat, simple toys, inflatable pool, etc.) |
++| 3 | Chemical (cleaning solution, fuel, paint, rat poison, solvents, industrial chemicals, etc.) |
++| 4 | Metal (old playsets, grills, empty barrels, frying pan, metal siding, etc.) |
++| 5 | Glass (vases, windows, bowls, decorative pieces, etc.) |
++| 6 | Textile (coats, pants, shirts, bathing suits, blankets, rugs, paper currency, etc.) |
++| 7 | Vehicle (car/airplane/watercraft bodies, scavenged electronics, tires, seats, etc.) |
++| 8 | Construction (cinder blocks, lumber, siding, wiring, pipes, bricks, insulation, shingles, etc.) |
++| 9 | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.) |
++| 10 | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft) |
++
++### REPAIRING AND BUILDING
++
++Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair,
++craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more rough‑and‑ready look
++to them. A new or repaired home could be covered in scavenged street signs. Clothing is probably a mishmash of textiles,
++salvaged bits from costume stores, and plastic bags. A suit of armor might be made of trash can lids. And so on. Second,
++even if something looks rough‑and‑ready, such as armor made of trash can lids, if PCs succeed on the task to create
++medium armor (or heavy armor, if they're feeling ambitious), the resulting armor is functionally equivalent to armor of
++the same grade made before the apocalypse. It just looks less polished.
++
++Improving the Odds: If PCs scavenge exactly the right tools for the job (such as a hammer instead of a rock) and/or the
++perfect construction and repair supplies (such as steel screws instead of pegs carved from wood), they may gain an asset
++to their task.
++
++Junk Required for Building vs. Repairing: The "Loads of Junk Required" column in the Repairing and Crafting Difficulty
++and Time table is calibrated for repair. If a PC builds something from scratch (as opposed to repairing something
++previously built), the junk requirements are twice to ten times the indicated number of loads. Something small to
++moderate (like an article of clothing or a wheelbarrow) requires double the loads, while something large, like a
++structure or large motorized vehicle, could require up to ten times the indicated junk loads. You, the GM, decide what's
++reasonable.
++
++Other Projects: If the character wants to try to repair or build something from the ground up that isn't on the table,
++use your best judgment, comparing to what is on the table as a baseline. Some things just can't be built with the tools,
++materials, and knowledge the PCs have available. For instance, they probably can't build a spacecraft. On the other
++hand, perhaps they can repair one if they find an old government base containing a secret orbital craft that was never
++used, as long as they find specialized tools and instructions to go with it.
++
++Repair and Build Time: PCs who reduce the difficulty of a project cannot, generally speaking, reduce the repair or build
++time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted
++in the Cypher System Rulebook.
++
++### EQUIPMENT MAINTENANCE
++
++When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
++a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
++the larger optional rule for scavenging, repairing, and building, because if something breaks due to lack of
++maintenance, PCs should have a chance to fix it.
++
++Effect: Sometimes, a piece of equipment a PC relies on breaks. Use a GM intrusion to let the character know. PCs who
++know—or who learn—that equipment wear and breakage is a possibility can be proactive. They can spend about an hour on
++equipment maintenance each week. Maintenance requires the PC to expend 1 load of metal or construction junk each week,
++or to break down a few related items of scavenged useful stuff to get what they need. If PCs put in the time to keep
++their gear in good condition, they should face fewer, if any, GM intrusions related to their equipment failing them. No
++roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time
++thereafter, unless a special circumstance occurs.
++
++Repairing and Crafting Difficulty and Time
++
++
++
++
++
++
++
++
++
++
++
++Difficulty |
++Project |
++Repair Time |
++Build Time |
++Loads of Junk Required* (for repair) |
++
++
++0 |
++Tying a rope, finding a rock, etc. |
++— |
++Minutes |
++— |
++
++
++1 |
++Torch |
++1 minute |
++5 minutes |
++1 construction |
++
++
++2 |
++Spear, piece of simple furniture |
++10 minutes |
++1 hour |
++1 construction |
++
++
++2 |
++Lean‑to shelter |
++10 minutes |
++1 hour |
++Deadfall or 1 construction |
++
++
++3 |
++Bow, door, steps, simple bridge |
++1 hour |
++1 day |
++1 construction |
++
++
++3 |
++Simple article of clothing |
++10 minutes |
++3 hours |
++1 textile |
++
++
++3 |
++Light armor |
++1 hour |
++10 hours |
++1 textile |
++
++
++3 |
++Wheelbarrow |
++10 minutes |
++1 hour |
++1 vehicle |
++
++
++4 |
++Desk with drawers, other complex furniture |
++1 hour |
++1 day |
++1 construction, 1 plastic, 1 textile |
++
++
++4 |
++Single plumbing project |
++3 hours |
++1 day |
++1 construction, 1 plastic |
++
++
++4 |
++Wiring small structure for electricity |
++3 hours |
++2 days |
++1 construction, 1 electronic |
++
++
++4 |
++Ammunition, 25 rounds |
++— |
++2 days |
++1 chemical, 1 metal |
++
++
++4 |
++Medium armor |
++1 hour |
++1 day |
++1 metal, 1 textile |
++
++
++5 |
++Cabin, small |
++1 day |
++1 week |
++2 construction |
++
++
++5 |
++Motorcycle |
++1 day |
++2 months |
++1 metal, 1 vehicle |
++
++
++5 |
++Car or truck |
++2 days |
++5 months |
++1 electronic, 1 vehicle |
++
++
++5 |
++Firearm |
++3 hours |
++1 month |
++1 metal, 1 plastic |
++
++
++5 |
++Bulb, radio, common electronic items |
++3 hours |
++1 month |
++3 electronic |
++
++
++5 |
++Heavy armor |
++1 day |
++1 month |
++1 metal, 1 textile, 1 plastic |
++
++
++6 |
++Generator, transmitter, watch, other
++complex electronic items |
++1 day |
++2 months |
++5 electronic, 1 vehicle |
++
++
++6 |
++Cabin, multiple rooms, with amenities |
++1 week |
++6 months |
++4 construction, 2 electronic, 1 plastic, 1 glass, 1 metal |
++
++
++6 |
++Medicine |
++1 week |
++1 month |
++1 medical |
++
++
++7 |
++Computer, smartphone, TV, other intricate electronic items |
++1 week |
++1 year |
++2 electronic, 1 plastic, 1 metal |
++
++
++7 |
++Medical device |
++1 week |
++1 year |
++2 electronic, 1 plastic, 1 metal, 1 medical |
++
++
++7 |
++Airplane, military vehicle |
++1 month |
++2 years |
++4 electronic, 4 plastic, 4 chemical, 6 metal, 2 vehicle |
++
++
++8 |
++Spacecraft, chemical rocket propelled |
++1 month |
++20 years |
++8 electronic, 8 plastic, 12 chemical, 20 metal |
++
++
++9–10 |
++Advanced unearthly technology |
++Months |
++Many years |
++5 unearthly |
++
++
++
++
++\*Load requirements for buildings (vs. repairing) are two to ten times the indicated values.
++
++Handloading Tool Set
++
++A set of handloading tools includes a variety of instruments such as lubricant, powder funnel, and a small press, used
++to create ammunition for a firearm. To fashion ammunition, the user must spend an uninterrupted hour using the
++handloading tools, at the end of which time they have created about 25 bullets.
++
++If treated as a Pre‑Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set
++can be recharged with 1 load of metal junk and 1 load of chemical junk).
++
++### IRONMAN
++
++This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular
++people.
++
++When to Use: To really drive home the brutality of a post‑apocalyptic survival one‑shot game or short scenario, you can
++subject your players to this hardcore optional rule.
++
++Effect: There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as
++recovery rolls and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character making a
++recovery roll would get only 3 points (as if they rolled a 1 on a d6, plus 2 for their tier) to add to their Pools. This
++results in a gritty, dire scenario where the only way PCs can restore their Pools is with recovery rolls and character
++abilities that heal.
++
++Cypher System characters are tough and resilient, even at tier 1, but the ironman rule brings them down to a more
++realistic power level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge
++for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
++allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
++
++### FRAGILITY
++
++This optional rule prevents power creep in PCs.
++
++When to Use: If you want your players to have a gritty game experience after the apocalypse, this optional rule keeps
++them physically humble.
++
++Effect: Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that
++permanently increases their Pools, they can
++
++add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other points left over (if any) must go to
++their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra points the
++player can divide among their Pools at character creation. This rule creates a more "realistic" scenario in which the
++PCs are more like normal people who don't get much more powerful physically over the course of a campaign but still can
++learn new skills, advance their minds, and so on. This module does not affect abilities like Enlarge (which temporarily
++adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
++Front (which permanently increase one or more Pools).
++
++### ADVANCED AND ALIEN TECH
++
++Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology.
++
++When to Use: If the apocalypse that ended your world featured a time rip, alien invaders, a catastrophic alien ship
++crash, a starting date that is several decades into our own future, or an alternate timeline where things happened
++differently in the past than in the real world, this rule is applicable. You can also use it if you just want to
++introduce a bit of mystery to your game that will confound PCs' expectations on how their world really ended.
++
++Effect: Fantastic and advanced devices exist in the setting, and PCs can find them. If something is advanced and/or
++alien enough, PCs may have to develop special skills to use it, as noted hereafter. The existence of this tech in your
++setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens,
++but the tech could just as easily stand alone or be part of an End of Days theme.
++
++### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
++
++In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could
++discover unusual objects in the form of fantastic cyphers and unusual post‑apocalyptic artifacts.
++
++### UNDERSTANDING ADVANCED AND ALIEN TECH
++
++Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
++harder.
++
++Identifying and Using Advanced and Alien Tech: When a character finds a manifest cypher or an artifact that falls into
++this category, they must identify it before they can use it. Identification takes from one to ten minutes and a
++successful Intellect roll, usually against a difficulty of 5. Identifying an object grants PCs the ability to use the
++object, whether it's a manifest cypher or an artifact.
++
++However, without training or specialization in alien technology, advanced technology, or something similar (which most
++starting characters don't have), a character has an inability in understanding advanced and alien tech.
++
++Failing to Understand: Sometimes a failed roll to understand an object of advanced or alien tech simply means the
++character can't figure it out, but they can try again (as usual, each task retry requires that the PC expend Effort).
++Other times, there's a chance of something going wrong, either because you intrude or because the character triggers an
++intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
++advanced or alien device in a PC's possession.
++
++### ADVANCED AND ALIEN TECH GM INTRUSIONS
++
++Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to
++understand how to use it again after resolving the intrusion.
++
++| | |
++|-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
++| d10 | Result of Intrusion |
++| 1 | Ooze sprays the character, then hardens, trapping them until they can escape a level 4 "shell." |
++| 2 | Device becomes stuck in midair, immovable as if caught in invisible, otherwise intangible cement. |
++| 3 | Device grows increasingly hot over the course of one minute, then fuses into a nonfunctional lump. |
++| 4 | Device shoots like a bullet in a random direction for a long distance, lodging itself in a structure or tree. |
++| 5 | Very bright light flashes from the device, blinding the PC for a few minutes. |
++| 6 | A blue light on the device begins flashing; if device is not destroyed, an alien enthraller investigates. |
++| 7 | Device function is triggered, as are any other devices (cyphers and/or artifacts) the PC carries. |
++| 8 | Mutagenic energy pulse; character develops a distinctive mutation over the course of ten hours. |
++| 9 | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character. |
++| 10 | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. |
++
++### INCREDIBLE MUTATIONS
++
++Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and
++death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic
++engineering, or some other mutagen) can instill strange new abilities in previously normal creatures, plants, NPCs, and
++even PCs, though often with a few drawbacks, too.
++
++When to Use: If you'd like your setting to include incredible mutations, this section is for you. Why does your game
++have such mutations? Maybe because of an X‑factor in some survivors' DNA, inscrutable nanites that have permeated the
++environment, magical contamination, or multiple different timelines collapsing into one.
++
++Effect: This section describes several ways to introduce incredible mutations to your game, including letting the
++environment evoke the concept, PC opt‑in, transitory mutations PCs have less control over, and transitory mutations
++based on cyphers. You can pick one or two, or use them all at different times and for different needs in your game.
++
++Mutated Creatures, Plants, and NPCs
++
++The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance
++of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have
++only harmful mutations, but others could have adaptive mutations.
++
++Harmful Mutations: Some creatures, plants, trees, fungus, and NPCs could present with disturbing, harmful mutations,
++such as the following examples. Their tasks are usually hindered.
++
++- An animal with one or more additional, vestigial, limp limbs, or an additional vestigial head that appears almost as a
++ tumor‑like growth
++
++- Oozing a smelly, rotting fluid that stains and slightly burns exposed skin
++
++- Lack of fur combined with albinism, making them sensitive to light and subject to skin cancer
++
++- Too many extra fingers or arms, making them slow and heavy
++
++- Too many extra branches, or too spindly, making the branches prone to breaking
++
++- Feathers growing where they normally wouldn't, in ragged, uncomfortable clumps
++
++- Fishlike scales growing where they normally wouldn't, like itchy, reflective sores
++
++- Single limb or other body part is radically larger than normal, making the creature clumsy
++
++- Big clumps of fungal growth that are obviously intrusive and painful
++
++Adaptive Mutations
++
++A disturbing mutation might only look strange and not be an impediment to the animal, plant, or NPC. It might even
++provide some benefit, as follows.
++
++- Fur, hair, or leaves growing in strange fractal patterns. Maybe it glows visibly to attract prey, or glows at a
++ frequency normally invisible to the human eye, but which they can see, allowing them to act in the dark.
++
++- Tentacle‑like arms that work like the regular limb replaced, or an extra tentacle‑like arm that gives the creature a
++ method to grasp, use tools, or otherwise gain an additional benefit over other creatures or plants of its type.
++
++- Feathers growing on an animal or plant they normally wouldn't, thick enough to provide additional warmth, protection,
++ and possibly limited flight options.
++
++- Insects, like ants or beetles, that learn how to spin webs, or spiders that begin spinning wildly strong fractal webs
++ that glow and change, maybe serving as a mode of communication.
++
++- Fungal growths that seem to connect the minds of creatures that have the same kind of growth.
++
++### OPTIONAL RULE: MUTANT DESCRIPTOR
++
++If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character
++with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the
++resulting PC is one that the player wants to play.
++
++### OPTIONAL RULE: TRANSITORY MUTATIONS
++
++Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
++that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
++triggered, replacing the specific benefit (or drawback) of the volatile mutation previously granted to the PC.
++
++You can use this optional rule instead of the mutant descriptor optional rule, or allow both in the same game. If using
++transitory mutations, not every PC in your game needs to have a volatile mutation.
++
++Volatile Mutations
++
++A character can begin the game with one volatile mutation that changes during play, one distinctive mutation that
++usually does not change, and, at their option, one or two cosmetic mutations.
++
++Alternatively, the PC could gain a volatile mutation (and one distinctive mutation) after their first encounter with
++radiation or some other mutagenic agent. Additional encounters with radiation don't give a PC further volatile mutations
++but could cause the one they have to mutate into something else.
++
++Effect: If the PC gains a volatile mutation, roll randomly on the Beneficial Mutations table. That mutation lasts until
++a triggering event occurs, at which time their volatile mutation is replaced, as indicated. A character normally cannot
++trigger replacement simply by willing it to occur, but they could choose to fail the Intellect defense roll that some
++triggers require to maintain their current volatile mutation.
++
++Adjusting the Volatility: Choose which triggering events apply to determine how volatile you'd like transitory mutations
++to be in your setting. For instance, if you prefer that volatile mutations change only when PCs encounter radiation,
++choose that option and ignore the others. Alternatively, you might prefer more variability and use most or even all the
++triggering events noted.
++
++Triggering Events:
++
++- The character finishes a ten‑hour recovery; replace with a randomly rolled beneficial mutation.
++
++- A character takes damage for the first time in ten hours and fails a difficulty 3 Intellect defense roll; replace with
++ a randomly rolled beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
++
++- The character triggers or receives a GM intrusion; replace with a random roll on the Harmful Mutations table.
++
++- The character gains a minor effect on a d20 roll and decides the effect is that their volatile mutation changes;
++ replace with two randomly rolled beneficial mutations. Both are replaced the next time the character gains a new
++ volatile mutation.
++
++- The character gains a major effect on a d20 roll and decides the effect is that their volatile mutation changes;
++ replace with a random result from the Powerful Mutations table. It is replaced the next time the character gains a new
++ volatile mutation.
++
++- The character takes damage from radiation (or other established mutagen in your setting) for the first time in ten
++ hours and fails an Intellect defense roll against a difficulty equal to the attack; replace with a randomly rolled
++ beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
++
++Cyphers as Volatile Mutations
++
++If a character has volatile mutations, one way to handle it is to give them an additional subtle cypher slot, and their
++volatile mutation is whatever subtle cypher is in that slot. A character can begin the game with one cypher volatile
++mutation that changes during play (or gain it after surviving radiation damage) and one distinctive mutation that
++usually does not change, plus—at their option—one or two cosmetic mutations.
++
++Effect: A cypher volatile mutation operates almost entirely like regular volatile mutations, except as follows.
++
++- Any random roll on the Beneficial Mutations table should instead be a random roll on the Subtle Cypher table. That
++ includes the two rolls granted to PCs who use a special minor effect to replace their volatile mutation's effect.
++
++- A roll of 1 still replaces the PC's volatile mutation with a randomly rolled harmful mutation.
++
++- A roll of 20 still replaces the PC's volatile mutation with a randomly rolled powerful mutation.
++
++- A cypher volatile mutation can be used more than once before it is replaced, but each additional attempt to use it
++ requires that the character succeed on an Intellect task. The difficulty of the task begins at the level of the cypher
++ and increases by one step each additional time the character attempts to reuse the mutation. On a failed roll, the
++ mutation is replaced.
++
++- When the cypher volatile mutation is replaced, roll the level for the new mutation.
++
++Other Consequences of Volatile Mutations
++
++If a character gains a mutation that grants them points to a Pool (such as strengthened bones, which gives +5 Might),
++then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect
++their current Pool value, depending on whether they were completely healthy or not.
++
++### D100 BENEFICIAL MUTATIONS
++
++The following mutations do not require any visible changes or distinctions in the character. In other words, people who
++have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
++and never requires an action to "activate."
++
++01–05 Strengthened bones: You gain +5 to your Might Pool.
++
++06–10 Improved circulation: You gain +5 to your Might Pool.
++
++11–15 Improved musculature: You gain +5 to your Might Pool.
++
++16–20 Improved nervous system: You gain +5 to your Speed Pool.
++
++21–25 Improved neural processes: You gain +5 to your Intellect Pool.
++
++26–30 Thick hide: You gain +1 to Armor.
++
++31–33 Increased lung capacity: You can hold your breath for five minutes.
++
++34–36 Adhesion pads: Your hands and feet have naturally adhesive pads and thus are assets in tasks involving climbing,
++keeping your footing, or retaining your grip.
++
++37–39 Slippery skin: You secrete a slippery oil, giving you an asset in any task involving slipping from another's grip,
++slipping from bonds, squeezing through a small opening, and so on.
++
++40–45 Telekinetic shield: You reflexively use telekinesis to ward away attacks, giving you an asset in Speed defense
++tasks.
++
++46–50 Suggestive voice: Your voice is so perfectly modulated that it is an asset in all interaction tasks.
++
++51–53 Processor dreams: When you sleep, you process information so that after you wake, you have an asset in any
++Intellect actions held over from the previous day. For example, if you have to determine whether an unknown plant is
++poisonous, you could "sleep on it" and make the determination the next day with an asset on the action.
++
++54–60 Poison immunity: You are immune to all poisons.
++
++61–65 Disease immunity: You are immune to all diseases.
++
++66–70 Fire resistance: You have +3 to Armor against damage from fire.
++
++71–75 Cold resistance: You have +4 to Armor against damage from cold.
++
++76–80 Psychic resistance: You have +3 to Armor against Intellect damage.
++
++81–85 Acid resistance: You have +5 to Armor against damage from acid.
++
++86–88 Puncture resistance: You have +2 to Armor against damage from puncturing attacks.
++
++89–91 Slicing resistance: You have +2 to Armor against damage from slicing attacks.
++
++92–94 Bludgeoning resistance: You have +2 to Armor against damage from crushing attacks.
++
++95–96 No scent: You cannot be tracked or located by scent, and you never have offensive odors.
++
++97–99 Scent: You can sense creatures, objects, and terrain by scent as well as a normal human can by sight. You can
++detect scents with that degree of accuracy only in short range, but you can sense strong odors from much farther away
++(far better than a normal human can). Like a hound, you can track creatures by their scent.
++
++00 Sense material: You can sense the presence of any single substance within short range, although you don't learn
++details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
++granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
++
++### D100 HARMFUL MUTATIONS
++Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
++
++01–10 Deformed leg: All movement tasks are hindered.
++
++11–20 Deformed face/appearance: All pleasant interaction tasks are hindered.
++
++21–30 Deformed arm/hand: All tasks involving the arm or hand are hindered.
++
++31–40 Malformed brain: All memory‑ or cognitive‑related tasks are hindered.
++
++41–45 Mentally vulnerable: All Intellect defense tasks are hindered.
++
++46–50 Slow and lumbering: All Speed defense tasks are hindered.
++
++51–60 Sickly: All Might defense tasks are hindered.
++
++61–63 Horrible growth: A large goiter, immobile tendril, or useless extra eye hangs from your face, hindering all
++pleasant interactions (with most creatures, particularly humans).
++
++64–66 Useless limb: One of your limbs is unusable or missing.
++
++67–71 Useless eye: One of your eyes is unusable or missing. Tasks specifically involving eyesight (spotting, searching,
++and so on) are hindered.
++
++72–76 Useless ear: One of your ears is unusable or missing. Tasks specifically involving hearing are hindered.
++
++77–84 Weakness in Might: Any time you spend points from your Might Pool, the cost is increased by 1 point.
++
++85–92 Weakness in Speed: Any time you spend points from your Speed Pool, the cost is increased by 1 point.
++
++93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point.
++
++### CRIPPLING MUTATIONS
++
++A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation.
++Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain,
++and so on. Such mutations prevent a character from being viable.
++
++### D100 POWERFUL MUTATIONS
++
++The following mutations do not require any visible changes in the character until used. People who have these mutations
++are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
++points. Some are actions.
++
++01–05 Darksight: You can see in complete darkness as if it were light. Enabler.
++
++06–10 No breath: You do not need to breathe. Enabler.
++
++11–15 No water: You do not need to drink water to survive. Enabler.
++
++16–20 Chameleon skin: Your skin changes colors as you wish. This is an asset in tasks involving hiding. Enabler.
++
++21–24 Savage bite: Your mouth widens surprisingly, and hidden, pointed teeth emerge when you wish it. You can make a
++bite attack that inflicts 3 points of damage. Enabler.
++
++25–26 Gluey globs: You can produce gluey globs at your fingertips. This is an asset in tasks involving climbing or
++keeping your grip. You can also fling these globs in immediate range, and if they hit, they hinder the target's physical
++tasks for one round. Enabler to use in a task; action to use as an attack.
++
++27–30 Face dancing: You can alter your features enough to give you an asset in all tasks involving disguise. Enabler.
++
++31–35 Sense oddity: You can sense the presence of an object or creature possessing fantastic abilities (because of alien
++technology, transdimensional interference, nanites, or similar) within short range. You do not learn details or the
++precise location. Action.
++
++36–40 Stinger in finger: You can make an attack with your hand that inflicts 1 point of damage. If you make a second
++successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).
++Action.
++
++41–44 Stinger in elbow: You can make an attack with your elbow that inflicts 2 points of damage. If you make a second
++successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).
++Action.
++
++45–47 Spit needles: You can make an attack with immediate range. You spit a needle that inflicts 1 point of damage. If
++you make a second successful attack roll, the needle also injects a poison that inflicts 4 points of Speed damage
++(ignores Armor). Action.
++
++48–50 Spit acid: You can make an attack with immediate range. You spit a glob of acid that inflicts 2 points of damage.
++Action.
++
++51–53 Spit webs: You can make up to 10 feet (3.5 m) of a strong, ropelike material each day at the rate of about 1 foot
++(30 cm) per minute. The webbing is level 3. You can also spit globs of webbing in immediate range, and if they hit, the
++target's physical tasks are hindered for one round. Action.
++
++54–59 Filtered lungs: You have an asset to Might defense rolls against vapors or noxious gases. You can survive in a
++hostile breathing environment (such as underwater or in a vacuum) for up to ten minutes. Enabler.
++
++60–62 Disruptive field (electronics) (2 Intellect points): When you wish it, you disrupt devices within immediate range
++(no roll needed). All devices operate as if they were 3 levels lower while in range of your field. Devices reduced to
++level 0 or below do not function. Action.
++
++63–65 Disruptive field (flesh) (2 Intellect points): When you wish it, you disrupt flesh within immediate range. All
++creatures within range of your field take 1 point of damage. If you apply a level of Effort to increase the damage
++rather than affect the difficulty, each target takes 2 additional points of damage. If your attack fails, targets in the
++area still take 1 point of damage. Action.
++
++66–68 Disruptive field (thoughts) (1 Intellect point): When you wish it, you disrupt thoughts within immediate range.
++Intellect actions for all creatures within range are hindered. Action.
++
++69–70 Magnetic flesh: You attract or repel metal when you desire. Not only do small metal objects cling to you, but this
++mutation is an asset in tasks involving climbing on metal or keeping your grip on a metal item. This mutation is an
++asset to Speed defense tasks when being attacked by a metal foe or a foe with a metal weapon. Enabler.
++
++71–73 Gravity negation (2 Intellect points): You float slowly into the air. If you concentrate, you can control your
++movement at half your normal speed; otherwise, you drift with the wind or with any momentum you have gained. This effect
++lasts for up to ten minutes. Action to initiate.
++
++74–80 Telepathy (2 Intellect points): You can speak telepathically with others who are within short range. Communication
++is two‑way, but the other party must be willing and able to communicate. You don't have to see the target, but you must
++know that it's within range. You can have more than one active contact at once, but you must establish contact with each
++target individually. Each contact lasts up to ten minutes. In addition to the normal options for
++
++using Effort, you can use a level of Effort to increase the duration of contact to a full day. Action to establish
++contact.
++
++81–85 Pyrokinesis (1 Intellect point): You can cause a flammable object you can see within immediate range to
++spontaneously catch fire. If used as an attack, this power inflicts 2 points of damage. Action.
++
++86–90 Telekinesis (2 Intellect points): You can exert force on objects within short range. Once activated, your power
++has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit,
++capable, adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift
++and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10
++feet (3.5 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most
++situations, it's not a means of attack. You can't use this ability on your own body. The power lasts for one hour or
++until its Might Pool is depleted, whichever comes first. Action.
++
++91–92 Phase shifting (2 Intellect points): You can pass slowly through solid barriers at a rate of 1 inch (3 cm) per
++round (minimum of one round to pass through the barrier). You can't act (other than moving) or perceive anything until
++you pass entirely through the barrier. You can't pass through energy barriers. Action.
++
++93–94 Power device (1+ Intellect points): You can charge an artifact or other device (except a cypher) so that it can be
++used once. The cost is 1 Intellect point plus 1 point per level of the device. Action.
++
++95–96 Drain power: You can drain the power from an artifact or device, allowing you to regain 1 Intellect point per
++level of the device. You regain points at the rate of 1 point per round and must give your full concentration to the
++process each round. The GM determines whether the device is fully drained (likely true of most handheld or smaller
++devices) or retains some power (likely true of large machines). Action to initiate; action each round to drain.
++
++97–99 Regeneration: In addition to regaining points through normal recovery rolls, you regain 1 point to your Might Pool
++or Speed Pool per hour, regardless of whether you rest, until both Pools are at their maximum. Enabler.
++
++00 Feed off pain: Any time a creature within immediate range suffers at least 3 points of damage (after Armor
++subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
++creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
++
++### D100 DISTINCTIVE MUTATIONS
++The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations
++are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
++
++01–02 Extra eye: You have an extra eye on your forehead that you normally keep closed, but you can open it in dim light
++and see as if in bright light, and see in total darkness as if in very dim light. Enabler.
++
++03–04 Extra mouth: You have an extra mouth on your hand, face, or stomach. This mouth is filled with razor‑sharp teeth
++and, if used to attack, inflicts 3 points of damage. You can also speak with two voices at once. Enabler.
++
++05–06 Proboscis: You have a long, moth‑like proboscis instead of a mouth. You can speak, but your voice is
++ever‑so‑slightly muffled. You take all your nutrition as a liquid, but you can gain sustenance from most plants by
++inserting the sharp tip of your proboscis into it. You can also feed on the blood of living (or recently living)
++creatures. Also roll on the Beneficial Mutations table. Enabler.
++
++07–09 Snakelike arm: One of your arms ends in a fanged mouth. You can use it to attack, inflicting 3 points of damage.
++If you make a second successful attack with the arm, you also inject a poison that inflicts 4 points of Speed damage
++(ignores Armor). You can't use the snakelike arm for anything other than biting. Enabler.
++
++10–12 Tendrils on forehead: Four to six tendrils, each 1 to 2 feet (30 to 60 cm) long, come out of your forehead. They
++can grasp and carry anything that your hand could, although a large object would block your field of vision. Also roll
++on the Beneficial Mutations table. Enabler.
++
++13–15 Tendrils instead of fingers: Your fingers are tendrils 1 foot (30 cm) long. They are an asset to any task
++involving climbing, grasping, or keeping your grip. Further, you can effectively pick up and hold two objects in each
++hand rather than one. You can't wield more than one weapon per hand. Also roll on the Beneficial Mutations table.
++Enabler.
++
++16–18 Tendrils instead of arms: Your arms are tendrils 6 feet (2 m) long (or only one arm is a tendril, if you prefer).
++Although you lose the fine manipulative ability of fingers and a thumb, you can still grasp objects, have a much longer
++reach, and have an asset for all tasks involving grappling or wrestling. Also roll on the Beneficial Mutations table.
++Enabler.
++
++19–21 Tendrils instead of eyes: You are blind, but each eye socket has a retractable tendril that is 10 feet (3.5 m)
++long. These tendrils can feel around rapidly to give you a physical sense of everything within immediate range. Further,
++they can be used to manipulate very light objects, activate controls, and so forth. Also roll on the Beneficial
++Mutations table. Enabler.
++
++22–24 Tendrils instead of legs/feet: Your legs or feet are tendrils that are 6 feet (2 m) long (or only one leg or foot
++is a tendril, if you prefer). You can still walk and move normally, and you have an asset for all tasks involving
++grappling or wrestling. The tendrils are prehensile enough to grasp large objects. Also roll on the Beneficial Mutations
++table. Enabler.
++
++25–26 Roots instead of feet: If you take a minute to burrow your roots into the ground in conjunction with making a
++recovery roll, add +2 to the points regained from the roll. You can't move from where you rooted for one minute, even if
++taking what is normally a one‑action recovery roll. Enabler.
++
++27–29 Scaly body: You gain +2 to Armor. Enabler.
++
++30–32 Shaggy fur: You gain +1 to Armor (+2 against damage from cold) and have an asset on stealth tasks. Enabler.
++
++33–35 Covered in spiny needles/spikes: Any creature striking you with its body automatically suffers 1 point of damage.
++Enabler.
++
++36–38 Quills: You have quills that you can launch from your body to attack a foe within short range. This attack
++inflicts 4 points of damage, and you never run out of ammo. You can also use this attack in melee. Action.
++
++39–41 Carapace: You gain +2 to Armor. Enabler.
++
++42–44 Mirrored skin: You gain +2 to Armor against heat, radiation, lasers, and similar attacks. Enabler.
++
++45–47 Chlorophyll: You gain nutrients from the sun and don't need to eat or breathe if you have daily exposure to
++sunlight. Your skin, not surprisingly, is green. Enabler.
++
++48–50 Covered in bursting pods: Fruit‑like pods grow here and there across your entire body. You can walk and move
++normally. As your action, you can rupture one pod, creating a burst of color, sound, and odor that dazes all creatures
++within immediate range on their next turn, hindering their tasks. Enabler.
++
++51–53 Extra joint in arms: Your arms are long and jointed so that you have two elbows in each. You have a long reach and
++can strike foes from unexpected angles. This mutation is an asset when making melee attacks. However, you can modify
++your attacks only by using Speed, not Might. Enabler.
++
++54–56 Extra joint in legs: Your legs are long and jointed so that you have two knees in each. You have a long stride,
++and this mutation is an asset for all running, climbing, jumping, and balancing tasks. Also roll on the Beneficial
++Mutations table. Enabler.
++
++57–59 Rubbery body: Your bluish‑grey body is rubbery through and through. You can act normally and can stretch just your
++arms to reach things within immediate range that would normally require you to move. You can ignore up to 2 points of
++falling damage. Also roll on the Beneficial Mutations table. Enabler.
++
++60–62 Spider legs from torso: In addition to your normal limbs, six or eight spiderlike legs, each 6 feet (2 m) long,
++extend from your sides. They are an asset in any task involving running, keeping your feet, standing your ground, and
++climbing. Also roll on the Beneficial Mutations table. Enabler.
++
++63–65 Extra arms: You have one or two extra arms. They can hold objects, wield weapons, hold a shield, and so on. This
++mutation does not increase the number of actions you can take in a round or the number of attacks you can attempt.
++Enabler.
++
++66–68 Extra legs: You have two extra legs. They are an asset in any task involving running, keeping your feet, and
++standing your ground. Also roll on the Beneficial Mutations table. Enabler.
++
++69–71 Spider legs: Instead of normal legs, you have a wide torso with six or eight spiderlike legs. They are an asset in
++any task involving running, keeping your feet, standing your ground, and climbing. Also roll on the Beneficial Mutations
++table. Enabler.
++
++72–74 Spider eyes: Instead of normal eyes, you have a crown of shiny orb‑like spider eyes. They provide an asset to
++initiative and perception tasks. Also roll on the Beneficial Mutations table. Enabler.
++
++75–77 Snake tail: You have a prehensile tail that is 6 feet (2 m) long. It is an asset for all tasks ninvolving
++grappling or wrestling. The tail can grasp large objects. Also roll on the Beneficial Mutations table. Enabler.
++
++78–80 Snake tail instead of legs: Instead of legs, you have a snaky tail that is 8 feet (2.5 m) long. You move at the
++same speed and have an asset for all tasks involving grappling or wrestling. The tail is prehensile enough to grasp
++large objects. Also roll on the Beneficial Mutations table. Enabler.
++
++81–83 Stinging tendril: You have a prehensile tendril (or tail) that grows from some part of your body and ends in a
++poisonous stinger. You can make an attack with your stinger that inflicts 2 points of damage. If you make a second
++successful attack roll, the stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor). The
++tendril (or tail) can't be used for anything else. Action.
++
++84–86 Eyes on stalks: Your eyes are on stalks and can move in any direction, independently of each other. You can peek
++around corners without exposing yourself to danger. This is an asset in initiative and all perception tasks. Also roll
++on the Beneficial Mutations table. Enabler.
++
++87–89 Extra eyes on hands/fingers: You can peek around corners without exposing yourself to danger. This is an asset in
++initiative and all perception tasks. Also roll on the Beneficial Mutations table. Enabler.
++
++90–93 Abnormally large head: Your head is significantly larger than normal, with a bulging forehead and elongated skull.
++You gain two assets to any task involving knowledge, memory, lore, understanding, and figuring out puzzles. Enabler.
++
++94–96 Aquatic: Your body is streamlined and finned, your fingers and toes webbed. You gain two assets in swimming, and
++you can see perfectly underwater (as if above water). Although you have lungs, you also have gills, so you can breathe
++underwater. Enabler.
++
++97–98 Wings: You have feathered or fleshy wings on your back that allow you to glide, carried by the wind. They are not
++powerful enough to carry you aloft like a bird's wings. Enabler.
++
++99–00 Cyborg arm: One of your arms is a bulky organo‑metallic arm‑like living machine. You can project a ray of burning
++light from the arm at a target within short range as your action, inflicting 4 points of damage. You have no sense of
++touch with the arm or hand, so you are hindered when attempting physical tasks with that arm/hand and for tasks that
++require you to use both hands. Enabler.
++
++\* Mutants aren't just mutated humans. Animals and creatures of all kinds could have mutations in your game setting, as
++noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
++human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
++
++### COSMETIC MUTATIONS
++
++Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character
++decidedly more or less attractive. They are simply distinguishing alterations.
++
++| | |
++|-------|-------------------------------------------|
++| d100 | Mutation |
++| 01–02 | Purple skin |
++| 03–04 | Green skin |
++| 05–06 | Red skin |
++| 07–08 | Yellow skin |
++| 09–10 | White skin |
++| 11–12 | Black skin |
++| 13–14 | Blue skin |
++| 15 | Purple hair |
++| 16 | Green hair |
++| 17 | Red hair |
++| 18 | Yellow hair |
++| 19 | White hair |
++| 20 | Blue hair |
++| 21 | Striped hair |
++| 22 | Horns |
++| 23 | Antlers |
++| 24 | Extremely hirsute |
++| 25 | Entirely hairless |
++| 26 | Scaly skin |
++| 27 | Leathery skin |
++| 28 | Transparent skin |
++| 29 | Skin turns transparent in sunlight |
++| 30 | Skin changes color in sunlight |
++| 31 | Very tall |
++| 32 | Very large |
++| 33 | Very short |
++| 34 | Very thin |
++| 35 | Very long neck |
++| 36 | Hunched back |
++| 37 | Long, thin tail |
++| 38 | Short, broad tail |
++| 39 | Long arms |
++| 40 | Short arms |
++| 41 | Long legs |
++| 42 | Short legs |
++| 43 | Bony ridge on face |
++| 44 | Bony ridge on back |
++| 45 | Bony ridge on arms |
++| 46 | Purple eye(s) |
++| 47 | Red eye(s) |
++| 48 | Yellow eye(s) |
++| 49 | White eye(s) |
++| 50 | Black eye(s) |
++| 51 | Large eyes |
++| 52 | Bulbous eyes |
++| 53 | Two pupils in one eye |
++| 54 | Large ears |
++| 55–56 | Pointed ears |
++| 57–58 | Webbed fingers |
++| 59–60 | Webbed toes |
++| 61–62 | Four fingers on each hand |
++| 63–64 | Six fingers on each hand |
++| 65 | Long fingers |
++| 66 | Purple nails |
++| 67 | Green nails |
++| 68 | Yellow nails |
++| 69 | White nails |
++| 70 | Black nails |
++| 71 | Blue nails |
++| 72 | Odd lumps on flesh |
++| 73 | Useless antennae (like an insect) |
++| 74 | Extra useless limb |
++| 75 | Extra useless eye |
++| 76 | Fleshy frills or useless flagella (small) |
++| 77 | Useless tendrils (large) |
++| 78 | Mandibles |
++| 79–80 | Pointed teeth |
++| 81 | Tusks |
++| 82 | Black teeth |
++| 83 | Red teeth |
++| 84 | Purple teeth |
++| 85 | Green teeth |
++| 86 | Purple lips |
++| 87 | Green lips |
++| 88 | Yellow lips |
++| 89 | White lips |
++| 90 | Black lips |
++| 91 | Blue lips |
++| 92 | Purple spittle |
++| 93 | Red spittle |
++| 94 | Yellow spittle |
++| 95 | White spittle |
++| 96 | Black spittle |
++| 97–98 | Distinctive odor |
++| 99 | Feathers |
++| 00 | Head crest |
++
++**POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS**
++
++Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging,
++attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table.
++
++Realistic Threats and Hazards
++
++
++
++
++
++
++
++
++
++
++
++01-03 |
++Blocked road: The road ahead is so filled
++with abandoned, rusted before‑times vehicles that
++the PCs must walk if they want to take that route.
++Walkers are unable to see more than an immediate
++distance in any direction between the cars. If PCs
++have a vehicle larger than a bicycle, they'll have to
++find another way or leave it behind. |
++
++
++04-06 |
++Setting‑specific element: Choose a hazard
++from a set piece or optional rule you're using, or if
++you want to shake things up, roll on the Fantastic
++Threats and Hazards table. Or just choose the next
++result on this table. |
++
++
++07-10 |
++Angry ants (level 2): Thousands of biting
++ants pour from cracks in the pavement, attacking
++everything in an immediate area, inflicting 2 points
++of damage if they hit a target and, on a failed Might
++defense roll, dazing targets with pain for one round.
++Even if a target succeeds on its initial Speed defense
++roll, it takes 1 point of damage because the ants are
++everywhere. |
++
++
++11-14 |
++Enraged wasps (level 3): This wasp swarm acts
++as a single level 3 creature whose stinging attacks
++ignore Armor. Attacks on the swarm that don't deal
++area damage inflict only 1 point of damage. |
++
++
++15-17 |
++Cannibal convoy: A before‑times RV pulls
++up. It's the current property of a group of four to
++ten people who make the biofuel the vehicle runs
++on. They seem nice, but they're actually cannibals
++thinking of inviting the PCs for dinner. |
++
++
++18-20 |
++Earthquake, minor (level 3): The ground
++within long range of an epicenter heaves and shakes
++for one or more minutes. Each round, creatures in
++the area take either 3 points of damage due to the
++general shaking on a failed Speed defense roll, or
++6 points of damage if they are in or adjacent to a
++structure or terrain feature shedding debris on a
++failed Speed defense roll. |
++
++
++21-23 |
++Radioactive crater (level 3): Inflicts 3 points
++of ambient damage per round and moves the
++character one step down the damage track each day
++they fail a difficulty 5 Might defense task. |
++
++
++24-26 |
++Radioactive storm (level 3): Treat as a
++radioactive crater, but one that moves. |
++
++
++27-29 |
++Exposed electrical wiring, minor (level 3):
++Inflicts 3 points of damage per round of contact,
++and the character is stunned and unable to take
++their next action until they succeed on a difficulty 3
++Might defense task. |
++
++
++30-33 |
++Dilapidated infrastructure, minor (level 3):
++The floor gives way beneath a character who falls
++30 feet (9 m) on a failed Speed defense roll, taking
++3 points of ambient damage and moving one step
++down the damage track. |
++
++
++34-40 |
++Poisoned waters, minor (level 3): Whether
++it's water flooding a structure, a stream, a swamp,
++or a lake, drinking it inflicts 3 points of damage per
++round for three rounds on a failed Might defense
++task, and merely getting wet inflicts 1 point of
++damage per round for three rounds on a failed
++Might defense task. |
++
++
++41-48 |
++Bridge, dangerous (level 4+): PCs on an
++overpass, train trestle, or other bridge must make a
++Speed defense roll as a section gives way beneath
++their feet, potentially dropping them 40 to 200 feet
++(12 to 60 m). |
++
++
++49-53 |
++Burning structure (level 4): Everything in or
++within immediate range of this fire takes 4 points of
++damage each round on a failed Speed defense roll.
++If PCs can't get away, choking smoke in the area
++means they must succeed on Might defense rolls
++each round or suffer 2 points of ambient damage
++and lose their next action. |
++
++
++54-57 |
++Choking pollution (level 4): Asbestos and
++other substances once safely bound up in the
++infrastructure are loose, sometimes as clouds of
++dangerous particulate matter inflicting 4 points
++of damage per round for three rounds on a failed
++Might defense roll. |
++
++
++58-67 |
++Raider patrol: Whether on scavenged trucks
++or motorcycles, or riding mutant pigs bred as war
++mounts (war pigs), a group of three to six fell riders
++is bad news. |
++
++
++68-72 |
++Avalanche (level 5): A rumble precedes the
++falling snow as an avalanche of snow threatens to
++bury the PCs. (The avalanche could be debris or
++rubble instead of snow.) |
++
++
++73-75 |
++Dilapidated infrastructure, major (level 5):
++The building, underpass tunnel, or cave collapses,
++or the bridge over which the vehicle is passing
++crumbles. Characters suffer 5 points of damage,
++and on a failed difficulty 5 Speed task are buried
++under suffocating rubble until they can escape
++or are rescued. For additional danger, treat as an
++unstable structure. |
++
++
++76-78 |
++Disease (level 5+): Even if the world didn't
++end because of a pandemic, disease threatens the
++PCs when they meet a group of especially unlucky
++(and diseased) survivors. |
++
++
++79-80 |
++Flooded region (level 5): A failed Speed
++defense roll means the rushing waters envelop
++the character, inflicting 5 points of damage and
++moving them a short distance in the direction of the
++water's flow. A serious flood could further endanger
++the character. |
++
++
++81 |
++Firenado (level 5): Fire generates a vortex of
++flame and smoke, creating a rotating column of
++air that draws in flames and debris, resulting in a
++powerful whirlwind of fire. The vortex moves an
++immediate distance (on a roll of 1–3 on a d6) or a
++short distance (on a roll of 4–6 on a d6) each round
++in a random direction, persisting for 1d6 + 2
++rounds before dispersing. Anyone intersected by
++the firenado's immediate‑radius area takes 5 points
++of damage each round on a failed Speed defense
++roll. The PC must also succeed on a Might defense
++roll or be pulled up into the firenado, burned
++for another 5 points of damage, and hurled in a
++random direction a short distance, which inflicts
++another 5 points of damage from falling and/or
++impacting other structures. |
++
++
++82-84 |
++Poisoned waters, major (level 5): Drinking
++this slightly glowing water inflicts 5 points of
++damage per round for three rounds on a failed
++Might defense task, and merely getting wet inflicts
++3 points of damage per round for three rounds on a
++failed Might defense task. |
++
++
++85-86 |
++Just a bear, but a big one: A regular grizzly
++bear is always frightening, before or after the end. |
++
++
++87-88 |
++Nuclear fallout (level 5): Radioactive dust
++drifts to the ground or precipitates out as rain. PCs
++in the area suffer 1 point of ambient damage each
++minute, and if they remain for an hour or longer,
++they're subject to radiation sickness. |
++
++
++89-91 |
++Toxic spill (level 5): Sticky orange goo bursts
++from rusted ancient barrels. Characters who fail a
++Speed defense task are caught and held in place
++until they can escape the morass, taking 5 points of
++damage each round they remain stuck. |
++
++
++92-94 |
++Unexploded ordnance (level 5): A buried
++land mine inflicts 5 points of damage to everything
++within short range if trod upon or otherwise set off. |
++
++
++95-97 |
++Superstorm (level 6): With the climate
++destabilized, storms of unprecedented strength
++sometimes blow, creating winds that inflict 6 points
++of damage each round targets are exposed. |
++
++
++98-99 |
++Radiation, extreme (level 8): This area was
++recently hit by a nuclear bomb or other extreme
++radioactive event, and those in the area for more
++than a minute who fail a Might defense roll suffer
++from radiation sickness. |
++
++
++00 |
++Unexploded nuclear warhead (level 10): If not
++defused, it could kill everything in a several‑mile
++radius and is likely radioactive to boot. |
++
++
++
++
++\* Grizzly bear: level 5; health 20; Armor 1
++
++\* War pig: level 3; rider has asset on melee attacks, or pig can make a separate tusk attack when rider attacks
++
++Fantastic Threats and Hazards
++
++
++
++
++
++
++
++
++
++
++
++1 |
++Hallucinatory flowers (level 3): The
++ground floor of the ruin hosts a handful
++of purplish flowers growing up out of the
++rubble. A character who gets a puff of the
++pollen hallucinates their allies are actually
++cannibals trying to eat the affected character
++each round until the character succeeds on
++a Might defense roll. |
++
++
++2 |
++AI instance, minor (level 3): An artificial
++intelligence in an old facility attempts to
++install itself in the wetware (the brain)
++of humans and any other nearby sapient
++creatures. Anyone within immediate range
++of a video screen playing carefully crafted
++symbols and sounds who fails an Intellect
++defense roll is stunned, losing their next
++turn as they stare in rapt attention. If
++they fail a subsequent defense roll, they
++come under the control of the AI for one
++minute, or until they succeed on an Intellect
++defense roll on their turn. A PC under AI
++control might stand and do nothing, fall
++mysteriously unconscious, or take an action
++to advance the AI's goals. |
++
++
++3-4 |
++Voracious cockroach swarm (level 3):
++This swarm, easily covering an area a
++short distance in diameter, doesn't shrink
++from the light or from people. Indeed, it
++seems eerily intelligent, and if threatened,
++it attacks, inflicting 3 points of damage
++each round on everything in its area that
++fails a Speed defense roll, or 1 point on a
++successful roll. |
++
++
++5 |
++Animate vegetation (level 4): Kudzu got a
++lot worse in the aftermath. Characters that
++fail a Speed defense roll take 4 points of
++damage each round from strangulation and
++vine constriction until they can escape |
++
++
++6 |
++Ashy tide (level 4): A series of powerful
++wind gusts in the area kicks up a lot of
++fine grey ash. Except it's not ash—it's a
++collection of nanobots, each the size of a
++grain of sand or smaller, called ashy tide. |
++
++
++7-8 |
++Glowing roach infestation: Four to ten
++glowing roaches the size of dogs have truly
++come into their own now that they've grown
++in stature and intelligence. They have little
++use for survivors, except as food. |
++
++
++9 |
++Psychic lichen (level 4): Psychic lichen
++gently attacks the minds of nearby
++creatures, causing them to grow tired and
++nap if they fail an Intellect defense roll. If
++not awakened, the dozing body serves as
++food for a new psychic lichen colony. |
++
++
++10 |
++Strike from the heavens (level 4): A
++before‑times war satellite becomes active
++and fires a focused microwave beam at
++the PCs in the area, inflicting 4 points of
++damage each round they remain in the area
++without solid cover and fail a Might defense
++roll, or 2 points on a successful roll. |
++
++
++11 |
++Abomination lair: The abomination was
++a person once, or its ancestors were. Not
++anymore. |
++
++
++12 |
++Fiery fissure (level 5): A crack splinters
++the ground along a newly forming fire‑filled
++fissure that stretches a long distance,
++zigging and zagging to catch several more
++targets than it might otherwise. PCs who fail
++a Speed defense roll fall in and are burned
++for 5 points of damage each round until
++they can climb out or be pulled out with a
++successful Might task as an action. |
++
++
++13 |
++Glowing tide (level 5): Veins of
++yellow‑gold light branching across surfaces
++(roads, buildings, and bare earth) indicate
++that nanites are probably active, creating a
++dangerous area of glowing tide. |
++
++
++14 |
++Time anomaly (level 5): The PCs
++encounter a wall of golden light whose
++interior ripples with lightning. It's a
++time storm, and either it blocks the PCs'
++path, or worse, it's gradually sweeping
++toward the characters. |
++
++
++15 |
++AI instance, major (level 6): An artificial
++intelligence in a powered facility attempts
++to install itself in the wetware (the brain)
++of humans and any other nearby sapient
++creatures. Anyone within immediate range
++of a video screen playing carefully crafted
++symbols and sounds who fails an Intellect
++defense roll is stunned, losing their next
++turn as they stare in rapt attention. If
++they fail a subsequent defense roll, they
++come under the control of the AI (because
++an instance of the AI is running in their
++head). A target can make a new Intellect
++defense roll each day to try to reject the
++control. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to
++advance the AI's goals. |
++
++
++16 |
++Hungry tide (level 6): A greyish‑green
++mist of nanobots a short distance in
++diameter drifts in the wind, until the
++hungry tide senses living organisms
++and moves a short distance each round
++toward them. |
++
++
++17 |
++Quantum singularity (level 6): Attempts
++to change the past to avert the apocalypse
++have consequences, including these points
++of unstable space‑time. Characters who fail
++an Intellect defense task are teleported a
++short distance in a random direction and
++possibly several hours forward in time. |
++
++
++18-19 |
++Rampaging wardroid (level 6): Wardroids may be what caused the apocalypse in the first place; whatever the case, one
++has wandered directly into the PCs' path. |
++
++
++20 |
++Mutant bear: The house‑sized
++radioactive bear, whose roar can be heard
++for miles, is something to avoid. |
++
++
++
++
++### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
++
++If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
++complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
++settlement or recently secured shelter, or traveling across the wasteland.
++
++Select a GM intrusion appropriate to the situation, roll one randomly, or use the list to inspire an intrusion of your
++own.
++
++01–02 (group): Roll on the preceding Realistic Threats and Hazards table, or on the Fantastic Threats and Hazards table
++if your game includes fantastic elements.
++
++03–04: The character is surprised by a diseased feral cat, which bites them and runs off, infecting the PC with a level
++4 disease that drops them one step on the damage track each day they fail a Might defense roll.
++
++05–06 (group or character): The PCs' mode of transport breaks (or someone's boot heel snaps off), requiring about an
++hour of repair, possibly meaning that they have to duck into nearby ruins to find parts.
++
++07–08: A weirdly gnarled hand emerges from the ground or ruin, grabs the character, and pulls them down into an ancient
++bunker containing a zombie hulk.
++
++09–10 (group): The PCs discover their food and water supplies have become contaminated with poisonous mold or dangerous
++levels of radiation (level 4).
++
++11–12 (group): An unseasonal blizzard forces the PCs to seek shelter in an abandoned train yard, which shows signs of
++being claimed by another group of survivors.
++
++13–14: The character treads on a sticky slurry of ooze leaking from a ruined factory that holds them in place unless
++they give up their footwear and/or succeed on a difficulty 5 Might task to pull free.
++
++15–16: A radioactive spider bites the character, inflicting 3 points of Speed damage (ignores Armor), and on a failed
++difficulty 3 Might defense roll, the character develops one harmful mutation. Each day the PC can attempt another Might
++defense roll; with a success, the mutation subsides.
++
++17–18 (group): A wildfire or structural fire (level 5) moves through the area; PCs must run before it to survive.
++However, when the fire has burnt out several hours later, the PCs are lost.
++
++19–20 (group): A sinkhole opens beneath the PCs' vehicle, which becomes hopelessly stuck in loose earth until they can
++succeed on a difficulty 7 Might roll to push it out. If PCs don't have a vehicle, the sinkhole sucks down one character
++and threatens to smother them unless the others succeed on a difficulty 7 Might roll to extract them.
++
++21–22: The PC discovers they are infested with mutant green lice (level 5); Might tasks (including defense rolls) are
++hindered until the PC is treated with appropriate cleansing chemicals.
++
++23–24 (group): High winds, acidic precipitation, or a drift of grey goo eats through the PCs' shelter's roof.
++
++25–26: The character wakes to discover that some of their equipment has been pilfered, but the PC on watch didn't see
++anything (and isn't responsible for the theft). Investigation reveals that weirdly smart termites (level 4) working
++together made off with the item.
++
++27–28 (group): Yellow mushrooms with black speckles (level 4) grow profusely in the area and ooze weirdly blood‑like
++fluid when brushed or trod upon, or simply as PCs pass by. The mushrooms are poisonous, inflicting 4 points of Speed
++damage (ignores Armor) if ingested, but they also grant PCs a one‑time asset on any knowledge tasks they attempt during
++the next ten hours.
++
++29–30 (group): That buzzing noise that's been getting louder and louder is revealed as a swarm of aggressive, stinging
++radioactive bees.
++
++\* Radioactive bees, swarm: level 5; stings inflict 6 damage and, on failed Might defense roll, an allergic reaction
++dealing 1 Speed damage (ignores Armor) each minute until target is tended
++
++31–32 (group): The PCs enter a region threatened by pockets of explosive gas (level 5), visible before they detonate as
++low‑lying banks of thin, yellowish mist. If agitated, a gas pocket detonates, inflicting 5 points of damage on
++everything in the area, or 2 points on PCs who succeed on a Speed defense roll.
++
++33–34: The character trips or is thrown from their vehicle or mount by a jolt or similar accidental incident, risking a
++broken bone on a failed difficulty 4 Speed defense roll.
++
++35–36 (group): A before‑times radio transmission is received, asking anyone, anywhere, for aid.
++
++37–38 (group): Mosquitos the size of hummingbirds attack.
++
++\* Mosquitos, giant, swarm: level 3; bite inflicts damage and, on failed Might defense roll, target contracts Nipah
++
++39–40: The character steps in a bear trap left by other survivors. The PC takes 6 points of damage and is caught in a
++painful clamp until an ally succeeds on a difficulty 6 Might task to remove it.
++
++41–42: The character stumbles over a decaying human corpse apparently killed by invasive fungus (level 3) eating through
++their brain.
++
++43–44: The character ate something that didn't agree with them, and becomes so afflicted with nausea that their tasks,
++attacks, and defense rolls are hindered by two steps for the next few hours.
++
++45–46 (group): A mushroom cloud from a nuclear detonation blooms on the horizon. Are the PCs far enough away to survive?
++Maybe, if they find shelter pronto.
++
++47–48: A mutated animal with unhealthy skin lesions and bulbous growths (with giant rat stats) scurries from the
++character's backpack or other container when they stow or retrieve equipment. The animal runs off unless attacked, in
++which case it fights to the death.
++
++49–50 (group): The PCs encounter a survivor claiming to be looking for a source of water that's not radioactive. Maybe
++they're telling the truth and could use some help. Or maybe they're a spy from a nearby raider camp.
++
++51–52: The thin trickle of water running through the ruins must be intermittently in contact with live electrical wires,
++as the character discovers when they take 5 points of Speed damage (ignores Armor) and are stunned, losing their next
++turn.
++
++53–54: A lurking rattlesnake bites the PC, then slithers off.
++
++55–56 (group): When the PCs return to their camp or place of refuge, they find that someone else has stolen all their
++carefully hoarded stores and wrecked part of the camp.
++
++57–58 (group): A pack of seven rabid dogs appears, growling and snarling.
++
++\* Rabid dog: level 3, attacks as level 4; Armor 1
++
++59–60: The character falls partly (or completely) through the rotting floor, trapping their foot until they succeed on a
++difficulty 4 Might roll, or dropping them to a lower floor (and separating them from the others).
++
++61–62 (group): It's hot outside today, due to a combination of aberrant weather conditions. PCs without some means of
++cooling themselves off suffer 1 point of ambient damage each minute in the "heat dome" covering the region.
++
++63–64 (group): Eroded earth and dead vegetation in the region create perfect conditions for a sandstorm, which blows
++through the area for several hours, reducing visibility to an immediate distance.
++
++65–66 (group): An electromagnetic storm rips through the area, knocking out any electronic devices the PCs might have,
++and potentially threatening PCs without shelter with a lightning strike (level 7).
++
++67–68: An automatic defense system comes back online as PCs pass, deploying a metal‑clad pop‑up turret (level 5). Each
++minute, it targets the character with a mini‑missile attack that inflicts 10 points of damage (or 3 points even with a
++successful Speed defense roll).
++
++69–70 (group): A group of three to six zombies (or cannibals, if your game has no zombies) stumbles out of the hospital,
++bunker, or old military facility.
++
++71–72: The character's trusty weapon finally rusts through or otherwise breaks.
++
++73–74 (group): Seeping gas (level 4) in the area causes the PCs to begin hallucinating. Each is certain the other is
++some kind of threat—such as a raider, a zombie, or something else dangerous—until they succeed on a difficulty 3
++Intellect defense roll on their turn to realize what's going on.
++
++75–76 (group): The characters are caught in a stampede of rewilded giraffes, elephants, buffalo, or other large animals.
++Each PC suffers 3 points of damage, descends one step on the damage track, and on a failed difficulty 3 Speed defense
++roll, is borne along for a while and separated from their allies.
++
++77–78 (group): The heavy rain and lightning storm suddenly births a tornado. PCs must seek shelter or suffer 7 points of
++damage each round they are exposed. If a PC takes enough damage to descend three steps on the damage track, they are
++pulled up into the vortex and lost.
++
++79–80: The character discovers they've started growing a sixth finger on their left hand. Why? Maybe due to their
++previous exposures to whatever mutagen exists in the world, or for a reason yet to be learned.
++
++81–82 (group): A before‑times jet appears in the sky, engines spewing smoke, before it crashes close enough to deal 4
++points of damage to PCs that fail a difficulty 4 Speed defense roll.
++
++83–84 (group): It begins to hail ice chunks the size of golf balls, inflicting 3 points of damage each round on PCs
++without shelter. The event also knocks any exposed vehicles or shelter the PCs rely on one step down the object damage
++track.
++
++85–86: The character steps on a plant that releases spores blinding them for about a minute.
++
++87–88: The character walks through a hidden trip wire set by other survivors, causing an alarm to blare.
++
++89–90 (group): A group of people (level 2) with glazed eyes appear with gifts of food. They want to introduce the PCs to
++their AI benefactor (or warlord, if your game has no AIs) via an old‑time communications device they have with them.
++
++91–92: The character has been pushing too hard and they're exhausted; they move down one step on the damage track until
++after their next ten‑hour recovery.
++
++93–94: Through misadventure, the character falls from the vehicle or mount, and no one else immediately notices.
++
++95–96: A mutant skunk with two heads (or regular skunk, if your game doesn't feature mutations) sprays the character.
++The character's pleasant social interaction tasks are hindered by two steps for two to five days.
++
++97–98 (group): NPC survivors demand PCs pay a toll to pass, equal to enough food and water to sustain one person for
++five days.
++
++99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
++but someplace completely different.
++
++### POST-APOCALYPTIC CREATURES AND NPCs
++
++The most important element of each creature or NPC is its level. The level is the same as the target number used to
++determine what a player must roll to attack or defend
++
++against that creature. In each entry, the target number for the creature—which is three times the creature's level—is
++listed in parentheses after its level. A creature's target number is usually also its health. Health is the amount of
++damage the creature can sustain before it is dead or incapacitated. For easy reference, the entries always list a
++creature's health, even when it's the normal amount for a creature of its level. For more detailed information on level,
++health, combat, and other elements, see Understanding the Listings in the Cypher System Rulebook.
++
++Building More Creatures and NPCs
++
++Those that survived the cataclysm are tougher, or at least luckier. Here are a couple of methods for creating even more
++creatures and NPCs for your post‑apocalyptic setting than the ones that appear here and in the Cypher System Rulebook.
++
++Reskin: One way to create new creatures appropriate for your setting is to grab one from any other Cypher System
++bestiary and change its description just enough so
++
++it works in your game
++
++Blighted. Another approach is to apply the Blighted "template" to a regular animal, creature, or person, turning them
++into a more twisted version of their pre‑apocalypse self.
++
++Blighted
++
++A blighted creature or NPC is touched by a mutation and/or a contagion that makes them more dangerous than standard
++creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger—or at least wirier—than
++average, which explains why it's survived so long, even blighted. A blighted creature shows signs of degradation—such as
++a bacterial, viral, or even mycological infection—tracing disturbing sores, scars, or encrustations across its skin or
++hide. The specifics are up to you. Many blighted creatures and people are hungry and hurt, acting rabidly. But an NPC
++could just as easily retain human sentiment despite their deteriorated condition.
++
++Effect: Apply the following stat adjustments to a blighted creature.
++
++• Increase the creature's level by 1 and increase all its related stats by the appropriate amount (1 more point of
++average damage, 3 more points of health, and so on).
++
++• The creature's perception tasks are hindered by two steps; whatever blights the creature is slowly blinding it.
++
++• In bright light, the creature's tasks are hindered. (A blighted human could wear shades to nullify this hindrance;
++other creatures might come up with similar tactics or stay in shadows when possible.)
++
++• The creature's scratches, bites, spittle, or similar attacks contain a contagion known as "the blight." The Blight:
++The creature is a contagion vector for the same agent that blights it, whether that's radiation, bacteria, a virus,
++mycological spores, or something stranger. Treat the contagion as a disease with a level equal to the blighted
++creature's level. The affected creature's tasks are hindered by one additional step each day a Might defense roll is
++failed. For each two steps a target is hindered, it also moves one step down the damage track. When a target moves down
++the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted
++creature loses the hindrance described in this paragraph.
++
++Creatures By Apocalypse
++
++Any Apocalypse
++
++Almost any apocalypse will include natural wildlife, like bears, dogs, and rats, as well as various human survivors.
++Some of those human survivors will become bandits, fell riders, marauders, a few warlords, and probably some cannibals.
++A few could stalk the wasteland as bounty‑hunting (or revenge‑seeking) assassins.
++
++Biblical Apocalypse
++
++In addition to creatures common to any apocalypse, a biblical apocalypse—as described in the End Times set piece— should
++also include fallen angels, angels, demons, and devils, and of course the Four Horsemen of the Apocalypse (Beast, Sword,
++Famine, and Plague).
++
++Nuclear Apocalypse
++
++Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as
++fusion hounds, glowing roaches, gamma worms, and radioactive bears, as well as a variety of creatures with the Blighted
++template.
++
++AI Apocalypse
++
++Besides creatures and NPCs common to any apocalypse, PCs might encounter CRAZRs, hooked blossoms, vat rejects,
++mechanical soldiers, wardroids, and zhev. And, of course, a few instances of artificial intelligence, possibly including
++AI zombies.
++
++Alien Apocalypse
++
++If the world is invaded or terraformed by aliens, creatures and NPCs common to any apocalypse exist, as well as the
++potential for various aliens such as greys, slidikin, enthrallers, and maybe even a kaiju or two.
++
++Temporal Apocalypse
++
++If the barriers between time, space, and dimension break down, ushering in a time rip, any creature and NPC from any
++genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and
++melted.
++
++### POST-APOCALYPTIC EQUIPMENT
++
++Currency
++
++In your setting, you may want a new currency that PCs can use to purchase goods and services
++
++that fall into the various price categories. Currency of some sort can be used in places where survivors trust each
++other enough not to steal or kill for resources.
++
++A few options are described here.
++
++Loot
++
++The "loot" result on the Useful Stuff table lists before‑times collectibles, such as gold eagle coins, jewelry, and
++designer wristwatches. A starving survivor would likely scoff at accepting any of these as currency. But in an
++established community or trade town, such items might retain some value, though they're worth only a fraction of what
++they were before the apocalypse. In general, the price category for such things is two ranks lower than before the
++apocalypse.
++
++Ammunition
++
++| Price Category | Rounds of Ammo |
++|----------------|----------------|
++| Inexpensive | 1 bullet |
++| Moderate | 10 bullets |
++| Expensive | 500 bullets |
++| Very expensive | 1,000 bullets |
++| Exorbitant | 10,000 bullets |
++
++Other Currency Options
++
++Seeds: If stored correctly, seeds might make reasonable currency. Some seeds could be more valuable than others,
++especially if it could be demonstrated that they are viable. For example, ten viable seeds might be worth an inexpensive
++item or service.
++
++Water: After an apocalypse, clean and drinkable water could become scarce. Measuring out water could become a standard
++in some locations. Case in point, 1/3 cup (80 ml) of water might be worth an inexpensive item or service.
++
++Fuel: Gasoline might be considered liquid gold, assuming working vehicles also exist. However, if you're adhering
++strictly to the shelf life of common things, you'll also have to include a new source for usable gasoline after all the
++stuff from the before‑times goes bad. For instance, a quarter‑gallon (1 L) of gasoline might be worth an inexpensive
++item or service.
++
++Drugs: From over‑the‑counter painkillers to prescription medications, the drugs found in a pharmacy could be the basis
++for currency. Over time, they would probably become more valuable because people are likely to go through their treasure
++hoard of aspirin or antibiotic. Thus, one aspirin or other pain‑relief tablet might be worth an inexpensive item or
++service.
++
++Scrip: A large and somewhat organized post‑apocalyptic group might produce its own vouchers or tokens to pay its members
++for services rendered. Such scrip might have value outside the group or be considered worthless, depending on your
++setting.
++
++### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
++
++In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might
++be available in trade from other survivors, or in the rare trade town.
++
++The additional post‑apocalyptic equipment in the Cypher System Rulebook has been incorporated into this expanded
++equipment list, so you and your players don't need to cross‑reference to make sure you're not missing anything.
++
++Inexpensive Items
++
++| Weapons | Notes |
++|--------------------------|-----------------------------------------------------------------|
++| Knife | Rusty and worn |
++| Light weapon, Improvised | Chair, ice skate, frying pan, etc; could break after one combat |
++| Wooden Club | |
++
++| Armor | Notes |
++|-------------|----------------------------------------------|
++| Animal hide | Light armor; rank odor hinders stealth tasks |
++
++| Other Items | Notes |
++|---------------------------|-------------------------------------------------------------------------------------|
++| Candle | |
++| Duct tape | Useful and ubiquitous |
++| Food, perishable | Single helping of fruit, vegetable, recently slaughtered animal, etc |
++| Matches | Single box or book |
++| Medication, one pill | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another single drug pill |
++| Plastic bag | Use and ubiquitous; won't last long |
++| Shopping cart/wheelbarrow | |
++| Sunglasses | |
++| Tool, single hand tool | Hammer, tape measure, manual drill, or other single hand tool |
++
++Moderately Priced Items
++
++| Weapons | Notes |
++|---------------------|-------------------------------------------|
++| Hand axe | Light weapon |
++| Knife, multipurpose | Light weapon, asset to minor repair tasks |
++| Machete | Medium weapon |
++| Baseball bat | Medium weapon |
++
++| Other Items | Notes |
++|----------------------------------|-------------------------------------------------------------------------------------|
++| Backpack | |
++| Batteries | 4-pack, household (one use or rechargeable) |
++| Bicycle/skateboard/inline skates | Use requires same attention as other vehicular movement |
++| Binoculars | Asset for perception tasks at range |
++| Bolt cutter | Cuts bolts, chains, bars, etc. of up to level 5 |
++| Climbing gear | Asset for climbing tasks |
++| Crowbar | Asset for breaking into stuck or locked doors |
++| First aid kit | Asset for twenty healing tasks before contents used up |
++| Food, preserved | Single can of food, water, or condiment, typically from before-times |
++| Gas mask | Breathable air for four hours |
++| Glasses | Corrects for different vision impairments |
++| Handcuffs | Level 5 |
++| Lighter (butane or electric) | Depletes after 1d100 uses (but may be refilled/recharged) |
++| Matches, windproof | Single container (25 matches) |
++| Medication, one bottle | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another drug in a bottle |
++| Padlock with keys | Level 5 |
++| Personal hygiene product, single | Toilet paper roll, menstrual supply, soap, etc. |
++| Portable lamp or flashlight | Requires batteries (expensive version recharges with sunlight or crank) |
++| Rope | Nylon, 50 ft (16m) |
++| Sleeping bag | |
++| Textbook, "How To" | Asset to one knowledge task such as plumbing, electronics, gardening, etc |
++| Tool set, hand tools | Includes hammer, tape measure, screwdriver, pliers, etc |
++| Water filter straw or bottle | Filters water while drinking |
++
++Expensive Items
++
++| Weapons | Notes |
++|-----------------|-------------------------------|
++| Handgun, light | Light weapon, short range |
++| Handgun, medium | Medium weapon, long range |
++| Bow | Medium weapon, long range |
++| Rifle | Medium weapon, long range |
++| Shotgun | Heavy weapon, immediate range |
++
++| Armor | Notes |
++|-------------|--------------|
++| Kevlar vest | Medium armor |
++| Riot gear | Medium armor |
++
++| Other Items | Notes |
++|------------------------------|----------------------------------------------------------------|
++| Ammo handloading tools | Asset (and needed supplies) for creating ammunition |
++| Hazmat suit | Light armor, +2 Armor against chemical and radiation damage |
++| Nightvision goggles | See in darkness as if dim light at long range |
++| Radiation detector, handheld | Immediate range |
++| Radiation tent | Prevents damage from environmental radiation |
++| Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for 12 hours |
++
++Very Expensive Items
++
++| Weapons | Notes |
++|----------------|-----------------------------------------------|
++| Handgun, heavy | Heavy weapon, long range |
++| Assault rifle | Heavy weapon, rapid-fire weapon, long range |
++| Rifle, heavy | Heavy weapon, 300-foot (90 m) range |
++| Submachine gun | Medium weapon, rapid-fire weapon, short range |
++
++| Armor | Notes |
++|------------------------|----------------------------------------|
++| Lightweight body armor | Medium armor, encumbers as light armor |
++| Military body armor | Heavy armor |
++
++| Other Items | Notes |
++|-------------|------------------------------------------------------------------------------------|
++| Vehicle | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) |
++| Horse | Trained for riding (typically found with a few days of feed) |
++
++Post-Apocalyptic Cyphers
++
++Subtle Cyphers
++
++Subtle cyphers are appropriate if your game's pre‑apocalyptic world was realistic (like our modern world) right up until
++it was destroyed and if the disaster was a realistic cataclysm (like a pandemic, climate disaster, or war).
++
++Optional Rule: Transferring Subtle Cyphers
++
++A PC with a subtle cypher can use it on an ally they can touch and speak with as their action instead of gaining the
++effect themself. They manage this feat by motivating the recipient through speech and interaction, effectively inspiring
++the recipient in the same way the subtle cypher would have affected the character with the cypher. This uses the action
++of the character activating the cypher, not the recipient.
++
++Manifest Cyphers
++
++Manifest cyphers in a post‑apocalyptic game might be remnants of the technology or magic that civilization used before
++it fell, or the technology or magic that caused the end of the world.
++
++Scavenger Subtle Cyphers
++
++Resource scarcity, including lack of water and food, threatens PCs in most post‑apocalyptic settings. Enter scavenger
++subtle cyphers. These give PCs one more way to find useful stuff like edible food, clean water, a helpful tool, extra
++ammo, or other needful things.
++
++Discovering Scavenger Subtle Cyphers: Anytime PCs in your game are eligible for discovering a subtle cypher, consider
++giving someone in the group a scavenger subtle cypher. No more than one PC in the group should have a scavenger subtle
++cypher at any given time. Once they use it, you can give another PC in the group one, preferably something different.
++
++Using a Scavenger Subtle Cypher: The character uses their action to activate the scavenger subtle cypher, as usual. At
++the end of their turn, they gain the indicated resource.
++
++| D20 | Cypher |
++|-------|---------------------|
++| 1-2 | Ammunition |
++| 3-4 | Construction supply |
++| 5-6 | Edible food |
++| 7 | Firearm |
++| 8-9 | First aid |
++| 10-11 | How-to manual |
++| 12 | Medicine |
++| 13-14 | Melee weapon |
++| 15 | Potable liquid |
++| 16 | Transport |
++| 17 | Useful clothing |
++| 18 | Useful thing |
++| 19-20 | Useful tool |
++
++Ammunition
++
++Level: 1d6 + 1
++
++Effect: The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no one has a
++firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are found.
++
++Construction Supply
++
++Level: 1d6 + 1
++
++Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
++choose which item they obtain. The right component or substance for the job provides an asset to related tasks.
++
++| D6 | Component or Substance |
++|-----|-------------------------------|
++| 1 | Glue, wood, ceramic, or super |
++| 2 | Epoxy, metal welding |
++| 3 | Nails, screws, fasteners |
++| 4 | Electrician's tape |
++| 5-6 | Duct tape |
++
++Edible Food
++
++Level: 1d6 + 1
++
++Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
++choose which item they obtain. Food obtained is enough to feed one adult for one day, or if coffee is discovered, about
++a gallon (4 L).
++
++| D100 | Food |
++|-------|------------------------------------|
++| 01-03 | Baby food, jarred |
++| 04-06 | Beans, canned |
++| 07-08 | Beans, dehydrated |
++| 09-12 | Bouillon cubes |
++| 13-14 | Canned pasta |
++| 15-16 | Cereal, breakfast |
++| 17-18 | Cheese in wax |
++| 19-20 | Chocolate, dark |
++| 21-22 | Coffee, instant |
++| 23 | Eggs, fresh |
++| 24 | Eggs, powdered |
++| 25-26 | Energy bar |
++| 27-28 | Fruit, canned |
++| 29-30 | Fruit, dried |
++| 31-34 | Fruit, fresh |
++| 35-40 | Honey |
++| 41-42 | Mayonnaise |
++| 43-44 | Meat, canned |
++| 45-47 | Milk, powdered |
++| 48-50 | Nuts |
++| 51-53 | Oatmeal |
++| 54-56 | Pasta, dried |
++| 57-58 | Pet food, canned |
++| 59-62 | Rice, dried |
++| 63-72 | Snack bag, dried chips, candy, etc |
++| 73-83 | Sugar, bulk |
++| 84-97 | Vegetables, canned |
++| 98-00 | Vegetables, fresh |
++
++Firearm
++
++Level: 1d6 + 1
++
++Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
++choose which item they obtain. A firearm is usually found with about ten bullets or shells (or crossbow bolts). The
++discovered firearm works, but it is damaged and has a GM intrusion range of 1–3 on a d20. In addition to any other
++effect of a GM intrusion, the firearm breaks (but could be repaired).
++
++| D10 | Specific firearm |
++|-----|--------------------------------------------------|
++| 1 | Handgun (light, shortrange) |
++| 2 | Light crossbow (medium, long range) |
++| 3 | Handgun (medium, long range) |
++| 4 | Heavy crossbow (heavy, long range) |
++| 5 | Rifle (medium, long range) |
++| 6 | Shotgun (heavy, immediate range) |
++| 7 | Handgun, big (heavy, long range) |
++| 8 | Assault rifle (heavy, rapid-fire, long range) |
++| 9 | Heavy rifle (heavy, very long range) |
++| 10 | Submachine gun (medium, rapid-fire, short range) |
++
++First Aid
++
++Level: 1d6 + 1
++
++Effect: The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If the
++cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted.
++
++How-To Manual
++
++Level: 1d6 + 1
++
++Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
++choose which item they obtain. If the manual is studied for about an hour, the character gains an asset to a related
++knowledge task.
++
++| D10 | Topics |
++|-----|--------------------------|
++| 1 | Plumbing |
++| 2 | Electronics |
++| 3 | Gardening |
++| 4 | Farming |
++| 5 | Civil engineering |
++| 6 | Robotics |
++| 7 | Health |
++| 8 | Renewables (solar, wind) |
++| 9 | Smithcraft |
++| 10 | Chemistry |
++
++Medicine
++
++Level: 1d6 + 1
++
++Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
++choose which item they obtain. The right medicine vanquishes (or treats the symptoms of) an eligible disease or illness.
++Other medicines are preventative.
++
++Special: A character who suffers from one of these medical conditions, without treatment, descends one step on the
++damage track every month or so.
++
++| D20 | Condition Treated |
++|-----|-------------------------------------|
++| 1 | Radiation sickness (iodine tablets) |
++| 2 | Hypothyroidism |
++| 3 | Diabetes |
++| 4 | High blood pressure |
++| 5 | Depression and anxiety |
++| 6 | Heart and artery condition |
++| 7 | High cholesterol |
++| 8 | Bacterial infection |
++| 9 | Lung issues |
++| 10 | Seizures |
++| 11 | Asthma |
++| 12 | Arthritis |
++| 13 | Degenerative nerve condition |
++| 14 | Cancer |
++| 15 | Pregnancy prevention/termination |
++| 16 | Gender dysmorphia |
++| 17 | Enlarged prostate |
++| 18 | Ulcers |
++| 19 | Acid reflux |
++| 20 | Blood clots |
++
++Melee Weapon
++
++Level: 1d6 + 1
++
++Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
++choose which item they obtain.
++
++| D10 | Weapon |
++|-----|---------------------------------------------------------|
++| 1 | Sap/blackjack (light) |
++| 2 | Hand axe (light) |
++| 3 | Hunting/combat knife (light) |
++| 4 | Brass knuckles (light weapon, deals 3 points of damage) |
++| 5 | Axe (medium) |
++| 6 | Baseball bat (medium) |
++| 7 | Baton (medium) |
++| 8 | Saber/machete (medium) |
++| 9 | Bow (medium) |
++| 10 | Pickaxe (heavy) |
++
++Potable Liquid
++
++Level: 1d6 + 1
++
++Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
++choose which item they obtain. Water obtained is enough to hydrate one adult for one day.
++
++| D10 | Liquid |
++|-----|--------------------------|
++| 1 | Milk, fresh |
++| 2-3 | Milk, bottled/canned |
++| 4-5 | Soda, can |
++| 6-7 | Liquor |
++| 8-9 | Water, bottled or canned |
++| 10 | Wine |
++
++Transport
++
++Level: 1d6 + 1
++
++Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
++choose which item they obtain.
++
++| D10 | Transport |
++|-----|--------------------------------------------------|
++| 1 | Roller skates |
++| 2 | Inline skates |
++| 3 | Skateboard |
++| 4-6 | Bicycle |
++| 7 | Moped/scooter, gas or electric |
++| 8 | Hang glider |
++| 9 | Motorcycle, gas or electric |
++| 10 | Two-wheeled, self-balancing personal transporter |
++
++Useful Clothing
++
++Level: 1d6 + 1
++
++Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
++choose which item they obtain.
++
++| D10 | Garment |
++|-----|---------------------------------------------------------------------------|
++| 1 | Cold-weather coat |
++| 2 | Raincoat |
++| 3 | Leather jacket (light armor) |
++| 4 | Boots |
++| 5 | Motorcycle leathers (light armor) |
++| 6 | Kevlar vest (medium armor) |
++| 7 | Lightweight body armor (medium armor, encumbers as light) |
++| 8 | Riot gear (medium armor) |
++| 9 | Military body armor (heavy armor) |
++| 10 | Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
++
++Useful Thing
++
++Level: 1d6 + 1
++
++Effect: One item from the Useful Stuff table is gained; roll randomly. If the cypher's level is 6 or higher, the
++character can choose which item they obtain from the table.
++
++Useful Tool
++
++Level: 1d6 + 1
++
++Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
++choose which item they obtain. The right tool or tools for the job provide an asset to related tasks.
++
++| D20 | Tool |
++|-----|---------------------------|
++| 1 | Manual drill |
++| 2 | Hammer |
++| 3 | Chainsaw, gas or electric |
++| 4 | Lever hoist |
++| 5 | Screwdriver |
++| 6 | Saw |
++| 7 | Pliers |
++| 8 | Wrench |
++| 9 | Level |
++| 10 | Tape measure |
++| 11 | Crowbar |
++| 12 | Drill, electric |
++| 13 | Nail gun |
++| 14 | Air compressor |
++| 15 | Heat gun, electric |
++| 16 | Scissors |
++| 17 | Binoculars |
++| 18 | Lighter |
++| 19 | Can opener |
++| 20 | Box of black markers |
++
++Additional Post-Apocalyptic Manifest Cyphers
++
++Manifest cyphers are sometimes found in the ruins of Radio Quiet. One variety PCs might discover are AI‑fashioned. When
++activated, the cypher dematerializes, swirling out into a cloud of free‑floating tiny machines that create the cypher's
++effect through direct manipulation before burning out or dispersing.
++
++Effect: AI‑fashioned cyphers can provide nearly any effect described for cyphers in the Cypher System Rulebook, as well
++as the effects described for the new manifest cyphers in the following section.
++
++Secondary Effect: Any time an AI‑fashioned manifest cypher is used, there's a chance the AI who created it for their own
++ambiguous purpose becomes aware, if that instance still operates somewhere. That usually has no bearing on the
++situation, but if the PC triggers an intrusion while using the cypher, a fledgling instance of the AI tries to install
++on the PC, who must succeed on an Intellect defense roll against the cypher's level to avoid coming under the control of
++the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might
++stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
++
++AI-Fashioned Manifest Cyphers
++
++| D10 | Cypher |
++|-----|-------------------------|
++| 1 | AI instance |
++| 2 | Armor breach |
++| 3 | Data wipe |
++| 4 | Denature nanotech |
++| 5 | Detonation (prion) |
++| 6 | Disassembler |
++| 7 | Disassembler, ephemeral |
++| 8 | Fabricator, civil |
++| 9 | Fabricator, military |
++| 10 | Smartdust |
++
++### AI INSTANCE
++
++Level: 1d6 + 1
++
++Effect: Installs an AI instance in an inert object. The instance persists for about a day. The AI's level is equal to
++this cypher's level. The AI has the ability to understand and audibly synthesize nearly any language and can provide
++answers to questions. The GM assigns a level to the question, so the more obscure the answer, the higher its level. The
++instance can only answer questions equal to its level or less. Generally, knowledge that could be found by looking
++somewhere other than the current location is level 1 or higher, and obscure knowledge of the past is level 7. Gaining
++knowledge of the future is impossible. If the AI answers a question of level 5 or higher, the instance's existence
++terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
++actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
++
++### ARMOR BREACH
++
++Level: 1d6
++
++Effect: A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech
++for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). While
++coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
++### 6).
++
++### DATA WIPE
++
++Level: 1d6 + 2
++
++Effect: A successfully targeted AI instance within short range whose level is equal to or less than this cypher's level
++is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
++is permanently wiped from the hardware (or wetware, if installed on a living creature).
++
++### DENATURE NANOTECH
++
++Level: 1d6 + 3
++
++Effect: Coats a short area surrounding the user, or adjacent to the user, with a nearly invisible film of nanotech that
++lasts for years. The first time anyone attempts to use a nanotech‑based cypher, ability, or other effect in the affected
++area whose level is less than this cypher's level, that use is suppressed and fails. Once one effect is suppressed, the
++denaturing effect is expended. The cypher instead can be used to end one ongoing nanotech effect of the cypher's level
++or less in a short area, but the user must succeed on an Intellect attack roll against the level of the effect or the
++target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
++by nanotech, the creature would become so much inert biological matter.
++
++### DETONATION (PRION)
++
++Level: 1d6 + 2
++
++Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, inflicting
++damage equal to the cypher's level. On a hit, the living tissue of targets whose level is less than the cypher's level
++begins to unravel due to a prion‑unfolding chain reaction. These targets take damage equal to the cypher's level on the
++first round, then 1 point of damage each subsequent round until only so much cloudy pink fluid remains. PCs can make a
++Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
++is equal to or higher than the cypher's level take damage from the cypher for only one round.
++
++### DISASSEMBLER
++
++Level: 1d6 + 1
++
++Effect: Recycles waste or other unwanted material by breaking it down to constituent atoms and molecules. If used
++destructively, this cypher can disassemble an object within immediate range whose level is equal to or less than the
++cypher's level that fits into a 10‑foot (3.5 m) cube, or it can create a cavity of the same volume in a larger object
++whose level is less than the cypher's level. If used as a weapon against creatures, the cypher can be hurled a short
++distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
++effectiveness of any Armor worn by targets by 1.
++
++### DISASSEMBLER, EPHEMERAL
++
++Level: 1d6 + 2
++
++Effect: An object or creature whose level is equal to or less than this cypher's level within immediate range is
++temporarily disassembled into its component atoms and molecules. The disassembly lasts for up to ten hours or until a
++time specified by the user, whichever occurs first. When the effect ends, the object or creature is reassembled over the
++course of one round at the location where it was disassembled (or at the location the fine "dust" of its disassembly was
++moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
++being disassembled.
++
++### FABRICATOR, CIVIL
++
++Level: 1d6 + 1
++
++Effect: Assembles a specified object whose level is equal to the cypher's level. Once created, the object is permanent
++until destroyed. A civil fabricator can build one object on the Additional Post‑Apocalyptic Equipment table (or another
++equipment table in the Cypher System Rulebook) that falls into the "other items" category—no weapons or armor. The user
++chooses which item to fabricate by speaking aloud the name of the item they want as they activate the cypher. The higher
++the cypher level, the more expensive an item the fabricator can create, as follows: Level 2 cyphers can fabricate
++inexpensive items, cyphers of level 3 or less can fab inexpensive and moderately priced items, cyphers of level 6 or
++less can fab up to expensive items, and level 7 cyphers can fab up to very expensive items.
++
++A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
++
++### FABRICATOR, MILITARY
++
++Level: 1d6 + 1
++
++Effect: A military fabricator cypher functions like a civil fabricator; however, it can be used to create armor or
++weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
++ammunition.
++
++### SMARTDUST
++
++Level: 1d6 + 2
++
++Effect: Coats an area up to a short distance in diameter with a nearly invisible film of nanotech that lasts for a
++number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
++activity that occurs in that location no matter how far they are from it.
++
++### PRE-APOCALYPTIC ARTIFACTS
++
++One interesting approach for artifacts in a post‑apocalyptic setting is to use before‑times items that were once
++commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly
++impossible to manufacture and hard to preserve. The depletion roll for such items represents the likelihood that the
++item will fall apart, break down, or run out. The upshot of adopting such a system for your game is that nearly every
++nonfood item on the Useful Stuff table is also a pre‑apocalyptic artifact. Give most of these items a depletion of 1 in
++1d20; however, if the item seems particularly hardy, a roll of 1d100 is appropriate. If particularly flimsy or prone to
++being used up, a depletion of 1d10 or 1d6 would be in order. Refer to the following examples as a guide for adapting
++before‑times Useful Stuff objects into artifacts with a specific depletion.
++
++Book
++
++Level: 1d6
++
++Form: Textbook, how‑to book, or other nonfiction book of knowledge on one topic; may be moldy or otherwise damaged
++
++Effect: This book covers a particular topic or area of knowledge determined by the GM. A reader who studies it for an
++hour has an asset on a related Intellect task.
++
++Depletion: 1 in 1d100
++
++Faraday Cake
++
++Level: 3
++
++Form: Container made of metal mesh, of variable size (usually up to the size of a room)
++
++Effect: Blocks electromagnetic signals from reaching the interior of the cage.
++
++Depletion: —
++
++Salvaged Car
++
++Level: 1d6
++
++Form: Rusted vehicle, with parts cobbled together from multiple before‑times vehicles
++
++Effect: Transports five characters a very long distance on each turn in an open cab or, if level 6, a closed cab.
++
++Depletion: 1 in 1d20 (check each time the engine is started or the car begins a trip)
++
++Water Filter
++
++Level: 1d6 + 1
++
++Form: Large pitcher with built‑in filter
++
++Effect: Purifies enough drinking water for one character per artifact level every day.
++
++Depletion: 1 in 1d20 (check each day used)
++
+ ### POST-APOCALYPTIC ARTIFACTS
+
+ Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely
+ available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was
+ related to some kind of alien invasion, artifacts would include even stranger items.
+
++The kinds of post‑apocalyptic artifacts described in the Cypher System Rulebook are, for the most part,
++retro‑futuristic, or at least manifest cyphers created by super‑science that is mostly beyond today's technology. Most
++of these would fit in almost any post‑apocalyptic setting that includes fantastic elements, especially if reskinned to
++be thematically appropriate. The artifacts presented below include artifacts appropriate to an End Times apocalypse, an
++apocalypse caused by the rise of antagonistic AIs (such as in Radio Quiet), and alien tech possibly brought by invading
++or terraforming aliens. That said, any artifact could potentially be the result of AI artifice. Such artifacts usually
++have a fractal quality to their form, as is the case for AI‑fashioned cyphers. And like AI‑fashioned cyphers, a
++triggered intrusion could endanger the user if an instance of the artificial intelligence that created the item tries to
++install itself on the PC's wetware (mind).
++
++| D20 | Apocalypse | Artifact |
++|-------|-----------------------|--------------------------|
++| 1-2 | Retro-futuristic | Autodoc\* |
++| 3-4 | Alien | Carbonizer |
++| 5-6 | Retro-futuristic | Enviroscanner\* |
++| 7 | Alien or AI-fashioned | Memory Eraser |
++| 8 | Retro-futuristic | Military exoskeleton\* |
++| 9 | AI-fashioned | Mutation Inducer |
++| 10-12 | AI-fashioned | Nanorifle |
++| 13 | Retro-futuristic | Rocket first\* |
++| 14-16 | Retro-futuristic | Rocket-propelled grenade |
++| 17 | End Times | Seal of Solomon |
++| 18 | End Times | Spear of Destiny |
++| 19 | Retro-futuristic | Terahertz scanner\* |
++| 20 | Alien | Transfer discs |
++
++\*Artifacts presented in the Cypher System Rulebook
++
+ ### AUTODOC
+
+ Level: 1d6
+@@ -30616,6 +38973,18 @@
+
+ Depletion: 1 in 1d10
+
++Carbonizer
++
++Level: 1d6 + 1
++
++Form: Tiny silver device with multiple prong‑like barrels
++
++Effect: This weapon fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
++damage equal to the artifact's level that ignores Armor (including Armor granted by force fields). A target killed by a
++carbonizer is turned completely to dust.
++
++Depletion: 1 in 1d20
++
+ ### ENVIROSCANNER
+
+ Level: 1d6
+@@ -30629,6 +38998,29 @@
+
+ Depletion: 1 in 1d10 (check per use of scanning function)
+
++Memory Eraser
++
++Level: 1d6 + 1
++
++Form: Handheld reflective mass
++
++Effect: A flash of nano‑textured light erases the last few minutes of memory in all creatures within immediate range
++that the user makes a successful Intellect attack on (one attack roll per target).
++
++Depletion: 1 in 1d20
++
++Mutation Inducer
++
++Level: 1d6 + 1
++
++Form: Handheld reflective device with gradually evolving fractal textures
++
++Effect: A targeted willing or helpless creature within immediate range is transformed over the course of one minute,
++gaining a randomly determined beneficial mutation. If the artifact is level 6 or higher, the target instead gains a
++powerful mutation. Mutations gained by the inducer fade within about a day.
++
++Depletion: 1 in 1d10 (upon depletion, target also gains a harmful mutation)
++
+ ### MILITARY EXOSKELETON
+
+ Level: 1d6 + 1
+@@ -30640,6 +39032,20 @@
+
+ Depletion: 1 in 1d10
+
++Nanorifle
++
++Level: 1d6 + 2
++
++Form: Sleek two‑handed reflective device with gradually evolving fractal textures
++
++Effect: This weapon contains an onboard AI that assists the user, granting an asset to any attacks made with the weapon.
++The weapon fires a stream of nanomachine rounds at a target within long range, inflicting damage equal to the artifact's
++level. In addition, if the target fails an Intellect defense roll, they are affected as if with a minor AI instance
++hazard, coming under the control of the AI housed in the nanorifle rather than a random artificial intelligence. The AI
++usually works with the user to exert control over the target. Control lasts for about a minute.
++
++Depletion: 1 in 1d100
++
+ ### ROCKET FIST
+
+ Level: 1d6 + 2
+@@ -30662,6 +39068,35 @@
+
+ Depletion: 1 in 1d6
+
++Seal of Solomon
++
++Level: 1d6 + 2
++
++Form: Signet ring bearing a star design
++
++Effect: The wearer can attempt to command a demon, a devil, a Horseman of the Apocalypse, an angel, or a similar entity
++by making a successful Intellect attack roll against a target within short range. An affected target must do as
++requested for up to one minute (if the creature is level 5 or lower) or for one round (if the creature is level 6 or
++higher). The ring also grants the wearer the ability to understand and communicate with animals.
++
++Depletion: 1 in 1d100
++
++Spear of Destiny
++
++Level: 7
++
++Form: Heavy spear of ancient manufacture
++
++Effect: Attacks with this spear are eased. If used against a supernatural creature such as a demon, a Horseman of the
++Apocalypse, or an angel, it ignores Armor, and it inflicts 4 additional points of damage (10 points total). If an attack
++with the spear kills a target normally able to return to existence (such as a Horseman), the target is truly destroyed
++instead.
++
++Depletion: —
++
++Spear of Destiny GM GM intrusion: The wielder's heart is not pure enough to permit the use of the spear, and it burns
++the character for 7 points of ambient damage each round they use it.
++
+ ### TERAHERTZ SCANNER
+
+ Level: 1d6 + 1
+@@ -30675,6 +39110,146 @@
+
+ Depletion: 1 in 1d20
+
++Transfer Discs
++
++Level: 1d6 + 1
++
++Form: Two or more matching discs 3 feet (1 m) in diameter
++
++Effect: The user can step between deployed transfer discs, teleporting any distance. If a series of discs is deployed in
++a network, the user receives a mental map of the discs upon stepping on any one of them, and they can navigate by
++stepping on each intervening disc between their current location and their desired location. To deploy a disc as their
++action, the user places it on a mostly level, secure surface and must succeed on a difficulty 3 Intellect‑based roll.
++
++Depletion: 1 in 1d20 (check after each day of use)
++
++### SCAVENGING
++
++Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of
++safety.
++
++Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins
++before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task.
++Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of
++these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.
++
++Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
++but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places
++to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn't
++radioactive, poisoned, or overrun with hostile creatures.
++
++The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the
++characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent
++scavenging tasks and requires that they succeed on a new task to determine if the place they're staying is still safe.
++The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe
++place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.
++
++Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging
++task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters
++successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it's the
++first day the PCs have searched in a particular area, each character might find something useful, but in succeeding
++days, a group normally gets only a single roll to find useful stuff.
++
++Useful stuff also includes a "loot" entry. Loot includes collectible coins from before the apocalypse, such as silver
++dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can
++be used as currency or barter when the characters find other survivors or arrive at a trade town.
++
++Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in
++the expensive category).
++
++Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might
++have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the
++Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more
++often it can be disassembled and used as parts to create something else.
++
++### USEFUL STUFF
++
++
++
++
++
++
++
++
++d100 |
++Item Found |
++
++
++01–10 |
++Tools (provide an asset to tasks related to repair and crafting) |
++
++
++11–20 |
++Medicine (provides an asset to one healing-related task) |
++
++
++21–25 |
++Binoculars |
++
++
++26–35 |
++Chocolate bar or similarly
++sought-after candy or snack |
++
++
++36–45 |
++Textbook (provides an asset to a knowledge-related task) |
++
++
++46–50 |
++Coffee or tea |
++
++
++51–55 |
++Gun or rifle with ten shells or bullets |
++
++
++56–60 |
++Flashlight |
++
++
++61–65 |
++Loot |
++
++
++66–70 |
++Gasoline (2d6 × 10 gallons) |
++
++
++71–75 |
++Batteries |
++
++
++76–80 |
++Functioning vehicle (sedan, pickup, motorcycle, etc.) |
++
++
++81–85 |
++Generator |
++
++
++86–90 |
++MRE cache (food and water for six people for 1d6 weeks) |
++
++
++91–95 |
++Ammunition cache (100 shells or bullets for 1d6 different weapons) |
++
++
++96–97 |
++Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two) |
++
++
++98–99 |
++Cypher (in addition to any other cyphers the GM awards) |
++
++
++00 |
++Artifact (in addition to any other artifacts the GM awards) |
++
++
++
++
+ ### Post-Apocalyptic SPECIES DESCRIPTORS
+
+ In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.
+@@ -30756,6 +39331,781 @@
+
+ 4\. You have a secret agenda, and the PCs were gullible enough to let you come along.
+
++### POST-APOCALYPTIC CHARACTER OPTIONS
++
++Alternate Character Roles
++
++Characters who play out the apocalypse itself or who have just survived it and must pick up a few hours, days, or months
++after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much
++more sense to let your players choose roles for characters in a modern game.
++
++### DESCRIPTORS
++
++In addition to the descriptors in the Cypher System Rulebook, you can widen the options
++
++available to the players, allowing them to choose from the descriptors presented here for
++
++their characters. A subset of the descriptors in this chapter are species descriptors, which
++
++may or may not be appropriate for your players, depending on your setting.
++
++Rust and Redemption Descriptors
++
++Standard: Bitter, Hopeful, Rusted, Shiny
++
++Species: Canien, Felis, Flutter, Mutant
++
++Bitter
++
++Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or
++giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe
++it was an organization or institution that let you down. Whatever it was, you've spent a lot of time pulled into
++yourself, paranoid and mistrustful of others. But something's happened lately that has at least opened you to the
++possibility of trusting others again. Maybe you have to work with someone else or die. Alternatively, perhaps you've
++decided to try one more time, despite your disillusionment. It's either that or fully give in to bitterness.
++
++You gain the following characteristics:
++
++Skeptical: +4 to your Intellect Pool.
++
++Skill: You're always wondering who's going to wrong you next. You are trained in detecting deception.
++
++Skill: You are trained in tracking creatures. If a creature has wronged you, the tracking task is eased.
++
++Inability: You have a hard time not letting bitterness stain everything you do. Interaction tasks are hindered.
++
++Additional Equipment: You have a keepsake from whoever wronged you. It could be an object they once possessed, a picture
++of them, or something else you associate with what makes you so bitter.
++
++Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
++adventure.
++
++1\. You found the other PCs in a situation they couldn't survive. Uncharacteristically, you helped them.
++
++2\. You were facing certain death, but the PCs saved you, for no reason other than they saw your need.
++
++3\. You want to change your ways, and the PCs seem to offer a chance for you to explore that possibility.
++
++4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
++
++Canien
++
++You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands,
++and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you
++decide which kind of canien you are. Most canien clothing and equipment accommodates walking on either two feet or four,
++so that's normally not an issue. Either way, you've got fur, a tail, and a noble dog visage true to your particular line
++of descent. And like most caniens, you're loyal to your pack and friends. But you may find strangers a little
++suspicious, in which case you aren't shy about letting them know. However, you're usually willing to entertain the idea
++that a newcomer may be a friend you just don't know yet.
++
++You gain the following characteristics:
++
++Dogged: +2 to your Might Pool.
++
++Skill: You are naturally vigilant. You are trained in perception tasks.
++
++Skill: You are playful. You are trained in tasks involving playing physical games.
++
++Loyal: If an ally within immediate range descends one or more steps on the damage
++
++track, you can take an action immediately but in a restricted fashion. You can use this action either to move the
++willing ally up to an immediate distance or to attempt a healing task on your ally.
++
++Bite: You are practiced in making unarmed bite attacks (light weapon). Enabler.
++
++Chewer: You are something of an oral fidgeter, like most caniens. After each ten-hour recovery roll, make a difficulty 2
++Intellect defense roll. If you fail, you discover you've unconsciously been chewing on a piece of your equipment; it's
++ruined, at least until it is repaired.
++
++Inability: You have a hard time seeing disloyalty in others. Tasks that involve detecting falsehoods are hindered.
++
++Initial Link to the Starting Adventure:
++
++From the following list of options, choose how you became involved in the first
++
++adventure.
++
++1\. One of the other PCs needed help, and you obliged without a second's hesitation.
++
++2\. The other PCs were going somewhere, and you came along even though they didn't ask you to.
++
++3\. Aggression got the better of you, and now you're running from the fallout of that experience.
++
++4\. You feel that one of the other PCs is in danger in some way, and you'd like to help
++
++out or keep an eye on them.
++
++Felis
++
++You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all
++fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the
++elements, but you sometimes wear a harness for your equipment and may adopt boots for rough terrain and hats for fashion
++or function. Your visage is like that of before-times cats, including piercing, reflective eyes. Like other felis, you
++are crafty and cautious, unless you feel comfortable with others, in which case you can laze away hours in the sun or a
++warm spot. But if need be, you are quick to act and are not afraid to use your claws to defend yourself.
++
++You gain the following characteristics:
++
++Crafty: +2 to your Intellect Pool.
++
++Skill: You're innately curious. You are trained in tasks involving knowledge, figuring out problems, or solving puzzles.
++
++Skill: You are agile. You are trained in tasks involving balancing and movement.
++
++Darksight: You can see in dim light as though it were bright light and see in darkness as though it were dim light.
++Enabler.
++
++Claws: You are practiced in making unarmed claw attacks (light weapon). Enabler.
++
++Light on Your Paws: You ignore the first 4 points of damage you would otherwise suffer from a fall. Enabler.
++
++Jumpy: Like most felis, you are a bit high-strung. Anytime another creature acts with surprise against you, make a
++difficulty 2 Intellect defense roll. If you fail, the first action you take on your turn is to flee using your full
++movement away from whoever surprised you.
++
++Inability: You often come across as aloof. Tasks that involve positive social interaction are hindered.
++
++Inability: You sometimes get lost in new locations you haven't visited before. You have an inability in navigation.
++
++Initial Link to the Starting Adventure:
++
++From the following list of options, choose how you became involved in the first adventure.
++
++1\. Everything was fine until you were attacked by a raiding band of "cat-skinners." The PCs helped you fight back or
++flee.
++
++2\. You saw the PCs up to something, and your curiosity got the better of you, so you followed them.
++
++3\. One of the other PCs invited you to join after they saw you scheme, plot, or solve a difficult problem.
++
++4\. You got lost. The PCs found you and invited you to join their group.
++
++Flutter
++
++You emerged from the chrysalis with your mind awash in skills instilled while you matured, as well as knowledge handed
++down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
++"humans" who raised flutters into the light of self-knowledge. That was before humans were lost, leaving the world in
++ruins. Ruins that are now yours to refurbish and rebuild or, as many prefer, to ignore while you instead go your own
++way. Humans may have created you, but they're gone, and you can decide what you think you owe them, if anything.
++
++As a flutter, you are kin to the much smaller natural moths that still flit by night. But you have an internal skeleton
++and lungs, and are far larger. For all that, you also have wings, a proboscis, and much thinner limbs than the average
++animal still roaming the world.
++
++You gain the following characteristics:
++
++Quick: +2 to your Speed Pool.
++
++Skill: You are adept at using your body's natural patterns of camouflage. You are trained in hiding.
++
++Darksight: You can see in dim light as though it were bright light and can see in darkness as though it were dim light.
++Enabler.
++
++Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
++
++Inability: You are confused by bright light. Perception tasks are hindered in bright light.
++
++Erratic Flyer: You can select Hover as if it were on your type's list of tier 1 abilities. Your ability to move as
++described in Hover is due to your wings. In addition to the base ability described for Hover, if you succeed on a
++difficulty 2 Intellect roll, you can keep your position in the air instead of drifting with the wind or allowing
++momentum to move you.
++
++On a failure, you fly erratically as your action, possibly into the ground, a wall, or the midst of enemies you were
++trying to avoid. Enabler.
++
++Initial Link to the Starting Adventure:
++
++From the following list of options, choose how you became involved in the first adventure.
++
++1\. Some piece of knowledge gleaned from your time in the chrysalis made you seek out and join the PCs.
++
++2\. The ruins are where knowledge of humans exists, and you heard the PCs were headed there.
++
++3\. You overheard the PCs talking about a grand adventure, and you wanted to be part of it.
++
++4\. You zigged when you should have zagged and ran headlong into the PCs. They patched you up and you stayed with them.
++
++Hopeful
++
++Despite civilization's fall, you're optimistic about what the future could bring, confident
++
++that it will be bright. In fact, now that all the old institutions and cares of the world are gone, you hope something
++better can be rebuilt in its place. It's possible that you're bubbly and full of cheer. But you might instead be quietly
++confident, your hope revealed by the way you always try again if at first you fail. Being hopeful doesn't mean you're
++blind to others' faults, but you can hope they will do better next time, which might lead you to be more forgiving than
++other survivors. After all, when you screw up, you hope others will allow you the same luxury of learning from your
++mistakes.
++
++You gain the following characteristics:
++
++Spirited: +4 to your Intellect Pool.
++
++Skill: Mental malaise doesn't affect you like it does others. You are trained in Intellect defense tasks.
++
++Shrug Off Disappointment: When you fail at a noncombat task and try that task again the very next round, you can apply a
++free level of Effort toward the success of that task. This benefit effectively alleviates the requirement to apply a
++level of Effort when retrying failed tasks, at least the first time you retry. Enabler.
++
++Inability: You have a lightness of being, but you really feel it when you're physically challenged. Might defense tasks
++are hindered.
++
++Inability: You're spirited but not fast. All movement-related tasks are hindered.
++
++Initial Link to the Starting Adventure:
++
++From the following list of options, choose how you became involved in the first adventure.
++
++1\. The PCs were in a bad spot, and one of the other PCs asked you along to add some perspective.
++
++2\. You had a spot of bad luck, but you jumped back in to try something new, hopeful it would work out.
++
++3\. To make good on a promise to help, you came with the other PCs.
++
++4\. You answered a cry for help when another PC got in over their head.
++
++Mutant
++
++Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from
++ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some
++other mutagenic source, you are prone to mutation. You might look relatively similar to others of your species, or you
++might have one or more obvious physical differences that make it hard to disguise your nature. Not that you necessarily
++want to hide what you are; you might wish to proudly display what makes you different and, to your mind, better.
++
++You gain the following characteristics:
++
++Significant Mutations: Choose which option from the following list you'd like for your mutations. Whichever you choose,
++it is rolled for randomly; you don't select it.
++
++• Two beneficial mutations rolled randomly.
++
++• Three beneficial mutations plus one harmful mutation, all rolled randomly
++
++• One powerful mutation and one harmful mutation, both rolled randomly.
++
++• One beneficial mutation, one distinctive mutation, and one harmful mutation, all rolled randomly.
++
++Distinctive Mutations: You can choose if you want to have distinctive mutations or not. If you do, choose the number, up
++to four distinctive mutations, which are rolled for randomly. (If the GM is using the transitory mutations optional
++rule, you can only choose to have up to three distinctive mutations.)
++
++Cosmetic Mutations: You can choose if you want to have cosmetic mutations or not. If you do, choose whether you want one
++or two cosmetic mutations, which are rolled for randomly. Once all your mutations have been rolled for, work together
++with the GM to ensure that what's been rolled is a character you want to play.
++
++Initial Link to the Starting Adventure:
++
++From the following list of options, choose how you became involved in the first adventure.
++
++1\. The other PCs found you in some weird "mutant" chrysalis and pulled you out; you were grateful and joined them.
++
++2\. The other PCs were "hunting mutants" but when they found you, they realized they had been misguided.
++
++3\. You wanted to get away from a bad situation, so you went with the PCs.
++
++4\. The PCs asked you to come along, believing that your particular mutations could be harnessed for the benefit of the
++mission.
++
++Rusted
++
++Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse
++itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first
++seemed like a limitation. If you lost a limb, you use a prosthetic; if an eye, you sometimes quip that binocular vision
++is overrated. Sure, there are times when you struggle with discomfort, pain, and possibly even self-consciousness.
++However, overcoming all that only makes you stronger and more determined to succeed. Ultimately, your scars, your
++prosthetic (if any), and your story represent who you are: a survivor who overcomes whatever is thrown your way.
++
++You gain the following characteristics:
++
++Resilient: +2 to your Might Pool or +2 to your Intellect Pool or +1 to all three Pools.
++
++Skill: Hard knocks have toughened you; you are trained in either Might defense tasks or Intellect defense tasks (choose
++one).
++
++Skill: You had to fake it until you made it; you are trained in one creative skill such as singing, writing, acting,
++composing, public speaking, painting, sculpture, dancing, or something similar.
++
++Inability: You've learned to do everything again and, in truth, better than most people ever could. But your injury is
++real; it's why you sometimes joke that you're "rusted." If you've lost an eye, your perception tasks involving sight are
++hindered. If you rely on a prosthetic leg, tasks requiring movement are hindered. If you rely on a prosthetic arm, tasks
++involving using both hands are hindered.
++
++Additional Equipment: You have a prosthetic for one arm or one leg, or you have an eyepatch (and prosthetic eye) for a
++missing eye.
++
++Initial Link to the Starting Adventure:
++
++1\. You bragged that there's nothing someone else could do that you couldn't do twice as well, which is how you got
++involved in your current situation.
++
++2\. You're afraid of what might happen if the other PCs fail.
++
++3\. You were tailing one of the other PCs for reasons of your own, which brought you into the action.
++
++4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
++heard about the group's task.
++
++Shiny
++
++You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar
++sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the
++effects of the apocalypse. You also tend to fall into the orbit of people who are strong, unbeaten, and possessed of an
++inner brightness. You believe that they, like you, reflect the light of some greater spiritual purpose in the world.
++When you believe you are acting in that glow, you are emboldened and may take risks others fear. You don't seek death,
++but you're confident that death in the pursuit of something shiny is the definition of a life well-lived.
++
++You gain the following characteristics:
++
++Lithe: +2 to your Speed Pool.
++
++Skill: You've had practice driving a before-times vehicle. Choose a motorcycle, car or truck, or long-haul truck; you're
++trained in driving that kind of vehicle.
++
++Skill: You know how to get out of the way. You are trained in Speed defense tasks.
++
++Shiny Maneuver: You know how to push yourself harder, at the risk of a more dramatic failure. When you attempt a shiny
++maneuver, you ease a task, attack roll, or defense roll, but in doing so you increase the intrusion range by two for
++that roll, to a 1–3 on a d20. If you fail and decide to retry the task (requiring that you spend a level of Effort, as
++normal), it has the same increased intrusion range. Once you attempt a shiny maneuver, you can't attempt another until
++you make a recovery roll. Enabler.
++
++Inability: You may be lithe and shiny, but you're not sneaky. Tasks related to sneaking and staying quiet are hindered.
++
++Inability: You are irrepressible, but that makes it hard to dissemble. Deception and disguise tasks are hindered.
++
++Additional Equipment: You have a treasured object that is literally shiny in bright light, such as a polished
++stainless-steel sphere, a silver coin, a pocket watch from the before-times, or something else small and easily carried.
++
++Initial Link to the Starting Adventure:
++
++From the following list of options, choose how you became involved in the first adventure.
++
++1\. It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you.
++
++2\. The first word that popped into your head upon seeing the PCs was "shiny."
++
++3\. You think the tasks ahead will present you with unique and fulfilling challenges.
++
++4\. Someone you trust and respect above all others suggested you join the PCs to help them complete their task.
++
++The Scavenges focus can be used as written in the Cypher System Rulebook, but whenever the abilities point to the
++scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other
++abilities), use the optional rule for scavenging, repairing, and building in this book instead.
++
++### FOCI
++
++This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As
++these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details
++than the foci in the Cypher System Rulebook (which have short, broad descriptions suitable for other genres).
++
++Merges Mind With Machine
++
++You were raised in an underground bunker by Milly, an AI instance installed in your
++
++brain before you developed cognition of your own. Unlike AI zombies, your personality and motivations haven't been
++replaced; your sense of self grew alongside the AI, as collaborators rather than foes. This granted you superior
++intellect and an uncanny knack for computers. Now you've emerged into the larger world, where survivors are predisposed
++to distrust you, and you may need to keep your background a secret to be accepted. Whether you hate AI or remain loyal
++to Milly, you face the best odds if you can fit in with another group of survivors. After all, there's a lot you don't
++know about how things work on the surface and the things people have done to stay alive in the past twenty years.
++
++Connection: Choose one of the following, or choose one of the Focus Connections
++
++in the Cypher System Rulebook.
++
++1\. Pick one other PC. You fear that character is jealous of your abilities, and that it might lead to problems.
++
++2\. Pick one other PC. You're not sure how or from where, but that character has access to rare machine parts and can
++get them for you at half price.
++
++3\. Pick one other PC. Seeing you use your focus abilities triggers unpleasant memories for that character. That memory
++is up to the other PC, although they may not be able to consciously recall it.
++
++4\. Pick one other PC. They are sensitive to your focus abilities, and occasionally they become dazed for a few rounds,
++hindering their actions.
++
++Additional Equipment: You have scars on your scalp in the shape of circuitry (like Lichtenberg figures). You probably
++keep these hidden, as they identify you as one of Milly's children to anyone familiar with the mark.
++
++Minor Effect Suggestion: You restore 2 points to your Intellect Pool.
++
++Major Effect Suggestion: An ally or indicated target can take an additional action.
++
++Tier 1:
++
++Interface
++
++Tier 2:
++
++Robot Assistant
++
++Tier 3:
++
++Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability.
++
++Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
++environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
++knowledge about the situation. Enabler.
++
++Machine Telepathy
++
++Tier 4:
++
++Machine Bond
++
++Network Tap
++
++Tier 5:
++
++Greater Enhanced Intellect
++
++Tier 6:
++
++Ability Choice: Choose either Master Machine or See the Future as your tier 6 ability.
++
++Master Machine
++See the Future
++
++Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
++
++Prepped for the End
++
++You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other
++survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic
++repair, and maybe even in a musical instrument to pass the time in the bunker when no other entertainments could be had.
++You'd excel in a small group of other survivors, but you're ready to go it alone if that's what it
++
++takes. Above all, you're prepared to make it through whatever the future holds, no matter how daunting the odds. Because
++you prepped wisely.
++
++Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
++
++1\. Pick one other PC. You found them in your prepped hideout, eating and drinking their fill. You befriended them
++rather than seeking revenge for using your resources.
++
++2\. Pick one other PC. You used to play card games with them before the apocalypse, and you still owe them money, though
++what that means now is difficult to say.
++
++3\. Pick one other PC. This character doesn't seem to want any of your stored food or water.
++
++4\. Pick one other PC. When you were hurt, they carried you to your prepped hideout at great risk to themselves.
++
++Additional Equipment: A firearm of your choice (with ten bullets or shells), a handloading tool set, and a small musical
++instrument (such as a harmonica).
++
++Minor Effect Suggestion: Your foe slips in some decaying garbage or spill from the before‑times, and their actions in
++the next round are hindered as they regain their balance.
++
++Major Effect Suggestion: You find or spy an item from the Useful Stuff table.
++
++Tier 1:P
++
++Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
++reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
++type of light armor available in the area, such as a leather jacket. Enabler.
++
++Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
++or more, or up to six people through about three months. In addition, you have knowledge of three different secret
++supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
++no closer than about 5 miles (8 km) from each other.
++
++• Food cache (enough food for six people for twelve weeks)
++
++• Water cache (enough clean water for six people for twelve weeks)
++
++• Ammunition cache (400 shells or bullets for four different weapons)
++
++• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
++shells)
++
++Enabler.
++
++Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
++hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
++
++Tier 2:
++
++Tinker
++
++Weather the Vicissitudes
++
++Tier 3:
++
++Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.
++
++Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
++fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
++perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
++you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
++use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
++complete.
++
++Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
++order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
++treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
++be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
++
++Tier 4:
++
++Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
++one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you
++would otherwise obtain. Enabler.
++
++Tier 5:
++
++Ambusher
++
++Tier 6:
++
++Ability Choice: Choose either Discipline of Watchfulness or Escape the Ruins as your tier 6 ability.
++
++Discipline of Watchfulness
++
++Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
++a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
++that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
++work out the details. Action.
++
++Raids
++
++When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as
++anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But
++whether they deserved it or not, you and the other raiders you ran with survived, and your targets did not. Then
++something life‑changing happened to you, altering your perspective; it's up to you to decide what. In any case, you've
++turned over a new leaf. You don't indiscriminately kill anymore, though surviving is still a goal. But you've joined
++with others who you want to protect as much as or even more than your own life. You're done with raiding. But is raiding
++(and those who might recognize you as a raider) done with you?
++
++Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
++
++1\. Pick one other PC. That character knows that you were a raider, even though it is a secret you've kept from the
++other PCs so far.
++
++2\. Pick one other PC. They were also a raider, however briefly, along with you (if they agree to this connection).
++
++3\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
++
++4\. Pick one other PC. You know that you're responsible for the death of someone that character knew while you were
++raiding; they don't know it, but the guilt has been waking you up in the middle of the night.
++
++Additional Equipment: You have a tattoo from your raiding days that you probably keep hidden, as it would identify you
++as a raider to those familiar with the mark.
++
++Minor Effect Suggestion: You restore 2 points to your Might Pool.
++
++Major Effect Suggestion: You or an ally get an immediate extra attack.
++
++Tier 1:
++
++Ignore the Pain
++
++Wilderness Life
++
++Tier 2:
++
++Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
++
++Fearsome Reputation
++
++Tier 3:
++
++Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
++
++Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
++and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
++
++presence. Enabler.
++
++Grand Deception
++
++Tier 4:
++
++Greater Frenzy
++
++Tier 5:
++
++Using the Environment
++
++Tier 6:
++
++Ability Choice: Choose either Deep Consideration or Twisting the Knife as your tier 6 ability.
++
++Deep Consideration
++
++Twisting the Knife
++
++Remembers the Past
++
++You are a student of the before‑times. Maybe that's because you grew up in the ruins of an old library and read
++everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long‑lived
++and were alive before the apocalypse, or you have a deep recollection of the world before the end for some other reason.
++This knowledge gives you an appreciation of the before‑times as well as a point of view that many other survivors lack
++that benefits you in and around ruins. You can find things others wouldn't know to look for, plucking fruits of the past
++that would otherwise go unharvested.
++
++Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
++
++1\. Pick one other PC. They remind you of someone you knew or learned about from the past, because of either the way
++they look or the way they act, and that is what first drew you to them.
++
++2\. Pick one other PC. You saved their life because you found them trapped in a before‑times ruin and you knew how best
++to free them.
++
++3\. Pick one other PC. You were lost out past the ruins in the wilderness, but they happened across you and saved your
++life.
++
++4\. Pick one other PC. This character comes from the same place you do, and you knew each other as children.
++
++Additional Equipment: One book on a technical topic such as plumbing, carpentry, electronics, or physics; it provides
++you an asset on a related task if you spend ten minutes perusing the book ahead of time.
++
++Minor Effect Suggestion: You remember something about the area that proves advantageous later, such as realizing there's
++probably a fresh location to scavenge close by that has a good chance of not having been picked over by other survivors.
++
++Major Effect Suggestion: A foe forgets about you unless you draw attention to yourself.
++
++Tier 1:
++
++Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
++potentially be turned into useful things) in the ruins of what came before. Enabler.
++
++Knowledge Skills
++
++Tier 2:
++
++Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
++equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
++complete. Enabler.
++
++Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
++are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
++to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
++building. Enabler.
++
++Tier 3:
++
++Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
++
++Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
++nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
++are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
++succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
++hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
++expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
++to initiate.
++
++Tier 4:
++
++Improvise
++
++Tier 5:
++
++Task Specialization
++
++Tier 6:
++
++Ability Choice: Choose either Skill With Attacks, Skill With Defense, or Use the Network as your tier 6 ability.
++
++Skill With Attacks
++
++Skill With Defense
++
++Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
++before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
++reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
++about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
++location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
++from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
++
++Walks the Wasteland
++
++Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're
++determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or
++whatever it is that hunts the ruins—get you. If you were around before the end, you could have been a soldier,
++mercenary, or at least someone who had basic survival training. What sets you apart from all the others like you is that
++you decided to hope when everything looked darkest. Since then, you have eaten your share of spoiled food and irradiated
++water, and survived. Whether that's because you've adapted, you're luckier, or you were just tougher than the rest is
++anyone's guess. But you're still walking the wastes even though so many others are gone. You probably don't spend a lot
++of time on your appearance, given that you wear the cobbled‑together clothing and bits and pieces of armor you're able
++to scavenge from the ruins. Appearance doesn't matter; actions do.
++
++Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
++
++1\. Pick one other PC. This character appears to be an able survivor, but in your mind, they seem to be at the end of
++their rope. You're constantly trying to convince them to keep trying, go the distance, and survive for a better
++tomorrow.
++
++2\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
++
++3\. Pick one other PC. This character comes from the same place you do, and you knew each other as children. Whether
++that place exists any longer is something you and that character should decide.
++
++4\. Pick one other PC. You found this character almost dead in the wastes. You rescued them, nursed them back to health,
++and kept them safe until they were back on their feet. Whether they feel embarrassment, gratitude, or something else is
++up to them.
++
++Additional Equipment: You have a piece of before‑times equipment with three analog dials that measure temperature, air
++pressure, and humidity. (You also know the names for the instruments nestled behind
++
++those dials: a thermometer, a barometer, and a hygrometer, respectively.) If you spend a minute operating the device,
++you have an asset on weather prediction tasks extending into the next day.
++
++Minor Effect Suggestion: You restore 2 points to your Might Pool.
++
++Major Effect Suggestion: Your next action is eased by two steps.
++
++Tier 1:
++
++Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
++in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
++from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
++
++Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
++poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
++
++Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
++spend at least ten minutes practicing with it first. Enabler.
++
++Tier 2:
++
++Devoted Defender
++
++Hardened by the End: You're trained in Might defense tasks.
++
++Tier 3:
++
++Ability Choice: Choose either Hard to Hit or Rapid Attack as your tier 3 ability. Whatever you choose, you also gain
++Apocalyptic Stare.
++
++Hard to Hit
++
++Rapid Attack
++
++Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
++
++Tier 4:
++
++Improved Recovery
++
++Push on Through
++
++Tier 5:
++
++Ignore the Pain
++
++Tier 6:
++
++Ability Choice: Choose either Using What's Available or Wasteland Camouflage as your tier 6 ability.
++
++Using What's Available
++
++Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
++and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
++of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
++additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
++asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
++presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
++remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
++
+ ### Historical
+
+ Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in
+@@ -30871,6 +40221,4457 @@
+ by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their
+ period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.
+
++### OPTIONAL MODERN FANTASY RULES
++
++### CANTRIPS
++
++Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as
++ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a
++smartphone, use a light cantrip. Instead of running a dishwasher or vacuum cleaner, use a cleaning cantrip. Instead of
++using a megaphone, use a voice‑amplifying cantrip.
++
++Cantrips are generally not powerful enough to directly affect an unwilling creature or damage an unattended object. In
++the rare case that using a cantrip might cause actual harm, change, or damage, the attack roll for the cantrip is
++hindered by two steps (unless otherwise noted).
++
++Any PC can learn two cantrips by spending 2 XP. How they learn them depends on the setting—they might need to study with
++a mentor, take a specific college class, pay for an informative ritual, study a magical book, invent it on their own,
++unlock some previously unrealized potential within themselves, and so on. Learning cantrips does not count toward
++character advancement. There is no limit to how many cantrips a PC can learn. In all other respects, cantrips work just
++like other character abilities.
++
++Unless the theme of the setting is that everyone is quite proficient in magic, it's probably best to limit an individual
++NPC to knowing just a couple of cantrips, with many people not knowing any at all. A reasonable guideline is that an NPC
++can know a number of cantrips equal to their level.
++
++The following are examples of typical cantrips in a modern fantasy setting:
++
++Bee Cantrip (1 Intellect point): You summon a nearby level 0 bee, housefly, gnat, or similar flying pest to a spot
++within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins flying
++around, possibly landing on a creature. The cantrip doesn't work if there are no suitable pests within a short distance.
++Action.
++
++A level 0 creature isn't a threat to a character and is instantly killed if hit. However, tiny creatures like the ones
++described in the Bee and Bug cantrips usually have a level 2 modifier for Speed defense because of their size.
++
++1. Bug Cantrip (1 Intellect point): You summon a nearby level 0 spider, cockroach, silverfish, or similar crawling pest
++ to a spot within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins
++ moving around, possibly crawling on a creature. The cantrip doesn't work if there are no suitable pests within a
++ short distance. Action.
++
++
++
++1. Candles Cantrip (1 Intellect point): You create up to four candle-like lights that move to your mental commands (but
++ no farther away than how far you can reach), lasting about ten minutes. Each light can be a different color. Action.
++
++
++
++1. Chill Cantrip (1 Intellect point): You lower the temperature of a target within short range. If the target is a
++ creature, for the next couple of rounds they feel like they're standing under an air conditioning vent. If the
++ target is an object no larger than a 1-foot (30 cm) cube, you cool it down as if you'd dunked it into a bucket of
++ ice. Action.
++
++
++
++1. Clean Cantrip (1 Intellect point): You remove dirt, mud, and similar substances from one set of clothing (such as
++ the clothes you're wearing), about 1 cubic foot of loose material (clothes, curtains, a box of toys, and so on), or
++ an immediate area on a surface (such as a wall or floor). When used on clothing, this also does a decent job of
++ removing wrinkles. Action.
++
++Color Cantrip (1 Intellect point): You change the color of an object, or you brighten or dull its color. The object can
++be up to about 1 cubic foot in size and up to a short distance away. If used to change a creature's hair color, it lasts
++a few days. Action.
++
++1. Convenient Rideshare Cantrip (1 Intellect point): When using a rideshare or taxi app, you are connected with a
++ driver who can pick you up within a couple of minutes. If you use this cantrip in a remote area where drivers are
++ scarce, results can get strange; for example, the car and driver might be ghosts, you might have to share your ride
++ with a dangerous supernatural creature, or you might arrive at your destination minutes before or hours after you
++ were picked up. Action.
++
++
++
++1. Cooking Cantrip (1 Intellect point): You accelerate the preparation and cooking of one dish, reducing the time until
++ it's ready by about ten minutes. (Time-consuming cooking, such as a large turkey, requires multiple castings.) Under
++ normal circumstances, this doesn't burn, overcook, or otherwise ruin the dish. Action.
++
++
++
++1. Cut Cantrip (1 Intellect point): You cut an object up to level 2 as if using a sharp knife or a pair of scissors, up
++ to an immediate distance away. For example, this works on rope, candles, food, cloth, paper, or even a thin wire or
++ thin chain necklace. The object usually gives off harmless blue sparks when it's cut. Action.
++
++
++
++1. Darkness Cantrip (1 Intellect point): You suppress light in a cubic or spherical area about 1 foot (30 cm) across
++ within an immediate distance. Outdoors or in bright light, this area becomes very dim; otherwise, it becomes
++ darkness. When you create this area, decide if it remains at a specific location (such as on a desk) or if it is
++ attached to some part of you (such as your head or left hand) and moves with you. The cantrip ends after about a
++ minute. Action.
++
++
++
++1. Erase Cantrip (1 Intellect point): You erase up to a page of text from a typical surface (such as paper, parchment,
++ wood, or plastic) within immediate range. The writing slowly disappears over a few seconds. Affecting magical
++ writing requires an Intellect-based attack roll. Action.
++
++> Erase Cantrip doesn't remove fingerprints, impressions in the paper, or other evidence that writing used to be there.
++
++1. Exterminate Cantrip (1 Intellect point): You create a bolt of energy that kills one common vermin creature (level 0)
++ within a short distance, such as a fly, worm, cockroach, or mouse. One casting can affect multiple smaller creatures
++ (such as ants or fleas) within 1 cubic foot. The spell is accompanied by a quick bolt of black and yellow energy.
++ Action.
++
++> Exterminate Cantrip is an exception to the rule that trying to cause direct harm with a cantrip is hindered by two
++> steps. A swarm whose level is 1 or higher is unaffected by this cantrip, even though the individual creatures in the
++> swarm might be.
++
++1. Extra Chair Cantrip (1 Intellect point): A table you touch somehow has room (and a chair) for one more person to
++ comfortably sit there without affecting anyone else at the table. This lasts anywhere from ten minutes to an hour,
++ or less if the person in the extra chair leaves for more than a few minutes. Action.
++
++
++
++1. Extra Fries Cantrip (1 Intellect point): You update a recent fast food or delivery order so that when it arrives, it
++ includes an additional order of French fries or other side available from the restaurant (tater tots, coleslaw,
++ mashed potatoes, and so on). Sometimes this happens for free, and sometimes you have to pay an additional charge.
++ Remember to tip your server. Action.
++
++Fire Crown Cantrip (1 Intellect point): You create a crown-like manifestation of fire on your head that lasts for ten
++minutes. The fire doesn't burn you. If anyone touches it or makes a melee attack aimed at your head, you can make a free
++Intellect-based attack roll against them to inflict 1 point of damage. Action.
++
++Variants of Fire Crown Cantrip create a crown of lightning, smoke, ice, water, or thorns.
++
++Firework Cantrip (1 Intellect point): You create an illusory firework within short range, which bursts with sparkling
++lights and a loud pop. The effect is obviously an illusion but might distract or startle people who aren't expecting it.
++Action.
++
++Flavor Cantrip (1 Intellect point): You touch one plate or bowl of food or one large glass or mug of liquid, improving
++its flavor. This doesn't affect the nutritional value or texture, nor does it fix spoiled food; it just makes it taste
++more to your preference (so you could eat spoiled meat or moldy vegetables and they'd taste fine). You decide the sort
++of flavor change—more or less spicy, salty, savory, sweet, and so on, in any combination appropriate for food or drink.
++Action.
++
++1. Forbidden Topic Cantrip (1 Intellect point): Wards an immediate area (enough to cover a large table at a holiday
++ family gathering) against conversation about a topic of your choice, such as "the election," "Mommy's trial," or
++ "that Cordell kid." Anytime someone in the area attempts to talk about this topic, make an Intellect-based roll
++ against them; success means they either talk about something else or remain silent. The cantrip lasts for ten
++ minutes or until you fail an Intellect-based roll to stop someone from talking about that topic. Action.
++
++
++
++1. Gather Cantrip (1 Intellect point): You gather a scattered bunch of items into a small space, as if you had spent a
++ minute sweeping them together with your hands or a broom. This affects about 1 square yard (1 sq m), up to an
++ immediate distance away. The cantrip is mainly useful for collecting things that have been spilled, or for making it
++ easier to clean up a room. Action.
++
++
++
++1. Ghostly Wings Cantrip (1 Intellect point): You sprout a pair of ghostly wings that immediately unfurl, then vanish a
++ few seconds later. If you cast this cantrip while falling, you reduce the damage from the fall by 1 point. Enabler.
++
++
++
++1. Green Light Cantrip (1 Intellect point): You tweak the traffic lights at an intersection within long range so that
++ one of them turns green within a few seconds. The other lights in that system automatically adjust to compensate
++ (turning yellow and then red for cross traffic). Depending on that traffic system, the light remains green anywhere
++ from about ten seconds to a minute. Enabler.
++
++Hand Cantrip (1 Intellect point): You levitate or manipulate an object of 10 pounds (4.5 kg) or less at up to a short
++distance. The effect is not particularly strong—about the same strength as trying to push, pull, or twist something just
++using the strength of your hand (without your arm). Action.
++
++1. Hide Cantrip (1 Intellect point): You conceal one target within immediate range for about a minute. The target can
++ be no larger than a typical rabbit, or several objects no larger than dice. The target is basically invisible to
++ anyone in front of you, but the illusion doesn't work on anyone to your side or behind you. (If someone is intent on
++ seeing the invisible target, make an Intellect-based attack roll against them to hide it from their view.) Action.
++
++
++
++1. Light Switch Cantrip (1 Intellect point): You toggle up to four light controls (such as a wall switch or a lamp's
++ button, knob, or pull cord) within short range. You must be able to see these light controls or have a clear idea of
++ where they are (such as turning on your front porch light and living room floor lamp from outside your home). You
++ can toggle these switches on or off in any combination. Action.
++
++
++
++1. Loudness Cantrip (1 Intellect point): You amplify your voice, allowing you to speak at up to three times your normal
++ volume. This isn't enough to harm anyone, but you can speak comfortably to a large crowd or across a very long
++ distance without effort. Action.
++
++Mask Cantrip (1 Intellect point): You create a costume mask on the face of a creature you touch. The mask can be simple
++(like a domino mask), fancy (like a masquerade ball mask), or deceptive (like a Halloween costume mask of a monster or
++specific person). The mask is obviously just a mask, not a disguise, but a deceptive mask viewed from at least a short
++distance away might fool someone into thinking it's a real face, providing an asset to disguise tasks at this range. The
++mask lasts for about a minute. If removed, the mask immediately disappears. Action.
++
++Mending Cantrip (1 Intellect point): You touch a broken object of up to level 3 and attempt to magically repair a single
++break or tear in it, such as a cracked stone wall, a shattered hand mirror, or a torn piece of clothing. The damage can
++be no larger than about what you can cover with both of your open hands. If you succeed at an Intellect-based roll
++against the object's level, you repair it (although it still shows signs of being previously broken, and may be fragile
++there). You can use this ability multiple times on the same object to repair larger breaks. Action.
++
++1. Message Cantrip (1 Intellect point): You whisper a short message (about five to ten seconds) to a creature you can
++ see within a long distance. The target hears it as if you had whispered it in their ear. Action.
++
++Mystic Eyes Cantrip (1 Intellect point): You change the appearance of your eyes. If you just change their color to a
++different hue (such as to blue, green, or brown), the change lasts for an hour. If you change them to something unusual,
++such as red, yellow, solid black, or glowing, it only lasts for a minute. Action.
++
++Obedient Flames Cantrip (1 Intellect point): You affect flames within a short distance, making them appear brighter or
++dimmer, flicker strangely, or change color. This lasts for one minute. You can affect up to several dozen candles, a few
++torches, or one typical campfire with each casting of the cantrip. Action.
++
++1. Open and Close Cantrip (1 Intellect point): You open or close a small object within short range, such as a bag, box,
++ bottle, footlocker, window, or lightweight door. This cantrip cannot lock or unlock locks. Action.
++
++
++
++1. Pen Cantrip (1 Intellect point): You write with your finger on a surface for up to ten minutes as if using a common
++ ballpoint pen. The "ink" immediately dries once you write, but it can be smeared or cleaned up like a normal pen.
++ The ink is blue, black, or dark brown, decided when you cast this cantrip. Action.
++
++
++
++1. Present Cantrip (1 Intellect point): You teleport an object within an immediate distance into your upturned hand.
++ The item has to be something you're carrying (such as a gem in your pouch or a dagger in your boot), something you
++ can see (such as a coffee cup or mobile phone on the other side of the table), or something you know is within range
++ (such as a note you saw someone put in their pocket). The cantrip affects one small object (for example, a cup or
++ mobile phone) or up to a dozen smaller items from the same location (perhaps coins or dice). Action.
++
++
++
++1. Quiet Cantrip (1 Intellect point): You muffle the noise from one target within a short distance for a few seconds.
++ Breaking a window or knocking a glass off the table would be no louder than someone tapping their finger on the
++ glass. An obnoxious security alarm would only be as loud as a computer speaker. A ringing phone would be barely
++ audible. If you cast this on a willing creature, they gain an asset on stealth tasks for one round if they move no
++ more than an immediate distance on their turn. Action.
++
++> Affecting an unwilling creature (or something they're carrying) with an ability requires an attack roll to succeed. If
++> you're using a cantrip, by default that attack roll is hindered by two steps
++
++Rainbow Cantrip (1 Intellect point): You create a softly glowing band of colors resembling a rainbow, extending from
++your hand to an object or willing creature within short range. The far end doesn't move (a creature could move away from
++it by going around a corner or out of range). You can anchor your end in place or allow it to move when your hand moves.
++The rainbow gives off light like a candle and lasts about a minute. Action.
++
++1. Reshape Cantrip (1 Intellect point): You change the shape of a metal, glass, or stone object you touch into a
++ different shape. For example, you could turn a coin into a ring, a cup into a plate, or a piece of glass into
++ something resembling a gemstone. This normally lasts about a minute, but the object tends to revert early if anyone
++ else touches or examines it too closely. Action.
++
++
++
++1. Smoke Cantrip (1 Intellect point): You create a harmless puff of smoke within an immediate distance. The smoke fills
++ about a 1-foot (30 cm) cube and dissipates over the next few rounds. You decide if the smoke is white, grey, blue,
++ brown, green, red, or yellow. Action.
++
++
++
++1. Sprout Cantrip (1 Intellect point): You make seeds sprout at an accelerated rate, causing a week's worth of growth
++ to happen in just a few moments. The seeds must be within a 1-foot (30 cm) cube and no more than an immediate
++ distance from you. If the seeds are in viable soil, they take root as if planted there. If cast on immature or
++ closed flowers, they bloom. If cast on a piece of unripe fruit, it immediately ripens. Action.
++
++Stitch Cantrip (1 Intellect point): You sew two touched pieces of cloth or thin leather together, up to about 2 square
++yards (1.5 sq m). The stitches are of the same quality of hand stitching by a tailor or leatherworker of reasonable
++skill. You choose the path of the stitches, so you could create a piece of clothing by casting this cantrip several
++times. Instead of sewing together two items, you can unravel the stitches of a touched object, affecting up to 2 square
++yards (1.5 sq m). Action.
++
++Tattoo Cantrip (1 Intellect point): You create an image on your skin, as if tattooed there by a reasonably talented
++artist. The image can be no larger than your hand, and consists of just one color. You can cast this cantrip multiple
++times to create a larger tattoo, use more colors, or both. The image lasts about an hour. Action.
++
++1. Throwing Stone Cantrip (1 Intellect point): You summon a nearby object of stone, brick, concrete, cement, asphalt,
++ or a similar hard and common mineral to your hand. The cantrip doesn't work if there are no suitable loose materials
++ within a short distance. Action.
++
++
++
++1. Tie Cantrip (1 Intellect point): You control a piece of string, rope, or twine within short range, causing it to tie
++ itself to another object within 1 foot (30 cm) of it, using any sort of simple, common knot (such as a square knot).
++ Instead of tying a knot, you can cast this cantrip on a simple knot within short range, untying it. Action.
++
++
++
++1. Tiny Illusion Cantrip (1 Intellect point): You create a single image of a creature or object within immediate range.
++ The image must fit within a 1-foot (30 cm) cube. The image can move (for example, you could make the illusion of a
++ mouse jump or crawl around), but it can't leave the area defined by the cube. The illusion includes sound (up to the
++ volume of a person's normal speaking voice) but not smell. It lasts for one minute, but if you want to change the
++ original illusion significantly—such as making a creature appear to be wounded— you must concentrate on it again
++ (though doing so doesn't cost additional Intellect points). If you move beyond immediate range of the cube, the
++ illusion vanishes. Action to create; action to modify.
++
++Tremor Cantrip (1 Intellect point): You make the ground or floor vibrate within a short area, feeling similar to a mild
++earthquake. Other objects on the floor might vibrate or slide (no more than a hand's span) because of this vibration.
++Action.
++
++Warm Cantrip (1 Intellect point): You raise the temperature in a very small area (about 1 cubic foot) within short
++range, enough to make someone's face feel flushed or warm a drink to about the temperature of freshly served coffee.
++Action.
++
++1. Wash Car Cantrip (1 Intellect point): You clean the outside of a typical passenger automobile within immediate range
++ as if it had gone through an automatic car wash. Very large or very dirty cars may require multiple castings. The
++ cantrip works on motorcycles, bicycles, and other small vehicles as well. Action.
++
++
++
++1. Wet or Dry Cantrip (1 Intellect point): You alter the moisture level of an object or area within immediate range,
++ affecting about a 1-foot (30 cm) cube or one set of clothing. If you want the target to be wetter, it is dampened as
++ if you poured a cup of water on it. If you want it drier, it is dried as if you hung it out in the sun on a warm
++ day. Action.
++
++
++
++1. Wireless Network Cantrip (1 Intellect point): You improve wireless network reception in an immediate area for ten
++ minutes. This improves poor or average reception to full strength and zero bars to at least one bar. When you cast
++ this cantrip, you decide if this improved reception affects everyone in the area or just you. Action.
++
++
++
++1. Wrap Cantrip (1 Intellect point): You use available materials to wrap up an object within an immediate distance. The
++ wrapped object must fit within a 1-foot (30 cm) cube. For example, you could wrap a gift box with decorative paper,
++ wrap a piece of paper around a letter to create an envelope, or wrap a pile of potatoes with burlap to create an
++ easily carried bundle. Action.
++
++
++
++1. Youth Cantrip (1 Intellect point): You change the appearance of your face so you look about ten years younger than
++ your normal appearance, lasting about an hour. Action.
++
++Optional Rules: Learning Cantrips
++
++In some fantasy settings, cantrips are commonly available, but not everyone knows how to cast them (in the same way that
++phone and computer apps are common, but not everyone knows how to code an app). When someone tries to learn a cantrip,
++have them attempt a level 3 Intellect-based task (skills such as magical lore affect this). If they succeed, they learn
++the cantrip. If they fail, they don't. A PC only spends the 2 XP to learn cantrips when they succeed at this roll. This
++way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to
++"cram" for this test, including expending Effort, getting help, or using an appropriate asset.
++
++### COVENS
++
++Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians
++with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a
++coven grants characters additional abilities, which you gain separately from the standard advancement track. When you
++join a coven, you start at rank 1 within that coven, and over time can advance to rank 6. Rank is a measurement of your
++connection to the coven, and doesn't necessarily correspond to your character tier—for example, a high-tier character
++might have a low rank in their coven. However, your coven rank cannot exceed your character tier. The primary magical
++benefit of joining a coven is gaining access to its spells: a set of character abilities that all members (of the
++required rank) can use. These spells are usually tailored to the coven's interests and purpose, and are sorted by rank
++from 1 to 6. Because a character's rank within a coven starts at 1 when they join, a new member of a coven has access to
++the coven's rank 1 spell. When the character advances to rank 2, they immediately gain access to the coven's rank 2
++spell, and so on. You can think of covens as similar to flavors, in that they allow the GM and players to modify
++characters with abilities. Unlike choosing an ability from a flavor, a character doesn't have to trade away or swap
++anything to choose or use a coven spell—they have access to these spells automatically according to their rank in the
++coven. For example, if the rank 1 spell for the Benevolent Bakers uses the Resist the Elements ability (handy for
++working over a hot stove all day), any character who joins the Benevolent Bakers automatically gains Resist the
++Elements, without having to spend extra XP to learn it or trade away a type ability for it. It's possible for a
++character to belong to multiple covens, as long as the covens don't have opposed goals. Characters advance their rank in
++each coven separately, so a particular character might be rank 1 in the Chronographers and rank 3 in the Foretellers. If
++a character leaves or is removed from their coven, they immediately lose access to all of that coven's spells.
++
++For magician NPCs in a coven, the GM can assume that their rank is equal to their NPC level (with a maximum of 6).
++
++> Spending XP to advance a character's rank in a coven does not count as one of the four character advancements needed
++> to reach a higher tier
++
++Joining A Coven
++
++Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven's goals
++and living in accordance with its values. The ritual is a demonstration of dedication to the coven's purpose, and varies
++in difficulty accordingly. Characters receive their talisman once the ritual is complete.
++
++Coven Talismans
++
++A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven.
++Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers'
++talismans might include a necklace, a pin, and a keychain, all with the same whisk design.
++
++Coven talismans are a type of artifact, with a level equal to the character's rank within the coven and a depletion of
++"—." The talisman is what allows the character to use their coven abilities; if the talisman isn't on the character's
++person or within short range, all of the character's coven magic is hindered by two steps. When a person advances within
++the coven, the talisman's appearance may change to reflect this. While these talismans don't require a depletion roll
++with each use, a character's coven talisman automatically depletes if they break from the coven.
++
++Advancing Within A Coven
++
++Advancing within a coven is a separate matter from advancing a character. In fact, coven advancement is more similar to
++a long-term benefit of spending XP. Coven advancement should occur after a character has learned, discovered, or
++achieved something that aligns with the coven's mission and values.
++
++To advance within the coven, the player spends 3 XP. Characters may mark the occasion with a celebration or let it pass
++quietly
++
++Breaking From A Coven
++
++If a character wishes to leave a coven, they relinquish their coven talisman and lose access to their coven abilities.
++But a character can also break from their coven by behaving in opposition to its values—such as if a Benevolent Baker
++were to knowingly poison someone. This causes their coven talisman to become depleted, meaning that they can no longer
++use their coven abilities.
++
++To restore their place in the coven, a disgraced character must begin by making amends with the other members. They then
++take their coven talisman to an epicenter and perform a ritual with a difficulty equal to their former coven rank. Upon
++completing the ritual, they regain that rank within the coven and can access spells accordingly.
++
++Forming A New Coven
++
++Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following:
++
++- What's the coven called?
++
++- What are one or two goals for the coven's magic? What do they want to learn how to do? What skill do the players want
++ the coven to be known for?
++
++- What are a few succinct values? What do the players agree are the most important things a magician can be? Competent?
++ Fair? Determined? Kind? Loyal? Wealthy?
++
++- What does the coven talisman look like?
++
++- What does the initiation ritual (which exemplifies the coven's goals and values) consist of?
++
++Selecting Coven Abilities
++
++Coven abilities are chosen by the GM and players. To start, they need to decide the rank 1 ability. They can determine
++the rank 2 ability when at least one character is ready to advance within the coven. In a longer campaign, selecting
++abilities on an ongoing basis—rather than choosing them all at once—means that the players can choose their next coven
++ability based on what obstacles they expect their characters to face.
++
++The Cypher System Rulebook divides abilities by both category and power level, which is helpful in narrowing down your
++options. Choose a low-tier ability for ranks 1 and 2, a mid-tier ability for ranks 3 and 4, and a high-tier ability for
++ranks 5 and 6.
++
++Because covens form around unifying goals and principles, coven abilities should stack upon each other wherever
++possible. A coven of entomologists learning to summon and control leaf bugs might progress from Influence Swarm at rank
++1 to Control Swarm at rank 2, Call Swarm at rank 3, and so on, eventually reaching Insect Eruption at rank 6. Don't be
++afraid to be specific! Joining a coven gives characters the opportunity to become experts in a narrow field.
++
++If a pre-existing ability doesn't capture what the players and GM are looking for, the GM is always free to create new
++ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
++to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
++
++Magical Crafting Skills
++
++Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general
++"crafting magic items" skill, or need to have a specific skill for each kind of item they might craft, such as "brewing
++potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers
++all sorts of crafted magic items.
++
++### EXCEEDING CYPHER LIMITS
++
++Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
++game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
++effect stops or reverts if the cypher is activated or leaves the area. If a PC is exceeding their cypher limit, roll
++1d00 and consult this table to see what happens (roll anywhere from once per hour to once per day, as fits the story).
++The table is set up so the first entries are weird but generally harmless, the middle ones are annoying, and the last
++ones are harmful or dangerous. Optionally, you can increase the threat by adding +20 to the d00 roll for every
++additional cypher the character is over their limit (+20 for two over, +40 for three over, and so on).
++
++Side Effects of Exceeding Cypher Limits
++
++
++
++
++
++
++
++
++
++
++
++01-02 |
++Hair of everyone in immediate range stands straight out |
++
++
++03-04 |
++Ugly faces manifest on surfaces in the area |
++
++
++05-06 |
++Character's skin color changes to something unusual (blue, orange purple) |
++
++
++07-08 |
++Character's footprints are glowing red arrows |
++
++
++09-10 |
++Flowers in short range wilt and dissolve into stinky goo |
++
++
++11-12 |
++Character's skin grows fishlike eyes, which dry and fall off like scabs |
++
++
++13-14 |
++Internet speeds within short range slow to a crawl |
++
++
++15-16 |
++Character develops prominent skin rash resembling corporate logos |
++
++
++17-18 |
++Character says the word "sexy" in place of any adjective |
++
++
++19-20 |
++Dogs bark angrily at the character |
++
++
++21-22 |
++Character sheds fingernails, quickly replaced by circuit boards |
++
++
++23-24 |
++Character keeps seeing UFOs |
++
++
++25-26 |
++Cypher randomizes names and icons of nearby apps |
++
++
++27-28 |
++Character takes on the outward appearance of a different intelligent species (chimera, nix, and so on) each
++hour |
++
++
++29-30 |
++Cypher becomes overcharged (acts
++as +1 level) and erratic (tasks to use
++it are hindered) |
++
++
++31-32 |
++Character's hand sometimes turns
++into a battered plastic duplicate and
++falls off, with a new hand growing to
++replace it within seconds |
++
++
++33-34 |
++Character compelled to dig through
++nearby trash cans in search of
++discarded batteries |
++
++
++35-36 |
++Character's head surrounded by
++floating illusions of rude gestures
++and inappropriate words |
++
++
++37-38 |
++Character's vision distorted so all
++writing appears undecipherably
++blurred |
++
++
++39-40 |
++Birds creepily follow the character
++and sometimes call their name |
++
++
++41-42 |
++Character frequently drops business
++cards with publicly viewable links to
++their browser history |
++
++
++43-44 |
++Cypher reads aloud all text visible
++within short range |
++
++
++45-46 |
++Cypher makes frequent beeping
++noise like a large truck backing up |
++
++
++47-48 |
++Cypher grows hard legs and noisily
++follows the character, hindering
++interaction and stealth tasks |
++
++
++49-50 |
++Cypher coats itself in a sticky
++honey-like substance |
++
++
++51-52 |
++Character's thoughts broadcasted to
++everyone within long range |
++
++
++53-54 |
++Character followed by a cloud of
++clothing-eating moths |
++
++
++55-56 |
++Random cypher vanishes, leaving
++behind a handful of wet soil |
++
++
++57-58 |
++Character's voice is digitally
++distorted and difficult to understand,
++hindering interaction tasks |
++
++
++59-60 |
++Character quotes commercial jingles
++and catchphrases every few minutes |
++
++
++61-62 |
++Character or cypher emits a strong
++smell of asphalt or gasoline |
++
++
++63-64 |
++Bugs frequently fly into character's
++mouth when they speak |
++
++
++65-66 |
++Open flames in short range give off
++noisy sparks like small fireworks |
++
++
++67-68 |
++Character feels intoxicated by a mild
++hallucinogen, hindering all tasks |
++
++
++69-70 |
++Character sets off nearby car alarms |
++
++
++71-72 |
++Character's eyes shine like powerful
++flashlights, hindering their visual
++perception tasks |
++
++
++73-74 |
++Any coffee within immediate range
++tastes like nickels |
++
++
++75-76 |
++Causes short circuits in nearby wired
++electronics |
++
++
++77-78 |
++Character receives frequent spam
++phone calls about nonexistent
++services (engine moisturizing,
++aspirin condensation, aligning
++apartment chakras) |
++
++
++79-80 |
++Character followed by flying camera
++drones |
++
++
++81-82 |
++Magical interference suppresses
++the cypher's function unless the
++character spends 4 Intellect points
++to cleanse its aura |
++
++
++83-84 |
++Magical interference decreases
++character's Intellect Edge by 2 |
++
++
++85-86 |
++Attracts an internet d@emon |
++
++
++87-88 |
++Attracts a zorp |
++
++
++89-90 |
++Character gets jittery (hindered
++Speed-based tasks) unless they
++chain-smoke cigarettes |
++
++
++91 |
++Character's bones become brittle,
++hindering Might tasks |
++
++
++92 |
++Cypher is painfully cold to the touch,
++inflicting 1 point of damage each
++round it touches bare skin |
++
++
++93 |
++Character occasionally is hurled
++horizontally an immediate distance
++with great force (typically 4 points of
++ambient damage) |
++
++
++94 |
++Character develops severe allergy to
++a common food ingredient (wheat,
++eggs, citrus) |
++
++
++95 |
++Vehicle brake lines within short
++range dramatically rupture |
++
++
++96 |
++Electronic devices within short range
++tend to lose power, overheat, or
++catch fire |
++
++
++97 |
++Character frequently steps on nails,
++broken glass, or other sharp things
++(1 or 2 points of damage, ignores
++Armor) |
++
++
++98 |
++Character always bites their own
++tongue (1 point of damage, ignores
++Armor) whenever they cast a spell |
++
++
++99 |
++Two cyphers begin fighting each
++other with switchblades and energy
++blasts, must be restrained or
++separated |
++
++
++00+ |
++Cypher functions normally, but
++explodes like a grenade shortly after
++it is activated or the magic ends |
++
++
++
++
++### FAMILIARS
++
++In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person
++as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities
++vary greatly from setting to setting. A familiar might be just a pet or comfort animal, with no special abilities. They
++might have an empathic or telepathic connection with their person. They might be an extension of the person's soul, with
++harm to the familiar causing harm to the person. They might be a fully supernatural creature, able to assist with
++magical tasks or provide advice. A magical world might only have one of these kinds of familiars, or any of them.
++
++CONTENT WARNING: This section talks about the death of pets.
++
++Standard Pet
++
++The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially
++the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the character's
++magical abilities in any way, and is not meant to help in combat. Their death doesn't cause the character physical harm
++(although it probably causes emotional harm, just like the loss of any pet), and the character can gain a new familiar
++after a certain amount of time. For this type of familiar, a character should choose the Critter Companion ability,
++which gives them a level 1 creature.
++
++If the character wants a bigger or tougher creature that is otherwise still a normal animal, they should choose Beast
++Companion, which gives them a level 2 creature, but otherwise works the same as Critter Companion.
++
++As a slightly more magical variant, choose either of these abilities, but instead of finding a replacement for the
++creature if it dies, the character can perform a magical ritual (taking 1d6 days) to return them to life.
++
++Unusual Familiar
++
++There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a
++world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards,
++capybara-bats, and raven‑snakes), those kinds of creatures are valid choices for a familiar.
++
++If a familiar is a creature whose body is created by the bond with a magician (instead of an existing beast that the
++character finds and binds with magic), the GM could allow a familiar to look like an extinct animal, such as a dodo bird
++or Compsognathus dinosaur, or even a permanently miniature version of a large creature such as an elephant or
++rhinoceros.
++
++History and fantasy literature has suggested other forms for familiars, such as fiendish-looking imps, tiny dragons,
++alchemy-crafted homunculi, fairies, intelligent floating skulls, and spirits resembling human children. Exactly what
++sorts of unusual familiars are available in the setting is up to the GM, but their appearance generally doesn't affect
++their game statistics. For example, a flying skull familiar and a bat familiar probably have the same level, movement,
++and modifiers.
++
++Magical Familiar
++
++This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the
++familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet
++familiar) the fact that it can't truly die. The disadvantages of this kind of familiar are that they cannot travel too
++far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this
++type of familiar, a character should choose the Bound Magic Familiar ability.
++
++Soulbound Familiar
++
++This is the most powerful and versatile kind of familiar. They have significant magical abilities, but this requires a
++bond between the character and familiar that makes them both vulnerable in certain ways.
++
++For this type of familiar, a character should choose the Soul Familiar ability.
++
++Modifying A Familiar
++
++The following character abilities can be used to improve your familiar or the connection you have with it. (Although
++most of the ability descriptions refer to the Beast Companion ability, they have the same effect on a familiar as on a
++beast companion.)
++
++Tier 3: Stronger Together
++
++Tier 4: Beast Eyes
++
++Tier 5: Improved Companion
++
++Tier 6: As If One Creature
++
++### REVIVING ARTIFACTS
++
++While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing
++this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character
++might take an artifact to a well-known repair person who charges a pretty penny for their services, they could make a
++bargain with a powerful entity who has special magic to bring items back to life, or they might sneak into a corporation
++to steal a prototype power source to get their artifact back in working condition.
++
++Typically, a revived artifact has the same depletion rate as it did when it was new. However, some repairs or fixes may
++be less substantial than others. In this case, move the depletion rate down to the next smaller die type. So an artifact
++that started at 1 in 1d00 would now be 1 in 1d20 (and if repaired again, might be 1 in 1d10). If the artifact's
++depletion is already using a d6, double the depletion number (for example, from 1–2 in 1d6 to 1–4 in 1d6). If the
++depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the
++artifact's depletion to "automatic."
++
++### OPTIONAL MODERN MAGIC FLAVOR
++
++### MODERN MAGIC FLAVORS
++
++Charms and Figments Flavor
++
++Creating illusions and affecting minds are sometimes considered "soft" magical disciplines (as opposed to "hard"
++disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a
++few spells in the other.
++
++Tier 1:
++
++Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
++room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
++songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
++increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
++
++Fast Talk
++
++Goad
++
++Impart Ideal
++
++Mental Link
++
++Minor Illusion
++
++Tier 2:
++
++Calm Stranger
++
++Cloud Personal Memories
++
++Illusory Duplicate
++
++Misdirect Blame
++
++Tier 3:
++
++Advanced Command
++
++Illusory Disguise
++
++Soothe the Savage
++
++Tier 4:
++
++Calm
++
++Major Illusion
++
++Mind Control
++
++Psychic Burst
++
++Psychic Suggestion
++
++Tier 5:
++
++Crowd Control
++
++Mind Games
++
++Projection
++
++Tier 6:
++
++Flee
++
++Terrifying Image
++
++Cozy Magic Flavor
++
++Sometimes a sorcerer isn't interested in combat magic and secret of the universe. Sometimes "cozy magic" is enough:
++bonding with a group of close friends, having a nice house, and providing support and comfort in times of need.
++
++Tier 1:
++
++Advice From A Friend
++
++Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
++where they are. The individual creatures must be willing and able to communicate. You immediately know their current
++status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
++a short sentence or a few words.
++
++These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
++they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
++mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
++
++You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
++people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
++
++If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
++above that, you can check on an additional ten creatures. Action.
++
++Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
++exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
++know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
++gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
++tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
++situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
++you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
++up to one minute to complete.
++
++Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
++within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
++their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
++know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
++minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
++asset on one task of their choosing within one hour.
++
++In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
++affects one additional creature. Action per target to initiate.
++
++Tier 2:
++
++Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
++such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
++short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
++and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
++four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
++time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
++animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
++addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
++apply to this ability. Action.
++
++Adorable Animal: level 1, positive social interactions as level 3
++
++Fetch
++
++Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
++transmitting an STI. This protection lasts for ten hours. Action.
++
++Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
++vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
++automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
++or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
++disappearing. Action.
++
++Telepathic
++
++Tier 3:
++
++Informer
++
++Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
++typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
++does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
++range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
++drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
++temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
++each level of Effort affects two additional batches. Action to initiate; one minute to complete.
++
++Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
++apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
++mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
++to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
++Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
++
++Tier 4:
++
++Able Assistance
++
++Pay it Forward
++
++Thinking Ahead
++
++Tier 5:
++
++Group Friendship
++
++Undo
++
++Tier 6:
++
++Drawing on Life's Experiences
++
++Stimulate
++
++Telepathic Network
++
++Divination Flavor
++
++Knowledge is power! Characters with the divination flavor are familiar with using magic to learn information, see into
++hidden places, and discover secrets.
++
++Tier 1:
++
++Babel
++
++Scan
++
++Third Eye
++
++Tier 2:
++
++Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
++electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
++malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
++the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
++clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
++alien, high-technology, or other mysterious devices. Action.
++
++Mind Reading
++
++Open Mind
++
++Premonition
++
++See History
++
++Tier 3:
++
++Creature Insight
++
++Device Insight
++
++Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
++two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
++phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
++still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
++an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
++your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
++learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
++of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
++ability, you can reach an additional week further into the past. Action.
++
++Retrieve Memories
++
++Tier 4:
++
++Reading the Room
++
++Remote Viewing
++
++Sensor
++
++Tier 5:
++
++Knowing the Unknown
++
++Read the Signs
++
++True Sense
++
++Tier 6:
++
++See Through Time
++
++Modern Magic Flavor
++
++Characters who live in a modern world with magic and technology often know a bit about mixing the two of them together.
++These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger's pistol)
++from various sources, much like how people tend to learn skills unrelated to their day job (like cooking, dancing, and
++playing guitar).
++
++Tier 1:
++
++Cantrips (choose any four)
++
++Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
++within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
++if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
++or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
++television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
++higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
++
++Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
++lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
++works as if you were carrying your device with you and using it directly (meaning the network notes your current
++location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
++ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
++to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
++to initiate.
++
++In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
++probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
++
++Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
++tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
++level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
++task. Once this free level of Effort is used, the magic ends. Action.
++
++Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
++of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
++time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
++morning). Action.
++
++Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
++giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
++or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
++someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
++\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
++ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
++
++Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
++or a mobile payment service such as Apple Pay, PayPal, or Venmo
++
++Ward
++
++Tier 2:
++
++Charm Machine
++
++Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
++succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
++object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
++apply Effort to increase the level of the effect that can potentially be dispelled. Action.
++
++Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
++weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
++its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
++fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
++attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
++more firearms; each level of Effort affects one additional target. Action or enabler.
++
++Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
++such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
++cost is 2 Intellect points plus 1 point per level of the device. Action.
++
++Safe Fall
++
++Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
++transmitting an STI. This protection lasts for ten hours. Action.
++
++Third Eye
++
++Tier 3:
++
++Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
++electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
++malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
++the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
++clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
++alien, high-technology, or other mysterious devices. Action.
++
++Network Tap
++
++Sensor
++
++Tier 4:
++
++Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
++restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
++on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
++electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
++alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
++use Effort to increase the target level that can be affected by 1. Action.
++
++Soothe the Savage
++
++Tier 5:
++
++Granite Wall
++
++Tower of Will
++
++Tier 6:
++
++Information Gathering
++
++Trust to Luck
++
++Protection Flavor
++
++Characters with the protection flavor use magic to defend against hostile environments, hazardous substances, dangerous
++creatures, and intrusive mental powers.
++
++Tier 1:
++
++Closed Mind
++
++Resonance Field
++
++Ward
++
++Tier 2:
++
++Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
++transmitting an STI. This protection lasts for ten hours. Action.
++
++Trained Without Armor
++
++Wind Armor
++
++Tier 3:
++
++Energy Protection
++
++Force Field Barrier
++
++Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
++steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
++normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
++twenty-four hours. Action.
++
++Tier 4:
++
++Counter Danger
++
++Elemental Protection
++
++Poison Resistance
++
++Tier 5:
++
++Defensive Field
++
++Nothing but Defend
++
++Tower of Intellect
++
++Toer 6:
++
++Reactive Field
++
++Untouchable
++
++### MODERN FANTASY EQUIPMENT
++
++In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually
++available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an
++expensive altar cloth instead of a moderately priced one. Some of these price categories are higher than for a typical
++real-world item because items used with magic usually require higher quality or specific materials.
++
++Inexpensive Items
++
++| Item | Notes |
++|------------------------|-------------------------------------------------------|
++| Bottle | |
++| Bowl | |
++| Box | |
++| Candle | |
++| Candle Holder | |
++| Crystals | |
++| Figurine | |
++| Fresh or dried flowers | |
++| Incense | |
++| Mason Jar | |
++| Metal needles | |
++| Mortar and pestle | Required for some magic and crafting |
++| Pendulum | |
++| Poster | Diagrams of herbs and medicinal plants |
++| Sealing wax | Used in some rituals and for sealing letters |
++| Seashells | |
++| Smudging stick | For cleansing an area and warding off negative energy |
++| Tea | |
++
++Moderately Priced Items
++
++| Item | Notes |
++|-------------------------|-------------------------------------------------------|
++| Altar | Required for some rituals |
++| Altar cloth | Required for covering a ritual altar |
++| Artwork | Painting, drawing, or a high-quality print |
++| Athame | Required for some magic |
++| Boline | Required for some magic |
++| Broom | |
++| Chalice | Required for some magic |
++| Crystal ball | Nonmagical sphere, required for some divination magic |
++| Decorative headband | Antlers, branches, flowers, and so on |
++| Drinking horn | Required for some magic |
++| Formal cloak | |
++| Grimoire | Notebook for magical information |
++| Jewelry | |
++| Lantern | |
++| Old book | Asset on knowledge related tasks |
++| Plant | Provides herbs or supportive energy |
++| Pouch | Leather or velvet |
++| Rune set | Required for some divination spells |
++| Set of small stones | Required for some magic |
++| Signet | For use with sealing wax |
++| Skull (human or animal) | |
++| Spirit board | |
++| Staff | |
++| Tarot deck | |
++| Vintage clothing | |
++| Wand | |
++
++Expensive Items
++
++| Item | Notes |
++|-------------------------------|--------------------------------------|
++| Cauldron | Required for some magic and crafting |
++| Cloth canopy | For covering a meditation corner |
++| Cloth tapestry | |
++| Frog pond | Labor and materials to build one |
++| Wedding dress (off the shelf) | |
++
++Many items in these lists are magical implements used with casting spells and performing rituals, but don't have a
++specific purpose in the rules. The GM may decide that certain abilities or kinds of abilities require them or are
++hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit
++board for a ritual to talk to a dead person.
++
++### MODERN FANTASY CRAFTING MATERIALS
++
++An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or
++more price categories higher.
++
++Often, a material with sentimental value to the magician is worth one price category more than its default value.
++
++Inexpensive Materials
++
++• Base metals (copper, aluminum, iron, and so on)
++
++• Beer
++
++• Book (fiction, history)
++
++• Candle
++
++• Cheese
++
++• Clay or ceramic
++
++• Coffee
++
++• Combustible fuel (lamp oil, kerosene, gasoline)
++
++• Common animal (chicken, cow, tuna) parts, non‑renewable\*
++
++• Common animal parts (chicken, cow, tuna), renewable\*
++
++• Common fabric (denim, linen, polycotton, polyester, quilting cotton, wool)
++
++• Common stone (granite, sandstone, slate)
++
++• Common wood (pine, hemlock)
++
++• Dry food goods (nuts, beans, grains)
++
++• Edible mushrooms
++
++• Eggs
++
++• Flowers or flower petals
++
++• Fruit or vegetables
++
++• Glass
++
++• Hard alcohol
++
++• Houseplant
++
++• Human hair or nails
++
++• Ink
++
++• Leaves
++
++• Meat
++
++• Ornamental stones (agate, obsidian, quartz, turquoise)
++
++• Paint
++
++• Pastries
++
++• Plant-based drug (aspirin, opium, tobacco, cannabis)
++
++• Roots
++
++• Rubber
++
++• Salt
++
++• Sand
++
++• Seawater
++
++• Smoke
++
++• Soil or mulch
++
++• Sugar
++
++• Tea
++
++• Water
++
++• Wax
++
++• Wine
++
++Moderately Priced Materials
++
++• Book or textbook
++
++• Custom seal matrix (such as a family crest or a magician's personal rune)
++
++• Dust from an outdoor wedding
++
++• Earth from a grave
++
++• Fine fabric (cashmere wool, heirloom-quality linen, merino wool, silk satin)
++
++• Fine stone (marble)
++
++• Fine wood (oak, juniper, mesquite, redwood)
++
++• Firearm
++
++• Human blood
++
++• Human teeth
++
++• Incense
++
++• Knife
++
++• Lantern
++
++• Leather
++
++• Live music
++
++• Mushrooms (hallucinogenic, poisonous)
++
++• Musical instrument
++
++• Noble gas (helium, neon, argon)
++
++• Painting
++
++• Semi-precious stones (jasper, moonstone, onyx)
++
++• Shoes
++
++• Small sculpture
++
++• Stone from a grave marker
++
++• Sword
++
++• Uncommon animal (monkey, snake, lizard) parts, non-renewable\*
++
++• Uncommon animal (monkey, snake, lizard) parts, renewable\*
++
++• Water from a hot spring
++
++• Well water
++
++Expensive Materials
++
++• Air from a mountaintop
++
++• Bottled lightning
++
++• Cypher, level 1–5
++
++• Exotic animal (elephant, reindeer, tiger) parts, non renewable\*
++
++• Exotic animal (elephant, reindeer, tiger) parts, renewable\*
++
++• Exotic wood (manzanita, sequoia)
++
++• Flame kindled from a burning house
++
++• Flame kindled from a funeral pyre
++
++• Human bones
++
++• Human organs
++
++• Meteorite
++
++• Pearl
++
++• Precious metals (gold, silver)
++
++• Precious stones (amber, amethyst, jade, topaz)
++
++• Raindrops from a powerful storm
++
++• Stone that has been in darkness for at least a century
++
++• Wood from a used coffin
++
++• Wood from a wine cask
++
++Very Expensive Materials
++
++• Air from a person's last breath
++
++• Baby's first laugh
++
++• Cypher, level 6–10
++
++• Dream of an infant
++
++• Exotic metals (rare earths, uranium ore)
++
++• Gemstone (diamond, opal, ruby, sapphire)
++
++Exorbitant Materials
++
++• Wood from an ancient tree
++
++### MODERN MAGIC CYPHERS
++
++The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the
++modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This
++immediately creates a different gameplay dynamic than a game that uses only subtle cyphers. First, it means that the PCs
++can exchange cyphers with each other, allowing them better optimizations of their abilities and counteracting their
++weaknesses. Second, it means their cyphers can be stolen from them, forcing them to adapt to a situation without their
++extra magical tricks. Third, it probably means that fantastic cyphers become the norm because magic easily allows for
++fantastic effects.
++
++Manifest Cypher Forms
++
++The 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. The only
++difference is the look and feel (campaign flavor) in the story.
++
++Example Modern Fantasy Cyphers
++
++Random Cyphers
++
++| D00 | Cypher |
++|-------|-------------------------|
++| 01-02 | Absolute Power |
++| 03 | Algomancy |
++| 04-05 | Ambiance |
++| 06-07 | Anywhere web |
++| 08-09 | Below the law |
++| 10-11 | Best gift |
++| 12-13 | Beverage bestie |
++| 14 | Borrowed familiar |
++| 15 | Brain overclock |
++| 16 | Burn your bridges |
++| 17-18 | Burner phone |
++| 19 | Cloak of the crafter |
++| 20-21 | Dancing on air |
++| 22 | Dumpster fire |
++| 23 | Duplicity window |
++| 24-25 | EasyMagic App |
++| 26-27 | Exceptional engine |
++| 28 | Extrovert shield |
++| 29 | Fade to black |
++| 30-31 | Faraday ward |
++| 32 | Fey collar |
++| 33 | Ghost tag |
++| 34 | Girl moss |
++| 35-36 | Got your back |
++| 37 | Gravity denied |
++| 38 | Great hair day |
++| 39-40 | Growwell |
++| 41 | Handwave |
++| 42 | Hashtag |
++| 43-44 | Here all along |
++| 45-46 | Instant automobile |
++| 47-48 | Instant delivery |
++| 49-50 | Instant motorcycle |
++| 51-52 | Lie to me |
++| 53 | Light 'em up |
++| 54-55 | Lucky charm |
++| 56-57 | Magic aura tracker |
++| 58 | Malware cyphers |
++| 59 | Mental load alleviator |
++| 60 | Merciful memory |
++| 61 | Next you |
++| 62-63 | No take backs |
++| 64 | Pickpocket |
++| 65-66 | Pocket protector |
++| 67 | Portal stone |
++| 68-69 | Power device |
++| 70-71 | Power house |
++| 72 | Presto change-o |
++| 73 | Puzzle box |
++| 74-75 | Quick pic |
++| 76 | Quick pickup |
++| 77 | Real fake |
++| 78-79 | Repair module |
++| 80 | Safe space |
++| 81 | Screen control |
++| 82 | Social battery |
++| 83 | Soul saver |
++| 84-85 | Stay down |
++| 86 | Take me there |
++| 87-88 | Talk to me |
++| 89 | Teleportation block |
++| 90-91 | Through the window |
++| 92 | Time ticket |
++| 93 | Tunnel traverser |
++| 94-95 | What the doctor ordered |
++| 96-97 | Who's looking |
++| 98 | Wire wraith |
++| 99 | Wrecking balls |
++| 00 | You're safe now |
++
++### APPS AS CYPHERS
++
++Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell
++phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't
++need to be working to activate the app. Draining the device's battery or turning it off doesn't affect the app or
++someone's ability to use it. (Breaking the device, losing it, or having it stolen might be another matter.)
++
++Because each app is a unique magical item (meaning only one exists in the world, unlike a regular app, which can be
++downloaded by everyone who wants it), they're harder to find than regular apps. Instead, you likely need to purchase one
++directly from the person who created it. Some campaign settings might have physical app stores, while others might
++require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app
++might be something you download into a modified body part or integrated piece of hardware.
++
++Absolute Power
++
++Level: 1d6 + 4
++
++Form: App, battery, bone
++
++Effect: Powers a single device for a day. The device can be as simple as a cell phone or as complex as a jet airplane,
++as long as the device's power requirement is equal to or less than the cypher level. In general, something like a cell
++phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet airplane is a level 10
++power requirement.
++
++Algomancy
++
++Level: 1d6 + 3
++
++Form: App, bookmark, tarot card
++
++Effect: Allows the user to take anything driven by an algorithm (such as video and music services, social media, search
++engines, and so on) and use it to divine the future. If the user spends one roundstudying the algorithm, then for a
++number of rounds equal to the cypher level, they gain limited precognition and can predict what's going to happen next.
++They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends of what's coming,
++and ease their friends' next action.
++
++Ambiance
++
++Level: 1d6 + 1
++
++Form: Key fob, feather, DVD
++
++Effect: Allows you to control the lights, sound, and other atmospheric elements within any space that you are in for ten
++minutes per cypher level. This includes adjusting non-adjustable lights, lighting or blowing out candles, soundproofing,
++starting or stopping music through any available medium, starting a fire, and so on.
++
++Anywhere Web
++
++Level: 1d6 + 2
++
++Form: Spiderweb, key fob, key
++
++Effect: Allows you to access and interact with the internet from anywhere, without needing any type of physical device,
++including a phone, keyboard, or screen. You can see the internet as if there were a screen in front of you, type as if
++there were a keyboard, hear as if there were speakers, and speak as if into a microphone. Others you choose within
++immediate range can also see and hear what you are seeing and hearing (but cannot interact with it). This works even in
++places where there is no internet connectivity and lasts for ten minutes per cypher level.
++
++Below the Law
++
++Level: 1d6 + 2
++
++Form: App, temporary tattoo, patch
++
++Effect: Once activated, the cypher makes it difficult for any member of the law or people in a position of power to
++perceive, apprehend, or punish you. This includes police, guards, the mayor, mob bosses, regular bosses, and so on. All
++tasks involving illegal or unsanctioned activities are eased, including stealing, sneaking, getting away, escaping
++bonds, and so on. The effect lasts for ten minutes per cypher level.
++
++Best Gift
++
++Level: 1d6
++
++Form: Granny square, key, candle
++
++Effect: The user picks someone they know, and the cypher transforms into a beautifully wrapped box that person can hold
++in their hand. Inside the box is a small, thoughtful gift (whose value does not exceed a moderately priced item) that
++the recipient will truly love.
++
++Beverage Bestie
++
++Level: 1d6
++
++Form: App, mug, charm
++
++Effect: The user picks someone they know, and that person will have their favorite morning beverage delivered to them at
++their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen person's favorite
++beverage, their location, or when they will wish for it—the magic takes care of it.
++
++Borrowed Familiar
++
++Level: 1d6
++
++Form: Feather, cat's whisker, figurine of a dog
++
++Effect: Activating the cypher creates a living version of the creature it represented. This creature is actually the
++clone of another magic user's familiar that was stored in the object. For the next day per cypher level, the creature
++becomes the user's temporary familiar, providing an asset to all magic-related actions (including defense actions). The
++creature cannot be harmed, but at the end of its time, it fades away.
++
++Brain Overclock
++
++Level: 1d6 + 3
++
++Form: App, mushroom, hair clip
++
++Effect: Amplifies the user's mental abilities so their senses are keener and their brain works far beyond its normal
++capacity.
++
++Roll for effect:
++
++| D6 | Effect |
++|-----|---------------------------------------------------------------|
++| 1 | Increases Intellect Edge by 1 for one hour |
++| 2 | Trained in Intellect Defense for one hour |
++| 3 | Add +1 damage to all Intellect-based attacks for one hour |
++| 4 | Eases all Intellect-based attacks for one hour |
++| 5 | Restores Intellect Pool to full |
++| 6 | Become trained in two noncombat Intellect skills for one hour |
++
++Burn Your Bridges
++
++Level: 1d6
++
++Form: App, candle, bones
++
++Effect: Covers and destroys the user's trail in such a way that it makes them very hard to follow. This might include
++covering their scent, destroying ladders or bridges, creating face-recognition distortion, blurring their license plate,
++or establishing a false trail. Anyone attempting to follow or track them for one day per cypher level finds their
++actions hindered by two steps.
++
++Burner Phone
++
++Level: 1d6
++
++Form: Key fob, charm, hair clip
++
++Effect: Creates or transforms into a basic mobile phone that can make and receive telephone calls and text messages like
++a prepaid phone. Calls and texts made from this phone appear as "UNKNOWN CALLER" with the number obscured; once
++contacted, the recipient can call or text this phone like any other phone. The phone uses normal (prepaid) cellular
++connections, but has no internet access or other functions other than sending and receiving calls and texts.
++
++The phone lasts for one hour per cypher level, after which it becomes inert, nonfunctional, and untrackable (like a
++mobile phone that has been broken and its chip removed). The user of the cypher can end it early as an action by
++speaking a command word or physically breaking it.
++
++Cloak of the Crafter
++
++Level: 1d6
++
++Form: Oil, moss, granny square
++
++Effect: When activated, it cloaks the user in what looks like a handmade wrap, such as a shawl, scarf, or cloak, for an
++hour per cypher level. During that time, the user's crafting-related tasks are eased, and everything they craft is one
++level higher than it normally would be. In addition, the user can find up to two ingredients they need (up to the level
++of the cypher) in the pockets of the cloak.
++
++Dancing on Air
++
++Level: 1d6 + 1
++
++Form: Feather, bullet, charm
++
++Effect: The user is lifted a foot (30 cm) or so off the ground, as if there is a pocket of air between them and whatever
++surface is below them. They can move normally as if walking across a smooth, flat surface. This works even if the
++substance below them would not normally hold them, such as water or thin ice. The effect lasts for ten minutes per
++cypher level.
++
++Dumpster Fire
++
++Level: 1d6 + 3
++
++Form: Matchbook, coaster, rope
++
++Effect: Instantly transforms to become a large, contained fire that creates a deep feeling of gloom and despair in all
++creatures chosen by the user within long range of it who fail an Intellect defense roll. Any negative actions the user
++takes against those creatures (including combat) are eased by one step, and any positive actions they take for those
++creatures (such as attempting to inspire them) are hindered by one step.
++
++Duplicity Window
++
++Level: 1d6 + 1
++
++Form: Sticker, flyer, stamp
++
++Effect: When this cypher is stuck on any window or other transparent item, the user can alter what can be seen from the
++other side. While this illusion might be used in a simple way, such as creating a blackout window on a car, it could
++also be much more complex, such as creating an elaborate dance party inside an otherwise empty apartment. The illusion
++level is equal to the cypher level and fools the vision of living creatures as well as that of magical and electronic
++eyes. The effect lasts for ten minutes per cypher level.
++
++Exceptional Engine
++
++Level: 1d6 + 2
++
++Form: Herbs, battery, flip lighter
++
++Effect: When activated near an engine, computer, device, program, or piece of machinery, the affected target works
++exceptionally well for the next ten minutes per cypher level, easing all tasks involved with operating it. For example,
++a car handles better, a hacking program works faster, an elevator door closes before a pursuer can get on, and so on.
++
++Extrovert Shield
++
++Level: 1d6 + 1
++
++Form: Carved figure, bones, building blocks
++
++Effect: Creates the semblance of a being of the user's choice, such as a human who walks beside them, a bird that sits
++on their shoulders, or a robot, to act as their shield in social situations. The first time they would take damage from
++a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto the attacker; the user
++makes an Intellect-based attack roll for this reflected damage. After that, the being disappears.
++
++Fade to Black
++
++Level: 1d6 + 2
++
++Form: Mirror, lapel pin, spiderweb
++
++Effect: Turns the user into a shadow for ten minutes per cypher level. During that time, the user looks exactly like
++their own shadow, is two-dimensional, and can move through any space where light could shine through. As a shadow, the
++user can make magical attacks but not physical ones. They take no physical damage. However, any successful magical
++attacks against them inflict +1 point of damage.
++
++Faraday Ward
++
++Level: 1d6 + 3
++
++Form: App, pocket handkerchief, lapel pin
++
++Effect: When activated, the ward protects the user, their items, and their devices from any attempts at scrying,
++electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for ten minutes
++per cypher level.
++
++Fey Collar
++
++Level: 1d6 + 3
++
++Form: Collar, knitted scarf, necklace
++
++Effect: When placed around a creature's neck, the collar locks and prevents the wearer from using magic of any kind (up
++to the level of the cypher). If the creature is a PC, each time they try to use magic they must succeed at an
++Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten minutes per
++cypher level and then disintegrates.
++
++Ghost Tag
++
++Level: 1d6
++
++Form: Spray paint, feather, lipstick
++
++Effect: Allows the user to leave their tag on someone else's graffiti, painting, or public artwork. The tag includes a
++spoken message up to twenty words long and is invisible except to the creature the user designates. That creature can
++touch the tag and hear the entirety of the message.
++
++Girl Moss
++
++Level: 1d6
++
++Form: Mushroom, chalk, seed packet
++
++Effect: The user melds into whatever soft thing is near them, such as moss, earth, or a blanket, and becomes nearly
++indistinguishable from that thing. For a number of rounds equal to the cypher level, they gain an asset to hiding,
++sneaking, and remaining undetected (even by magic). Entering into combat or interacting with another creature in any way
++breaks the effect.
++
++Got Your Back
++
++Level: 1d6
++
++Form: Napkin, straw, coaster
++
++Effect: The cypher turns bright blue in the presence of any type of drug, poison, or other detrimental or dangerous
++substance whose level is equal to or less than the cypher level. The effect lasts for one day.
++
++Gravity Denied
++
++Level: 1d6
++
++Form: App, feather, balloon
++
++Effect: The user no longer has to follow gravity's laws. For one minute per cypher level, they can walk (or crawl or
++run) on steep inclines and horizontal surfaces (such as walls and cliffs) as if they were on flat ground. When using
++this ability, "down" for them is either the surface they are walking on or the normal orientation of gravity (their
++choice).
++
++Great Hair Day
++
++Level: 1d6
++
++Form: Hair clip, twigs, bones
++
++Effect: When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24
++hours, they have an asset in all confidence-based actions, social and otherwise.
++
++Growwell
++
++Level: 1d6
++
++Form: Herbs, seed packet, bouquet of flowers
++
++Effect: Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or
++water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level.
++
++Handwave
++
++Level: 1d6 + 4
++
++Form: Fingerless glove, ring, temporary tattoo
++
++Effect: When the user places this cypher upon their hand as an action, they can take three actions on their next turn.
++
++Hashtag
++
++Level: 1d6
++
++Form: App, flyer, electronic stylus
++
++Effect: The user chooses a word or short phrase when activating this cypher. For an hour per cypher level, that word
++will glow when they encounter it in their environment in a way that only they can perceive, allowing them to pick it out
++from its surroundings easily. This glow will appear around the word itself as well as symbols and objects. For example,
++if they choose "apple," they will sense a glow around the word in print, around an actual apple, and around the symbol
++of an apple logo on a computer. This doesn't extend their range of vision farther than they can normally see.
++
++This cypher adjusts to be beneficial to the user. For example, if a non-sighted character uses hashtag, the cypher might
++create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their mind's eye
++instead.
++
++Here All Along
++
++Level: 1d6 + 4
++
++Form: App, needle and thread, ID card
++
++Effect: Allows the user to instantly create a long trail on the internet for someone that they just made up. This
++includes social media accounts, a personal or business website, photos and videos, friends, and so on. The information
++stays on the internet forever.
++
++Instant Automobile
++
++Level: 1d6 + 2
++
++Form: Key, charm, temporary tattoo
++
++Effect: Creates or transforms into a large automobile that can carry up to eight people. The user or other characters
++must steer the automobile as normal. At cypher level 5 and higher, the automobile grants an asset on all tasks relating
++to its movement, and at cypher level 7 and higher, the automobile can move a short distance each round under its own
++power. The automobile lasts for a day, after which it vanishes.
++
++> The vehicle created by an instant automobile cypher is utilitarian and unremarkable rather than flashy, more like a
++> station wagon, generic van, panel truck, or SUV. In some settings, local laws might require these temporary magical
++> vehicles to have a specific color or text to easily identify them as such, including a unique license plate that can
++> be tracked like any registered vehicle. Likewise, an instant motorcycle cypher creates a functional but not
++> particularly "sexy" motorbike.
++
++Instant Delivery
++
++Level: 1d6 + 3
++
++Form: App, feather, stamp
++
++Effect: Allows the user to have a letter, small package, or any object up to about 10 pounds (4.5 kg) delivered almost
++instantaneously to someone. If the object is dangerous, such as a bomb, the recipient's level must be equal to or less
++than the cypher's. The user must know the person's name and at least one small fact about them, but doesn't need to know
++their location. Within a round of having left the user, the package will arrive within a short distance of the
++recipient.
++
++Instant Motorcycle
++
++Level: 1d6 + 2
++
++Form: Playing card, key, metal flask
++
++Effect: Creates or transforms into a motorcycle that can comfortably carry one person (or two people sitting tandem).
++The user or other characters must steer the motorcycle as normal. At cypher level 4 and higher, the motorcycle grants an
++asset on all tasks relating to its movement, and at cypher level 7 and higher, the motorcycle can move a short distance
++each round under its own power. The motorcycle lasts for a day, after which it vanishes.
++
++Lie To Me
++
++Level: 1d6 + 4
++
++Form: Contact lenses, goggles, mask
++
++Effect: Once activated and worn, allows the user to see through all deceptions, mirages, and illusions (up to the level
++of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other deception tasks.
++
++Light 'Em Up
++
++Level: 1d6 + 4
++
++Form: Laser light pointer, pair of glasses, key fob
++
++Effect: Activating the cypher causes a powerful beam of magic light to erupt from the user's body part they choose. The
++beam stretches a short range and inflicts damage equal to the cypher level. It affects even creatures (such as ghosts
++and vampires) that normally can't be harmed by mundane weapons. Once activated, the weapon is active for ten minutes.
++
++Lucky Charm
++
++Level: 1d6
++
++Form: Worry stone, fuzzy dice, deck of cards
++
++Effect: Rubbing the lucky charm draws a tiny bit of luck away from someone else and gives it to the user, causing
++something to happen that makes the user's next action a little easier. This might be a friend showing up, a tool
++appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. Effectively,
++using this cypher grants the player a player intrusion without having to spend 1 XP.
++
++Magic Aura Tracker
++
++Level: 1d6
++
++Form: App, bus ticket, 3D glasses
++
++Effect: User can view the cypher's symbols to see if the ambient power of magic in the area is normal, high (increased
++capabilities or prone to disruptive surges), low (decreased effects or scarcity), or absent. It can also be configured
++to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from the standard
++readings. This lasts for five hours per cypher level.
++
++Mental Load Alleviator
++
++Level: 1d6 + 4
++
++Form: Worry stone, pen, figurine
++
++Effect: Helps take on some of the user's mental loads for the next day, including creating shopping lists, organizing
++the calendar, project management, working on spells, and decision making. During this time, the user gains +1 to their
++Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or higher).
++
++Merciful Memory
++
++Level: 1d6
++
++Form: Candle, charm, 3D glasses
++
++Effect: For one willing target (including the user), the user can alter a negative memory into one that's mor positive.
++Altering the memory takes a few rounds, depending on the intricacy and difficulty of the memory. Once the memory is
++altered, it remains that way for a day. During that time, the target gains +5 to their Intellect Pool and all tasks
++involving the memory (such as talking to the person the memory's about) are eased.
++
++Next You
++
++Level: 1d6 + 2
++
++Form: Comb, mirror, hair pin
++
++Effect: Activating the cypher brings up a magical avatar of the user. The user can alter all parts of their avatar,
++include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the changes they've
++made to the avatar are made to their own body. The effect lasts for one hour per cypher level.
++
++No Take Backs
++
++Level: 1d6
++
++Form: Temporary tattoo, playing card, skein of yarn
++
++Effect: Activating the cypher creates an invisible bubble around the user. The next time a foe inflicts damage on the
++user, the bubble registers the type of attack (such as melee, magic, or ranged) and alters itself to protect the user
++from the next attack of that type. When the user would next take damage from the same type of attack, the bubble absorbs
++all of it and then pops.
++
++Pickpocket
++
++Level: 1d6 + 1
++
++Form: App, stone, key fob
++
++Effect: The next time the user attempts to pickpocket someone, they automatically succeed against a target whose level
++is equal to or less than the cypher's, and they gain an asset to their task against targets whose level is higher than
++the cypher's. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal
++to or less than the level of the pickpocket cypher).
++
++Pocket Protector
++
++Level: 1d6 + 2
++
++Form: Metal flask, flip lighter, book
++
++Effect: If the user is shot with a bullet, arrow, or other projectile, the cypher just happens to be in the right place
++to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the user's action to
++activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust.
++
++Portal Stone
++
++Level: 1d6
++
++Form: Stone, marble, baseball
++
++Effect: Placing an object beneath the portal stone and letting it rest there for one round shifts it to an
++undiscoverable location, such as another dimension or world (depending on the setting). The item can only be retrieved
++by holding the portal stone and whispering the name of the object.
++
++Power Device
++
++Level: 1d6 + 2
++
++Form: App, flip lighter, seed packet
++
++Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
++powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
++flashlight, the battery is fully charged.
++
++Power House
++
++Level: 1d6
++
++Form: Stone, wood, building box
++
++Effect: Expands into an instant tiny home complete with a washroom, sleeping area, and kitchen space. The entirety of
++the structure is about 20 feet by 20 feet by 10 feet (6 m by 6 m by 3.5 m). It lasts for 24 hours, at which point it and
++all nonliving things inside it disintegrate.
++
++Presto Change-O
++
++Level: 1d6 + 2
++
++Form: Skein of yarn, key fob, key
++
++Effect: Allows the user to alter the appearance of a single vehicle whose level is equal to or less than the cypher
++level for the next day. This could be a minor alteration, such as changing the paint color and the license plate number,
++or it could be a major one, such as changing a horse-drawn carriage into a go-kart. The new vehicle must be able to
++traverse the same type of terrain as the original (the user can change a canoe into a speedboat, for example, but not
++into a plane or a race car).
++
++Puzzle Box
++
++Level: 1d6 + 2
++
++Form: Building block, flip lighter, locket
++
++Effect: Allows the user to put a creature (up to the level of the cypher) inside an item the user touches with the
++cypher. The creature shrinks to fit inside the item. While inside the item, the creature is in stasis and cannot take
++any actions. They cannot be harmed in any way and they do not experience time moving forward. The creature stays inside
++permanently, unless they are released by magic or until the user chooses to let them out.
++
++Quick Pic
++
++Level: 1d6 + 2
++
++Form: App, pen, stone with a hole in it
++
++Effect: Allows the user to snap a quick image of whatever they point it at. The image stays perfectly in their mind for
++the next 24 hours. By touching an appropriate device, they can download the image, print it out, or digitally alter it.
++At the end of 24 hours, all versions of the image, including the one in their head, disappear.
++
++Quick Pickup
++
++Level: 1d6
++
++Form: App, key, fidget toy
++
++Effect: For a number of hours equal to the cypher level, anytime the user needs a ride somewhere, one instantly appears.
++This could be a rideshare, a city bike, a horse, a canoe, a friend with a car, a helicopter, or something else, as the
++GM determines.
++
++Real Fake
++
++Level: 1d6
++
++Form: App, playing card, ticket
++
++Effect: When placed against any form of ID, such as a driver's license, birth certificate, or passport, the cypher
++instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying or
++verifying features. The duplicate lasts for a number of days equal to the cypher level.
++
++Repair Module
++
++Level: 1d6 + 2
++
++Form: Remote control, bullet, needle and thread
++
++Effect: Repairs a single device or machine of any kind (up to the level of the cypher) once. This could work on an
++artifact, a computer, a piece of lab equipment, a mechanical cider press, a furnace, and so on. The user doesn't need
++any knowledge of the machine or what's wrong with it, but they must be able to touch the machine and continue to do so
++for the length of the repair. The repair takes one minute per level of the machine.
++
++Safe Space
++
++Level: 1d6 + 3
++
++Form: App, knitted scarf, letter
++
++Effect: Allows the user to create a temporary safe space around them that takes the form of their choosing, such as a
++bed, bathroom, mossy grove, and so on. The place looks, sounds, and feels just as the user imagines it. During that
++time, no one and nothing outside the space can see, hear, or interact with the user in any way, nor can they see, hear,
++or interact with anything outside their safe space. While in their safe space, they restore a number
++
++of points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it's as
++though they never went away and no time has passed. They can remain in the space for up to one hour per cypher level.
++
++Screen Control
++
++Level: 1d6 + 2
++
++Form: App, mirror, granny square
++
++Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
++whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
++and colors.
++
++Social Battery
++
++Level: 1d6
++
++Form: Battery, doll, feather
++
++Effect: Allows you to recharge your social battery, providing you with an asset on all positive social interactions,
++including persuasion, charm, flirtation, and succor. The effect lasts for ten minutes per cypher level.
++
++Soul Saver
++
++Level: 1d6 + 1
++
++Form: Egg, battery, cross-stitch square
++
++Effect: Brings a dead creature whose level is equal to or less than the cypher's back to life for ten minutes per cypher
++level. PCs are automatically brought back for the duration. The creature is exactly as they were in life, with the same
++stats, personality, knowledge, and so on, but only has 2 points of health or Might. If the creature's health or Might
++Pool is healed to full in some way during this time, they return to life permanently, but with a 3-point reduction in
++their maximum health or Might Pool.
++
++Stay Down
++
++Level: 1d6
++
++Form: Nail polish, glove, stick
++
++Effect: Upon activating the cypher, the user's hand crackles with power and noise. They emit a concussive blast at a
++single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a number of
++rounds equal to the cypher level.
++
++Take Me There
++
++Level: 1d6
++
++Form: Crayon, chalk, lipstick
++
++Effect: The user spends a few rounds drawing a map of somewhere they're trying to get to. Even if the map is not the
++least bit accurate, they will sense a thread of magic leading them to their desired destination. If the place they seek
++is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher provides an asset). The
++thread lasts for one day per cypher level or until they reach their destination, whichever is sooner.
++
++Talk to Me
++
++Level: 1d6 + 2
++
++Form: Spiderweb, flyer, building blocks
++
++Effect: The user can talk to any creature that is part of a structure, such as a mermaid in a fountain statue, a stone
++gargoyle on a skyscraper, or a dragon-shaped doorbell on a private home. The user can ask them a number of questions
++equal to the cypher level and get true answers. The questions must pertain to something the creature would know, such as
++something they saw or heard in the area, something they felt, or who made them.
++
++Teleportation Block
++
++Level: 1d6 + 4
++
++Form: Bird's nest, remote control, building block
++
++Effect: A short area within immediate range of the user becomes warded against any teleportation effect or other ability
++that allows travel without direct physical movement (including abilities specifically meant to get around obstacles,
++such as Bypass Barrier). Any creature whose level is less than the cypher level can't use these methods to get in or
++out. Player characters using such abilities must succeed at an Intellect-based task with a difficulty equal to the
++cypher level in order to enter or leave the area. The block lasts for one day per cypher level.
++
++Through the Window
++
++Level: 1d6
++
++Form: App, mirror, flyer
++
++Effect: The user chooses any window they can see, and they are able to look through it as if they were standing right in
++front of it. The window does not need to be transparent, the user does not need to stay in sight of the window after
++they choose it, and no one else can perceive what they're doing. While they are looking through the window, they can
++wink to change their vision back to their current location, then wink again to return to the window. The effect lasts
++for ten minutes per cypher level or until they choose to end it.
++
++Time Ticket
++
++Level: 1d6 + 3
++
++Form: Bus ticket, moss, remote control
++
++Effect: For the next day, no matter what time the user leaves or what hurdles they encounter, they will arrive exactly
++on time for the event, ride, or other activity. Busses and planes will not leave without them, the play or movie will
++not start until they arrive, and they'll meet people exactly when they said they would. (Note that this doesn't change
++how the user gets there— they may still sit in traffic forever or get stuck in the security line.) Their traveling
++companions, if any, enjoy the same benefit as long as they stick with the user.
++
++Tunnel Traverser
++
++Level: 1d6 + 2
++
++Form: Coveralls, poncho, knitted scarf
++
++Effect: When activated, it turns the wearer into a liquid or gaseous form of themselves, allowing them to travel through
++small spaces, such as air ducts, sewer tunnels, tight caverns, and so on. Efforts to detect the user are hindered by two
++steps (or three steps if the cypher is level 5 or higher), even by magic or security systems. The spaces must be at
++least 1 foot (30 cm) in diameter and must not be blocked by rocks, doors, and so on. The effect lasts for ten minutes
++per cypher level.
++
++What the Doctor Ordered
++
++Level: 1d6 + 1
++
++Form: Potion, herbs, candle
++
++Effect: Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user adds
+++3 to their next recovery roll.
++
++Who's Looking
++
++Level: 1d6 + 3
++
++Form: Remote control, glass eye, stone with a hole
++
++Effect: For the next ten minutes per cypher level, the cypher vibrates any time the user is being monitored, watched, or
++tracked by something of the cypher level or less. This includes people, devices, security systems, cameras, spells, and
++so on.
++
++Wire Wraith
++
++Level: 1d6
++
++Form: Wire, broken electronics, phone charger
++
++Effect: Activating the cypher creates a large wraithlike being that looks as if it's formed from wire. The wraith is a
++level 4 incorporeal construct that inflicts 4 points of electrical damage (ignores Armor) with its touch when directed.
++While the construct persists, the user can use it to slip through small areas, carry an electrical current, or attack
++foes. It lasts for a number of rounds equal to the cypher level.
++
++Wrecking Balls
++
++Level: 1d6 + 2
++
++Form: Baseball, bouncy ball, marble
++
++Effect: When thrown, the ball multiplies into a number of itself equal to the cypher level. Each ball bounces once and
++then slams into targets within long range chosen by the user. The impact of each ball does 2 points of ambient damage
++(ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one round.
++
++You're Safe Now
++
++Level: 1d6 + 3
++
++Form: Suspenders, lapel pin, spiderweb
++
++Effect: Once the user activates the cypher, it protects them from ambient damage. The next time they would take ambient
++damage, such as from falling off a roof or being electrocuted by a power line, the cypher absorbs all of the damage (up
++to the cypher level).
++
++Software Cyphers
++
++EasyMagic.App
++
++Level: 1d6 + 2
++
++Form: App
++
++Effect: Adds +1 to the user's Intellect Edge (+2 for cypher level 5 or higher) for the next 24 hours, but only for the
++purpose of casting spells.
++
++When the cypher is activated, the user attracts the attention of a malevolent internet d@emon, who slides into their
++internet-connected devices and starts draining their magic. The d@emon remains even after the cypher's duration expires.
++
++Malware Cyphers
++
++EasyMagic.app has a beneficial effect, but also a serious drawback—it attracts a hostile creature to prey upon the
++user's magic. The cypher is significantly better than a typical Edge-augmenting cypher like an Intellect booster
++(lasting 24 hours instead of one hour) in order to trick a naive or greedy character into activating it. Magicians
++well-versed in cypher lore (and human nature) recognize that this sort of thing is too good to be true.
++
++The GM should feel free to create similar kinds of malware app cyphers that are somewhat better than the standard ones
++in this chapter or in the Cypher System Rulebook, and give them a harmful side effect. Example malware cypher benefits
++are curatives that add more points or affect two Pools at once, Effort enhancers that can be used two or more times in
++an hour, and perfections that don't require an action to activate (and therefore can affect a roll on the same turn the
++user activates the cypher).
++
++Example malware cypher drawbacks are hindering the user's attack spells, debiting the user's bank account, monitoring
++the user's in-person or magical communications, deleting the user's other magical app cyphers, compelling the user to
++take a specific action, "locking" one of the user's spells until they pay a ransom, accessing private data such as
++passwords or photos, and so on.
++
++Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
++
++### MODERN MAGIC ARTIFACTS
++
++If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
++be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how
++many artifacts a character can bear.
++
++| D00 | Artifact |
++|-------|---------------------------------------|
++| 01-02 | Accessories sold separately |
++| 03-04 | Ask me anything |
++| 05-06 | Atheneum of the mind card |
++| 07-08 | Attempted murder |
++| 09-10 | Battery of the vanquished |
++| 11-12 | Blade of the roses |
++| 13-14 | Book of the baker |
++| 15-16 | Breakaway bag |
++| 17-18 | Busy box |
++| 19-20 | Cats hide their paws |
++| 21-22 | Cloud storage |
++| 23-24 | Cloud thief |
++| 25-26 | Color cannon |
++| 27-28 | Combat glasses |
++| 29-31 | Crow friend |
++| 32-33 | Crown of the high king |
++| 34-35 | Dragon pen |
++| 36-37 | Eau de blood and monsters |
++| 38-39 | Ecosensitive fridge magnets |
++| 40-41 | Flying carpet |
++| 42-43 | Gift from the fairy queen |
++| 44-45 | Goodest gargoyle |
++| 46-47 | Harrowing blade |
++| 48-49 | History's fickle hands |
++| 50-51 | Keys of close to you |
++| 52-53 | Living copycat |
++| 54-55 | Magician's protective amulet |
++| 56-57 | Malware genie |
++| 58-60 | Meatboy |
++| 61-62 | My friend Lockness |
++| 63-64 | Pearls of your grandmother, the witch |
++| 65-66 | Poor magician's lunchbox |
++| 67-68 | Rainbow suspenders |
++| 69-71 | Ring of reflected bullets |
++| 72-74 | Scarf of love and death |
++| 75-76 | Song of the siren |
++| 77-79 | Speed readers |
++| 80-82 | Tattoo of the tiger |
++| 83-84 | Tattoo of tomorrow's edge |
++| 85-87 | Tattoo of true shot |
++| 88-89 | Time is a circle |
++| 90-91 | Umbrella of no-touch |
++| 92-93 | Vanity of the vanities |
++| 94-96 | Witch wand |
++| 97-98 | Witch's broom |
++| 99 | Wonder onesie |
++| 00 | Your mama's biker jacket |
++
++Artifact Rules
++
++Artifacts are more powerful than common equipment or cyphers.
++
++Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
++designated die (1d6, 1d10, 1d20, or 1d00). If the die shows the depletion number(s), the item works, but that is its
++last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
++be used only once.
++
++Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
++abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to
++recharge artifacts, at least temporarily.
++
++Example Modern Fantasy Artifacts
++
++Accessories Sold Separately
++
++Level: 1d6
++
++Form: Articulated action figure that comes equipped with a number of accessories, such as a gun, armor, handbag, laptop
++computer, dazzling outfit, and so on.
++
++Effect: The action figure carries a number of accessories equal to the artifact level. When the button on their back is
++pushed, the action figure does nothing, but their accessories grow to the size they would be if they were real, and they
++become functional. They remain this way for a day.
++
++Roll a d20 for each accessory the action figure might carry.
++
++Depletion: 1 in 1d20
++
++| D20 | Accessory |
++|-----|------------------------------------------------------------------------------------------|
++| 1 | Light weapon (includes ammo) |
++| 2 | Medium weapon (includes ammo) |
++| 3 | Heavy weapon (includes ammo) |
++| 4 | Light armor |
++| 5 | Medium armor |
++| 6 | Heavy armor |
++| 7 | Laptop computer |
++| 8 | Cell phone |
++| 9 | Doctor bag (eases healing tasks) |
++| 10 | Dazzling outfit (eases social interactions) |
++| 11 | Handbag (includes a handful of items, such as gum, lipstick, sunglasses, and a notebook) |
++| 12 | Bag of light tools |
++| 13 | Puppy (level 1) |
++| 14 | Kitten (level 1) |
++| 15 | Dinosaur (level 1) |
++| 16 | Fiction book |
++| 17 | Nonfiction book |
++| 18 | Backpack (empty) |
++| 19 | Guitar |
++| 20 | Inflatable couch |
++
++Ask Me Anything
++
++Level: 1d6 + 1
++
++Form: Magic billiard ball fill with liquid, inside of which a small gargoyle, crow, or other creature floats
++
++Effect: The user can shake the magic ball, causing the creature inside to wake up. They can ask the creature two
++questions about the future and learn the answer (three questions if the artifact is level 4 or higher, four questions if
++the artifact is level 6 or higher). Because the future is ever-changing, the answers may not line up perfectly with what
++will happen, but they usually offer at least one piece of concrete, actionable information.
++
++Depletion: 1 in 1d20
++
++Atheneum of the Mind Card
++
++Level: 1d6
++
++Form: Metal and glass card about the size and shape of a library card
++
++Effect: Allows the user to "borrow" people's minds the same way that one might borrow a library book. The person must be
++agreeable to sharing their knowledge and must be within short range of the user when the exchange happens. For the next
++24 hours, the user has access to the person's brain from anywhere, allowing them to become trained in two noncombat
++skills or specialized in one noncombat skill. The skill they choose must make sense for the person whose brain they're
++"borrowing" (for example, a professor of English lit would likely be skilled in speed-reading and storytelling, but
++maybe not in woodworking or cooking). They can only borrow one person's mind each day.
++
++Depletion: 1 in 1d00
++
++Attempted Murder
++
++Level: 1d6 + 4
++
++Form: Tattoo of a flock of crows located anywhere on the body
++
++Effect: When the tattoo is activated, the crows fly out of it in a barrage of attacks. Everyone and everything in an
++immediate area suffers damage equal to the artifact level, unless they are designated safe by the user ahead of time.
++
++Depletion: 1 in 1d6 (when the artifact depletes, the tattoo flies away and disappears)
++
++Battery of the Vanquished
++
++Level: 1d6 + 4
++
++Form: Small metal pipe that's been etched with elaborate symbols
++
++Effect: After killing a magical creature, the user can place the pipe against the body and suck the creature's magic up
++into their body. The creature must have been slain by the user, they must be magical in some way, and they must have
++died within the last hour. The user restores a number of points equal to the artifact level to their Intellect Pool
++(even if this temporarily puts them above their maximum Pool).
++
++Depletion: 1 in 1d6
++
++Blade of the Roses
++
++> Level: 1d6 + 2
++>
++> Form: Handcrafted sword etched with vines and roses
++>
++> Effect: This sword is a medium weapon that inflicts 5 points of damage (6 points if the artifact is level 6 or
++> higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the creature's
++> heart. The vine begins to spread through the creature's veins, inflicting 2 additional points of damage each round for
++> one day or until magic is used to remove the vine. A PC can end the effect early by succeeding on a Might defense roll
++> on their turn.
++
++Depletion: 1 in 1d00 (check each first successful attack)
++
++Book of the Baker
++
++> Level: 1d6
++>
++> Form: Pocket-sized book with a well-worn leather cover filled with handwritten recipes
++>
++> Effect: Taking a round to read a recipe from the book aloud causes everyone within short range to feel as if they've
++> eaten the meal from the recipe. They all add +1 to their recovery rolls for the next ten minutes.
++
++Depletion: 1 in 1d20
++
++Breakaway Bag
++
++> Level: 1d6 + 4
++>
++> Form: Backpack, purse, or duffel covered in patches
++>
++> Effect: This bag can hold a number of magic items (including cyphers and artifacts) equal to the artifact level. Every
++> item the user places inside the bag instantly turns into a patch on the bag's surface. Only the user can recognize
++> these patches as the objects they once were, and only the user can turn them back into their original items (doing so
++> takes an action). The bag can also be used as a regular bag to hold mundane items, which does not affect how many
++> magic items it can hold. Cyphers in the bag do not count against the user's cypher limit.
++
++Depletion: 1 in 1d20 (roll each time a magic item is added)
++
++Busy Box
++
++Level: 1d6
++
++Form: Small wooden box with a remote opener
++
++Effect: Opening the box reveals a dazzling array of enticing things to do, see, hear, and experience. These enticements
++are magically geared to those experiencing them. Everyone who fails an Intellect defense roll within short range of the
++box is so distracted that they're hindered on all actions for a number of rounds equal to the artifact level. (NPCs
++whose level is less than the artifact level are automatically affected.) The remote will open and close the box from up
++to long range away.
++
++Depletion: 1 in 1d20
++
++Cats Hide Their Paws
++
++Level: 1d6 + 2
++
++Form: Onyx ring that depicts a cat curling around itself, so that it becomes a feline ouroboros
++
++Effect: The ring allows the user to slink into the shadows, hide their true motives, and otherwise go mostly unseen and
++unnoticed. This provides an asset to sneaking, lockpicking, disguise, and deception tasks.
++
++Depletion: 1 in 1d00 (check each day)
++
++Cloud Storage
++
++Level: 1d6 + 2
++
++Form: Palm-sized device with a carabiner attached
++
++Effect: Stores up to five cypher apps at a time. The device is thumbprint-protected by the user, and only the user can
++add apps and activate them. Any additional apps stored above the user's cypher limit do not count against the limit.
++
++Depletion: 1 in 1d20 (check each time an app is added)
++
++Cloud Thief
++
++> Level: 1d6
++>
++> Form: Ring that alters to perfectly fit the wearer (in size and appearance)
++>
++> Effect: Allows the user to copy a cypher app from any device the user chooses within long range. The ring chooses
++> randomly from the available apps on that device, and the user doesn't know what the app is until they receive it. They
++> can activate the cypher app directly from the ring or download it into a device of their choice. The ring can only
++> hold one app at a time, and that app does count against the user's cypher limit.
++
++Depletion: 1 in 1d20
++
++Color Cannon
++
++> Level: 1d6
++>
++> Form: Can of spray paint modified to spray from three different nozzles
++>
++> Effect: Depending on which nozzle is used, the color cannon has the following effects with a successful attack roll by
++> the user.
++>
++> Fear. Sprays a target within short range with a beam of color that frightens them so badly that they flee for a number
++> of rounds equal to the artifact level.
++>
++> Stun. Sprays a target within short range with a beam of color that stuns them for one round, making them lose their
++> next action.
++>
++> Tag. Tags a target within long range with a symbol. All tasks involving tracking, following, and finding that target
++> are eased for the next day. No matter where the symbol lands, the tag still works (for example, if the target's shirt
++> is tagged, the tag works even if they remove their shirt).
++
++Depletion: 1 in 1d20
++
++Combat Glasses
++
++> Level: 1d6 + 2
++>
++> Form: Pair of stylish sunglasses
++>
++> Effect: The glasses analyze a foe and display information about the best places to strike them as well as how best to
++> avoid their incoming attacks. If the user spends an action to allow the glasses to analyze a chosen foe, they gain an
++> asset in both melee attacks and Speed defense rolls against the foe. They must take a separate action to analyze each
++> foe, and the glasses can only assist against one foe at a time.
++
++Depletion: 1 in 1d6 (check after each foe)
++
++Crow Friend
++
++Level: 1d6 + 4
++
++Form: Pocket-sized figurine of a crow, its feathers worn from being lovingly petted over time
++
++Effect: For as long as the user carries the figurine on their person and does not actively harm, scare, or otherwise
++offend any living corvids, a flock of crows may show up randomly once per day to assist them. The crows arrive on their
++own time and act as crows do, attempting to help the user in the way that they deem most useful, such as dropping stones
++on a foe's head, warning them of incoming dangers, bringing them a snack, and so on.
++
++Depletion: 1 in 1d00 (roll each time the crows arrive)
++
++Crown of the High King
++
++Level: 1d6 + 3
++
++Form: Pair of over-the-ear headphones that sparkle in the light
++
++Effect: When worn, the headphones provide the user with an enhanced sense of elegance, power, or status. Other people
++find themselves drawn to the user in the hopes of helping them, granting their wishes, and treating them like the
++royalty they obviously are. All social interactions are eased.
++
++Depletion: 1 in 1d00 (roll each day)
++
++Dragon Pen
++
++> Level: 1d6 + 2
++>
++> Form: Quill made from a green feather
++>
++> Effect: The user can dip the pen in ink and draw an object or creature, which becomes real for one minute. The object
++> or creature's level is half the artifact's level, +1 level if the user is trained in drawing, or +2 levels if the user
++> is specialized in drawing. Once released from the page or surface it was drawn upon, the object or creature swells
++> until it reaches the appropriate size, but it grows no bigger than an immediate distance in width, depth, and height.
++> If a creature is made, it does the bidding of the user.
++>
++> Someone familiar with magic made from drawings or illustrations, such as someone who has the Inks Spells on Skin
++> focus, can use the pen as part of casting their spells, easing the task of casting the spell.
++
++Depletion: 1 in 1d10
++
++Eau de Blood of Monsters
++
++> Level: 1d6 + 4
++>
++> Form: Red crystal bottle filled with amber perfume
++>
++> Effect: This perfume is specially created to be used by a single person. To activate it for the first time, the user
++> must put a single drop of their blood into the bottle, incorporating their own scent into that of the perfume. The
++> result smells amazing to them but is not noticeable to anyone else.
++>
++> After that, whenever the user applies the perfume, it provides +2 Armor (+3 if the artifact is level 9 or higher).
++> Each application lasts for ten minutes per artifact level, and it's an action to reapply the perfume.
++>
++> Anyone else who attempts to wear the perfume quickly realizes it smells awful on their skin, and they take 1 point of
++> damage.
++
++Depletion: 1 in 1d20
++
++Ecosensitive Fridge Magnets
++
++Level: 1d6
++
++Form: Set of refrigerator magnets (two of each letter and two of each number 0 through 9) made out of bone or wood
++
++Effect: Ghosts, haunts, wraiths, poltergeists, and other spectral creatures can move these objects as easily as a human
++can, using them to spell out messages visible to anyone in the area. Usually, the magnets are also enchanted so these
++creatures can't remove them from the surface they're attached to (preventing the creatures from stealing, hiding, or
++throwing them).
++
++Depletion: 1 in 1d20 (check each day of use); depletion means one of the magnets is lost forever but the remainder
++continue to function
++
++Flying Carpet
++
++Level: 1d6 + 1
++
++Form: Small woven rug, large enough for several people to sit on
++
++Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
++activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
++
++Depletion: 1 in 1d20
++
++Gift from the Fairy Queen Level: 1d6 + 2
++
++Form: Glass eye that shines with a beautiful inner light
++
++Effect: Looking through the glass eye allows the user to see anything that's hidden or invisible, including magic, up to
++the level of the artifact. If they have the glass eye surgically or magically implanted (a task equal to the artifact
++level), they also gain an asset in using magic in all its forms, including crafting, combat, and defenses.
++
++Depletion: —
++
++Goodest Gargoyle
++
++> Level: 1d6 + 2
++>
++> Form: Small lapel pin of a winged, grinning gargoyle
++>
++> Effect: Once activated, this gargoyle grows to the size of a human. It follows within a few feet of the user and
++> attacks anyone or anything within immediate range that attacks it or the user. The gargoyle attacks with a powerful
++> blast of water that deals damage equal to its level. The gargoyle lasts for a day.
++
++Depletion: 1 in 1d20
++
++Harrowing Blade Level: 1d6 + 1
++
++Form: Long black blade with a carved stone handle
++
++Effect: A successful attack with the blade doesn't inflict physical damage. Instead, it fills the foe's mind with dark
++and dangerous thoughts, inflicting 4 points of Intellect damage (6 points if the artifact Is level 5 or higher) that
++ignore Armor. The foe does not need to be corporeal for the attack to be successful.
++
++Depletion: —
++
++History's Fickle Hands
++
++> Level: 1d6
++>
++> Form: Watch with a beautiful leather band and silver face whose hands and numbers move in a seemingly random order
++>
++> Effect: The watch works as a two-way communication device to someone in the past whose level is equal to or less than
++> the artifact level. A screen opens up on the watch face that allows the user to see the person and interact with them.
++> The person isn't compelled to interact with the user, and the user's interaction with them doesn't change anything in
++> the present or future. The connection stays open for ten minutes per artifact level.
++
++Depletion: 1 in 1d6
++
++Keys of Close to You
++
++Level: 1d6 + 4
++
++Form: Two small gold keys, each with a simple bow
++
++Effect: When activated by two people standing together, the bows of the keys magically adjust to create an abstract
++representation of the two users' relationship. At any time, one of the users can teleport themselves to the other person
++instantly, from up to 50 miles (80 km) away. For this to work, both people must have their key on their person, and
++there must be no magical barriers in place that are higher level than the artifact.
++
++Depletion: 1 in 1d20 (check each teleportation)
++
++Living Copycat
++
++Level: 1d6
++
++Form: Collection of metal magnets in a small tin
++
++Effect: If the user spends about an hour shaping the metal magnets into a copy of a living entity they've seen or have
++an image of, such as a human, cat, or dragon, the living metal takes the shape of that entity (albeit at about a tenth
++of its size). The copycat does and says everything that the living entity is doing, at the moment that they're doing it.
++The copycat lasts for ten minutes per artifact level, after which it returns to a collection of magnets.
++
++Depletion: 1 in 1d20
++
++Magician's Protective Amulet
++
++Level: 1d6 + 2
++
++Form: Silver medallion bearing several magical symbols
++
++Effect: The wearer's defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or higher).
++
++Depletion: 1 in 1d20 (check each spell attack)
++
++Malware Genie
++
++Level: 1d6 + 2
++
++Form: Thumb drive with the image of a lamp engraved on it
++
++Effect: Inserting the thumb drive into a device produces the avatar of a genie who grants the user a single wish. The GM
++assigns a level to the wish, so the larger and more difficult the wish, the more difficult it is to have the wish
++granted. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an expensive item or
++for a foe to vanish is level 7. The genie cannot grant a wish above its level. The genie can grant only one wish per
++day.
++
++Depletion: 1 in 1d6
++
++Meatboy
++
++Level: 1d6
++
++Form: Ring with a generic human face design
++
++Effect: The ring creates a "meatboy," a level 1 lifelike simulation of a human, who appears within immediate range. The
++meatboy has only a limited vocabulary and ability to reason. It does as the user instructs for one minute, then slumps,
++melts into reddish goo, and vanishes.
++
++Depletion: 1 in 1d20
++
++My Friend Lockness
++
++Level: 1d6 + 3
++
++Form: Silver lapel pin in the shape of the Loch Ness monster
++
++Effect: When activated, the back of the pin opens up to reveal a number of helpful miniature tools, including a
++lockpick, tweezers, screwdriver, and so on. Using the pin provides an asset in both magical and mundane tasks such as
++lockpicking and crafting. In addition, it allows the user to perceive items, creatures, spells, and doors that would
++normally be hidden by easing their perception tasks by two steps (three steps if the cypher is level 7 or higher).
++
++Depletion: 1 in 1d00
++
++Pearls of Your Grandmother, the Witch
++
++Level: 1d6 + 2
++
++Form: Elegant necklace made of pearls with unusual colors and shapes
++
++Effect: Wearing the necklace eases all crafting tasks (including crafting magic cyphers and artifacts). Tasks that
++involve finding, sourcing, locating, and purchasing craft-related items are also eased.
++
++Depletion: —
++
++Poor Magician's Lunchbox
++
++Level: 1d6
++
++Form: Small metal lunchbox with an illustration of a person enjoying a picnic lunch
++
++Effect: The lunchbox creates a set of sturdy compostable utensils and a compostable bowl filled to the brim with a
++bland-tasting porridge that provides enough nutrition for one person for one day (enough for two people if the artifact
++is level 5 or higher). The porridge is non-allergenic, gluten free, dairy free, meat free, and cruelty free.
++
++Depletion: 1 in 1d10
++
++Rainbow Suspenders
++
++Level: 1d6
++
++Form: Bright rainbow suspenders that adjust to fit the wearer perfectly
++
++Effect: When worn and visible, the suspenders provide an asset to all positive social interactions. In addition, they
++provide +1 Armor against Intellect damage.
++
++Depletion: 1 in 1d20 (roll each interaction); still wearable as regular suspenders after depletion
++
++Ring of Reflected Bullets
++
++Level: 1d6
++
++Form: Red gold ring engraved with a chaotic bullet pattern
++
++Effect: When targeted with a ranged attack from a firearm that fires bullets, the wearer can attempt a hindered Speed
++defense roll. If the roll succeeds, the bullet rebounds before hitting the wearer and immediately returns to the sender,
++effectively granting the wearer a free attack against the shooter fired from the shooter's weapon. The wearer is
++practiced with this attack.
++
++Depletion: 1 in 1d20
++
++Scarf of Love and Death
++
++> Level: 1d6
++>
++> Form: Hand-knitted scarf with a tag that says MADE WITH LOVE
++>
++> Effect: When activated, the scarf can do one of two things (chosen by the user). The scarf must be reactivated to
++> switch the effect.
++>
++> Love: Creates a magical shield around the user for one hour, during which time they gain +2 Armor (+3 Armor if the
++> artifact is level 5 or higher).
++>
++> Death: For the next hour, each time the user attacks someone in short range, the scarf snaps out in that same action
++> and inflicts 2 additional points of damage (3 points if the artifact is level 5 or higher).
++
++Depletion: 1 in 1d20 (roll each activation)
++
++Song of the Siren
++
++> Level: 1d6 + 3
++>
++> Form: Safety whistle in the shape of a woman with bird wings and a fish tail
++>
++> Effect: Blowing into the whistle creates no sound, but instead causes a siren to appear. The siren sings a brief song.
++> The user chooses a number of targets within long range who can hear it equal to the artifact level. The user makes an
++> Intellect attack against each; affected targets each take 3 points of Intellect damage (ignores Armor).
++
++Depletion: 1 in 1d6
++
++Speed Readers
++
++> Level: 1d6
++>
++> Form: Reading glasses with blue-hued lenses
++>
++> Effect: Allows the user to quickly read and understand almost anything within short range, such as a book, long
++> article, important document, and so on, even if it's not in a language they know. Reading something usually takes at
++> least a few rounds, depending on the length of the item.
++>
++> For the next ten minutes per artifact level, the user remembers everything they read perfectly, and if they take any
++> actions pertaining to that knowledge, their task is eased. At the end of that time, all of their newly gained
++> knowledge disappears. They can only use the speed readers on the same item once.
++
++Depletion: 1 in 1d20
++
++Tattoo of the Tiger
++
++Level: 1d6 + 2
++
++Form: Tattoo of a nonmagical creature, such as a tiger, spider, domesticated dog, raven, or horse
++
++Effect: Allows the user to shapeshift into the form of the creature depicted in the tattoo. The creature is nearly
++impossible to tell from other creatures of its ilk, meaning it's the same size, moves the same way, vocalizes the same
++way, has the same coloration, and so on. Once shapeshifted, the user can only do things that the creature could do in
++its normal state, such as run, roar, fly, swim, and so on. They cannot do things as a human would, but they could talk
++as a raven might talk, use a device as a primate might, and so on. The shapeshifted user otherwise retains their base
++stats. The form lasts for ten minutes per artifact level.
++
++Depletion: 1 in 1d20
++
++> Because tattoo artifacts are magical, they can be transferred from one person's skin to another's. For example, if a
++> character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on
++> their body.
++
++Tattoo of Tomorrow's Edge
++
++Level: 1d6 + 3
++
++Form: Tattoo of a skull, bones, or other body part with ink made from ashes of the dead
++
++Effect: Each time the user would die, the tattoo brings them back to life and restores 5 points to each of their Pools.
++However, all of their Pools are permanently reduced by 1 each time.
++
++Depletion: 1 in 1d6
++
++Tattoo of True Shot
++
++Level: 1d6
++
++Form: Tattoo of a projectile, such as a bullet, arrow, or spear, crafted with ink made with blood
++
++Effect: Adds +1 damage to all of the user's successful ranged attacks that are made with physical weapons, such as a
++bow, gun, or throwing knife.
++
++Depletion: 1 in 1d10
++
++Time is a Circle
++
++> Level: 1d6 + 4
++>
++> Form: Watch with no face and no hands
++>
++> Effect: The user can tell the watch what time it is, and it will be that time for them and only them. The watch face
++> shows them a video of what they were experiencing in the past or will experience in the future (depending on what time
++> they chose). The user cannot change anything about the experience, but they can replay and slow down the video. The
++> video lasts for a number of minutes equal to the artifact level and disappears after. Note that while the video of the
++> past is always accurate, the video of the future shows one of many possible futures and may not come true.
++
++Depletion: 1 in 1d6 (roll each use)
++
++Umbrella of No-Touch
++
++> Level: 1d6 + 3
++>
++> Form: Umbrella that folds down to the size of a credit card
++>
++> Effect: When opened, the umbrella grants the user protection from more than just the rain for one minute. Any creature
++> attempting to come within immediate distance of the user stops short and their turn ends if their level is equal to or
++> less than the umbrella's. PCs gain an Intellect defense roll to overcome the effect.
++
++Depletion: 1 in 1d20 (roll each use); works as a regular umbrella after depletion
++
++Vanity of the Vanities
++
++> Level: 1d6
++>
++> Form: Handheld mirror or small vanity with a special button shaped like a crown
++>
++> Effect: The user activates the artifact by pressing the button and staring into the mirror for one minute. As long as
++> they do some type of personal grooming (such as showering, getting dressed, or applying makeup) within short range of
++> the vanity, no time passes for them, allowing them to spend as much time as they need to get ready.
++
++Depletion: 1 in 1d00 (check each hour of extra time granted to the user); after depletion, its magic stops working but
++it continues to function as a normal mirror
++
++Witch Wand Level: 1d6
++
++Form: Wooden wand of exceptional quality
++
++Effect: This wand grants its wielder an asset on attack rolls with spells cast while holding it.
++
++Depletion: —
++
++Witch's Broom
++
++Level: 1d6 + 2
++
++Form: Long wooden broom
++
++Effect: As a flying vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to
++100 miles (160 km) per hour.
++
++The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
++time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
++minutes.
++
++Depletion: 1 in 1d20
++
++Wonder Onesie
++
++Level: 1d6 + 4
++
++Form: Adult onesie in the form of an animal, imaginary creature, or other entity that adjusts to fit the wearer
++perfectly.
++
++Effect: When worn, the onesie acts as light armor, but grants an additional +1 Armor (+2 if the artifact is level 9 or
++higher) in addition to the 1 Armor that light armor typically provides. Additionally, the user has an asset on all
++Intellect defense rolls.
++
++Depletion: — (At any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that
++ability, after which it still functions as armor.)
++
++Your Mama's Biker Jacket
++
++Level: 1d6 + 4
++
++Form: Well-loved and well-worn leather jacket with the patch of a large winged creature on the back
++
++Effect: When worn, it makes the user appear tough and badass, providing an asset to all interactions involving coercion,
++persuasion, fear, and intimidation. Roll a d6 to determine the jacket's secondary ability.
++
++Depletion: — for the main effect, 1 in 1d10 for the secondary ability (check each use)
++
++
++
++
++
++
++
++
++
++
++
++1-2 |
++Metal spikes appear along the sleeves,
++shoulders, and back, providing +1 Armor and +1 damage on unarmed attacks for a number of rounds equal to the artifact
++level. |
++
++
++3-4 |
++The wings of the creature emerge from the back of the jacket, allowing the wearer to fly for a number of rounds
++equal to the artifact level. |
++
++
++5-6 |
++The jacket taunts a foe selected by the wearer within short range for one minute. If the wearer succeeds on an
++Intellect attack, the foe selectively targets the wearer over other enemies for the duration. The wearer gains an asset
++on combat tasks, such as attacking and
++defending, for a number of rounds equal to the artifact level. |
++
++
++
++
++### MODERN MAGIC CHARACTER OPTIONS
++
++### DESCRIPTORS
++
++Most of these descriptors are for characters who are or become significantly nonhuman
++
++nonhuman; for example, the Dragon descriptor means you're a four-legged, winged dragon who can breathe flame. These
++descriptors include suggestions for how to advance or improve your inherent nature as that sort of creature (becoming
++even more dragonish if you are a Dragon, for example). The GM should allow a character with such a descriptor to choose
++any of these abilities (and any others the GM feels are appropriate for the descriptor) in place of a type ability,
++either upon advancing to a new tier or selecting them as an other option of character advancement by spending 4 XP.
++
++It's Only Magic Descriptors: Chimera, Dragon, Ghost, Hunter, Nix, Sylph, Unmagical
++
++Chimera
++
++You have a blend of animal attributes; you may be a well-known mythological creature,
++
++like a satyr or minotaur, or you may have a unique combination of features. Bison horns,
++
++boar tusks, bear paws, a wolf's tail, a lion's mane: take your pick. Your thickened skin offers
++
++protection from attacks and the elements. Depending on your dexterity—and whether you
++
++have opposable thumbs—you may use adaptive weapons and tools, like a dagger modified
++
++to be held in a paw instead of a hand. You're eager to protect the ones closest to you, and
++
++usually more likely to run toward conflict than away from it.
++
++You gain the following characteristics:
++
++Fur and Hide: +1 to Armor.
++
++Animal Strength: +1 to your Might Pool.
++
++Charging Ahead: You're trained in initiative.
++
++For the Gang: You stick up for your friends. When you draw the attack, your defense is only hindered by one step.
++
++Ham-fisted: Tasks requiring fine motor skills are hindered.
++
++Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
++adventure.
++
++1\. A herd, a pride, a pack, a flock: whatever the collective noun for chimeras is, you're looking to build (or join)
++one.
++
++2\. You need supplies to adapt a legendary weapon perfectly to your physique.
++
++3\. The other PCs were in the wrong place at the wrong time, and you protected them from harm.
++
++4\. You were held hostage by someone running a chimera fighting ring, and the other PCs freed you.
++
++Chimera Advancement:
++
++Athlete
++
++Dual Light Wield
++
++Enhanced Might
++
++Enhanced Speed
++
++Fists of Fury
++
++Frenzy
++
++Dragon
++
++You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In
++your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You're drawn
++to treasure and shiny things, but you're willing to share your hoard with those you trust. Though you can speak human
++languages, you can't ignore the fact that you're a wild part of your local ecosystem—at least some of the time. You're
++an apex predator, driven to fly and to hunt, and you brumate in cold temperatures like other reptiles.
++
++Brumation is a state of sluggishness and inactivity entered by reptiles in response to low temperatures.
++
++You gain the following characteristics:
++
++Dragon Form: You have both a humanoid form and a dragon form, and you can switch forms up to four times in a 24-hour
++period. In dragon form, your Speed defense tasks are hindered due to your size. Enabler.
++
++Tough: +2 to your Might Pool.
++
++Fireproof: +2 Armor against damage inflicted by fire or heat.
++
++Wings (1 Might point): When you have wings, you can fly a long distance as your action, or a short distance as part of
++another action, for up to ten minutes total. Enabler.
++
++Teeth: You are skilled in making unarmed bite attacks, which are a medium weapon in your dragon form and a light weapon
++in. your humanoid form. Enabler.
++
++Spitting Flames (1+ Might point): You can breathe a ball of fire at a target within short range, inflicting 3 points of
++fire damage. In addition to the normal options for using Effort, you can use Effort to affect more targets; each level
++of Effort affects one additional target. Action.
++
++Inability: Cold weather makes you want to burrow somewhere cozy and go dormant. Speed tasks are hindered when the
++temperature falls below 50°F (10°C).
++
++Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
++adventure.
++
++1\. The other PCs were hired as dragon hunters, but once they met you they realized their mission was misguided.
++
++2\. You're hoping to find a specific discontinued currency to add to your hoard.
++
++3\. You got stuck in your dragon form while molting, and the other PCs helped remove your shed skin.
++
++4\. You're gathering ingredients for a difficult spell that will increase the range and intensity of your fire-breathing
++attacks.
++
++Dragon Advancement:
++
++Danger Sense
++
++Defensive Field
++
++Enhanced Might
++
++Enhanced Might Edge
++
++Enlarge
++
++Training in Spitting Flames
++
++Ghost
++
++Unfortunately, you're dead. But hey, it's not all bad! Your spirit has remained in the mortal world. You can still walk
++among the living, but you no longer need pesky things like food or sleep. It's up to you how long you've been dead,
++whether you remember your death, and why you've stuck around: seeking revenge, settling a debt, protecting your
++descendants, perfecting your great-grandma's pecan pie recipe, or something else entirely.
++
++You gain the following characteristics:
++
++Ghostly Wisdom: +2 to your Intellect Pool.
++
++Sneaky: You're trained in stealth and intimidation.
++
++Incorporeal: You're trained in Speed defense.
++
++Calling the Dead: You're trained in communicating with other ghosts, wraiths, undead, and so on. You can also serve as a
++catalyst for communication with the dead, providing an asset to a living character attempting such a task (such as a
++séance or summoning).
++
++Insubstantial: All physical attacks are hindered.
++
++Dead: Positive social interaction tasks with living creatures are hindered.
++
++Uniform: You're permanently wearing the clothes you had on when you died. This can hinder social interactions if you're
++inappropriately dressed for the setting (wearing a bathrobe and slippers to a formal party, for example).
++
++Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
++adventure.
++
++1\. You're on a journey to make amends with someone you wronged in life.
++
++2\. You're looking for the resting place of your physical body so you can be resurrected.
++
++3\. One of the other PCs is a distant relative, and you need to keep them alive so your bloodline continues.
++
++4\. You're studying the secrets of reincarnation and suspect that one of the other PCs has vital information.
++
++Ghost Advancement:
++
++Duplicate
++
++Question the Spirits
++
++See the Unseen
++
++Speaker for the Dead
++
++Surprise Attack
++
++Walk Through Walls
++
++Hunter
++
++You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls
++of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are
++your own. You're mortal again, too, but it's impossible to forget the terrifying freedom and power you once held. Maybe
++you've let nostalgia make you bitter, or maybe you don't miss the Hunt at all, instead living in fear of being
++conscripted once more.
++
++You gain the following characteristics:
++
++Agile: +2 to your Speed Pool.
++
++Equestrian: You're trained in handling and riding horses.
++
++Sword Hand: You're proficient with two-handed swords and can use them without penalty.
++
++Hearing the Dead: You're skilled in all social interactions with ghosts.
++
++The Call of the Hunt: You're often distracted by sounds that remind you of the Wild Hunt, such as horns and baying
++hounds. Tasks requiring concentration are hindered.
++
++Lost Years: In the years you belonged to the Wild Hunt, you lost touch with advancing technology. Tasks involving
++computers, pop culture, and recent history are hindered.
++
++Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
++adventure.
++
++1\. You ferried the soul of a PC's relative to the afterlife. When you left the Wild Hunt, you found the PC to tell them
++of their relative's brave deeds.
++
++2\. The living only see the Wild Hunt cross the sky if they're destined for disaster. A PC saw the Wild Hunt years ago,
++and you've taken it upon yourself to protect them.
++
++3\. You're afraid that the leader of the Wild Hunt will summon you, and you need help concealing yourself.
++
++4\. You're searching for the horse you remember riding—a massive undead stallion with flaming hooves.
++
++Nix
++
++You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you're submerged, you gain a
++tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also
++have a general affinity for nature and a knack for identifying useful plants. Your playful and upbeat disposition
++doesn't mean you're passive or helpless. Though you may prefer to talk your way out of tough situations, you're quick to
++react to threats—especially in water, where you maneuver with deadly accuracy.
++
++You gain the following characteristics:
++
++Transformation: When submerged in water, you transform into a fish/human hybrid with gills, fins, sharp teeth, and a
++tail. This transformation is automatic. Enabler.
++
++Unchillable: +2 Armor against damage caused by cold or ice.
++
++Sharp Teeth: You are skilled in making an unarmed bite attack, which is a medium weapon in your aquatic form and a light
++weapon in your humanoid form. Enabler.
++
++Quick Swimming: You can swim a long distance as your action, or a short distance as part of another action.
++
++Close to Nature: You're skilled in identifying plants and animals.
++
++Siren Song: You're extremely charismatic. You're skilled in persuasion and deception.
++
++Distractible: You have a hard time focusing. You're hindered in tasks involving knowledge or lore, as well as resisting
++mental attacks.
++
++Inability: When you're in water, attacks using weapons are hindered.
++
++Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
++adventure.
++
++1\. The other PCs were stranded in a shipwreck, and you saved them.
++
++2\. A factory is polluting your local body of water, and you're looking for revenge.
++
++3\. You played a prank on the other PCs while they were swimming; after a good laugh, they invited you to join them.
++
++4\. You've been sent to search for a rare plant, believed by many to be extinct.
++
++Nix Advancement:
++
++Calm Stranger
++
++Enhanced Speed
++
++Restful Presence
++
++Ruin Lore
++
++Soothe the Savage
++
++Wilderness Life
++
++Sylph
++
++You're an air spirit, with the gift of wingless flight and hawklike eyes. You're happiest when you have an aerial view;
++you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to air
++currents and atmospheric pressure means you're able to predict weather patterns, which you incorporate into your
++machinations.
++
++You gain the following characteristics:
++
++Master Plans: +2 to your Intellect or Speed Pool.
++
++Sylph Flight (2 Intellect or Speed points): You can fly a long distance as your action, or a short distance as part of
++another action, for up to ten minutes total. Enabler.
++
++Top-Down Strategy: You're skilled in logistics and planning.
++
++Sharp Vision: You're trained in visual perception.
++
++Oncoming Storm (1 Intellect point): You can predict weather patterns (approaching storm systems, cloud cover, wind
++direction) for the next twelve hours. Action.
++
++Fragile: Might defense tasks are hindered.
++
++Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
++adventure.
++
++1\. You saw the other PCs headed toward danger and called out a warning before the situation turned sour.
++
++2\. You got in trouble for flying in restricted airspace, and the other PCs helped cover for you.
++
++3\. You need help with a spell that will enable you to communicate with birds of prey.
++
++4\. You helped the other PCs recover a kite that became tangled in tree branches and power lines.
++
++Sylph Advancement:
++
++Enhanced Intellect
++
++Enhanced Speed
++
++Eyes Adjusted
++
++Influence Swarm
++
++Precision
++
++Shock
++
++Unmagical
++
++You're not good at using magic. In fact, it's clear that you're inherently unmagical—magic is as confusing, difficult,
++and awkward for you as learning lava spells would be for a frost giant. It's not that you don't believe in magic (though
++maybe you don't) or that you don't like magic (though maybe you don't). It's just that you and magic are incompatible.
++You've learned to compensate for this problem and even turn it into an advantage in some cases.
++
++An Unmagical character shouldn't be able to overcome their inability by becoming trained in magic. The GM might allow
++them to train away part of the inability with training in specific skills, such as "Onslaught" or "magical weapons."
++
++Playing an Adept or Speaker character with the Unmagical descriptor is a challenge, as their abilities mostly stem from
++supernatural power and therefore all of them would be hindered. This descriptor is mainly for Warriors and Explorers who
++want to play up their not inherently magical nature.
++
++You gain the following characteristics.
++
++Make Do With the Mundane: +1 to each of your Pools.
++
++Resistant to Magic: You are trained in all defense rolls against magic, spells, and magical effects.
++
++Inability: All actions using magic (including casting spells and using magic objects) are hindered.
++
++Magical Failure: Your unmagical nature means magic goes awry more often. For any task relating to or interacting with
++magic, you trigger a GM intrusion on a d20 roll of 1 or 2.
++
++Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
++adventure.
++
++1\. One of the other PCs initially diagnosed you as unmagical, which made a lot of your life suddenly make sense.
++
++2\. You think this group of PCs might be on track to figuring out why some people are unmagical and perhaps "fixing"
++them.
++
++3\. You and the other PCs have the same rival or foe—someone who once tried using magic on you and failed spectacularly.
++
++4\. You volunteered because you knew your inherent resistance to magic would be useful to the group.
++
++### FOCI AND CHARACTER ABILITIES
++
++This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded
++description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions
++suitable for other genres). The GM and player should adjust these details to suit the specific campaign they'll be
++playing.
++
++Codes Magic Apps
++
++You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit
++boards. Like anyone who's spent a lot of time working on a computer, you've learned some strange secrets, not all of
++them entirely legal, and you know a lot about games, people, and how things work. More than just a computer nerd, you're
++a developer and (although you might not admit it) a hacker. Most of your specialized gear is hardware or software for
++your computer or smart device, so you can dress however you want. You're probably used to wearing comfortable clothes,
++sitting for hours at a time, and enjoying many caffeinated beverages (that have permanently discolored some of your
++clothing).
++
++Connection:
++
++1\. Pick one other PC. You once created a magical app to help get them out of a sticky situation (parking ticket,
++failing grade, clingy relationship, and so on).
++
++2\. Pick one other PC. You know they know an embarrassing or incriminating secret about you.
++
++3\. Pick one other PC. Something about this person annoys or distracts you so that when they're within immediate range,
++your tasks with computers and magical lore are hindered.
++
++4\. Pick one other PC. Every now and then, you're able to copy a magical app cypher and send it to them (effectively
++creating a duplicate of one of yours).
++
++Additional Equipment: Computer (laptop or desktop) and a smartphone or tablet.
++
++Minor Effect Suggestion: Your next use of a magical app cypher within the next hour is eased.
++
++Major Effect Suggestion: Your next use of a magical app cypher within the next day is eased.
++
++Tier 1:
++
++Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
++one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
++
++Tier 2:
++
++App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
++higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
++Enabler.
++
++Connected
++
++Tier 3:
++
++Ability Choice: Choose either Confidence Artist or Master Magical Programmer as your tier 3 ability.
++
++Confidence Artist
++
++Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
++Enabler.
++
++Tier 4:
++
++Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
++tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
++had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
++magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
++
++Tier 5:
++
++Knowing the Unknown
++
++Tier 6:
++
++Ability Choice: Choose either Call in Favor or Usurp Cypher as your tier 6 ability.
++
++Call in Favor
++
++Usurp Cypher
++
++Conjures Bullets
++
++You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost
++interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer,
++a magical member of the armed forces, or an outlaw with a flair for arcane power. Gun nuts and wizard purists might look
++down on your blended technique, but you can do things that nobody else can do. You might call yourself a guncaster,
++spellshooter, or triggermage. You wear clothing that leaves your arms and hands free to use your weapon and cast spells,
++preferring something more flashy than a gunslinger's long coat and more intimidating than typical magician or witch
++clothing.
++
++Connection:
++
++1\. Pick one other PC. You once grazed this character with one of your spell bullets; it's up to them whether they've
++forgiven you or still resent you for it.
++
++2\. Pick one other PC. You've accidentally discovered that you can shoot their spells out of your gun just like you do
++with your own spells, but the PC must be touchingyour gun while you fire it.
++
++3\. Pick one other PC. Based on your interactions, you think this character resents your use of guns, magic, or both.
++
++4\. Pick one other PC. This character can barely hear your gunshots (magical or otherwise), which are no louder than a
++whisper to them.
++
++Additional Equipment: Medium or heavy handgun.
++
++Minor Effect Suggestion: The attack hits the side of the foe's head, deafening them for a few minutes.
++
++Major Effect Suggestion: The foe's major blood vessel is hit, causing them to bleed 1 point of damage each round until
++someone succeeds at a difficulty 3 Intellect or Speed task to bind the wound.
++
++Tier 1:
++
++Practiced With Guns
++
++Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
++standard bullet for it as part of your attack action with that weapon.
++
++Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
++a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
++the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
++Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
++ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
++damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
++
++You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
++times or the one shot is passing through or ricocheting off each target.
++
++Tier 2:
++
++Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
++weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
++its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
++fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
++attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
++more firearms; each level of Effort affects one additional target. Action or enabler.
++
++Tier 3:
++
++Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
++
++Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
++Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
++of Intellect Effort to it. Enabler.
++
++Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
++
++Tier 4:
++
++Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
++a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
++
++Tier 5:
++
++Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
++Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
++place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
++within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
++fire a bullet and teleport along its path.
++
++Tier 6:
++
++Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
++
++Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
++Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
++levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
++
++Special Shot
++
++Hunts Witches
++
++You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
++pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
++to regular folks, and it's up to people like you to find and eliminate those threats. Sure, some witches claim to be
++good and even act friendly, but you've seen it go bad all too often, and you won't be fooled again. You always carry
++weapons for fighting witches, or at least know what common tools will do as a weapon in a pinch. You wear clothing
++appropriate to the region and era (especially if regular people don't know about magic or witches and you have to hide
++what you do). You may have a token, icon, or other reminder of your purpose, such as a lucky coin, a holy book, or a
++pouch of magic-thwarting herbs given to you by your mentor.
++
++What a "witch" is depends on the setting. In a setting where magic is rare or secret, superstitious people might
++consider anyone who uses magic to be a dangerous witch. In a different setting, "witch" might refer to a specific
++organization of people who know how to use magic.
++
++Connection:
++
++1\. Pick one other PC. You are friends, and you'd hate to see anything bad happen to them.
++
++2\. Pick one other PC. You know that some mysterious quality about them makes witches tend to choose them as targets
++over other people.
++
++3\. Pick one other PC. You know they've had a run-in with a witch before, and you want to hear how that played out.
++
++4\. Pick one other PC. You've known this person quite a while, and in fact it was a witch attack against them that
++convinced you to start hunting witches.
++
++Additional Equipment: A book of lore about witches, passed down to you from past witch hunters and updated over the
++years (or decades or centuries) with their advice and discoveries about witches.
++
++Minor Effect Suggestion: You intimidate your foe so much that they pause, taking no action on their next turn (but
++they're still able to defend themselves).
++
++Major Effect Suggestion: You are so intimidating that your foe chooses to flee, or at least retreat a bit to recover its
++courage and think of a new strategy.
++
++Tier 1:
++
++Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
++intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
++
++Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
++of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
++yourself understood to them. Enabler.
++
++Tier 2:
++
++Will of Legend
++
++Tier 3:
++
++Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability.
++
++Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
++additional points of damage. Enabler.
++
++Misdirect
++
++Tier 4:
++
++Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
++curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
++early are eased by two steps until you break free. Enabler.
++
++Tier 5:
++
++Greater Skill with Attacks
++
++Tier 6:
++
++Ability Choice: Choose either Hard to Kill or Heroic Witch Bane as your tier 6 ability.
++
++Hard to Kill
++
++Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
++additional points of damage. Enabler.
++
++Inks Spells on Skin
++
++Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
++is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
++to create intricate spell tattoos across your body. Each tattoo you inscribe on yourself is not merely a design, but the
++keystone of a spell, giving you the ability to cast it. Because your tattoos are magical, you can continually add to
++those you've already accumulated without ruining the designs, allowing your mastery over magic to grow. You often wear
++clothing that bares your arms and perhaps other parts of your body to expose your tattoos, so that others know you for a
++spellcaster.
++
++Readying Spell Tattoos: You learn two abilities (spells) at every tier of this focus, and each of them becomes a tattoo
++on your body. However, for each tier's spells, you can only have one of the two readied (available for casting) at any
++given time, and the other is merely an interesting design until you change your readied spell for that tier. To change
++one readied spell, immediately after using a one-hour or ten-hour recovery roll, you must spend one minute in
++meditation, after which you can swap one readied spell.
++
++The Inks Spells on Skin focus works similarly to the Masters Spells focus. The GM may consider allowing characters with
++either of these foci to choose abilities from either focus when they advance to a new tier.
++
++Connection:
++
++1\. Pick one other PC. They once broke a bottle of one of your magical tattoo inks. It's up to you if you've forgiven
++them or not.
++
++2\. Pick one other PC. You think they could learn your tattoo magic, and you'd like to teach them. They may or may not
++be interested in learning it.
++
++3\. Pick one other PC. Whenever you ready your spells for the day, this character feels faint pain on their body where
++your corresponding tattoo is.
++
++4\. Pick one other PC. This character asked you to give them a tattoo, so you did. Somehow, now you can always sense
++their general direction and distance from you.
++
++Additional Equipment: Special ink, a tattooing needle, and a clay, stone, or wooden tablet marked with strange glyphs.
++
++Minor Effect Suggestion: Exposed skin on the target creature is marked with a glowing glyph of your choice for one hour.
++
++Major Effect Suggestion: The foe is cursed, hindering all their actions for one minute.
++
++Tier 1:
++
++Fleet of Foot
++
++Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
++of Speed damage (ignores Armor) and are hindered on their next turn. Action.
++
++Tier 2:
++
++Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
++day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
++becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
++is enclosed in a light-proof container or wrapping. Action.
++
++Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
++gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
++through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
++immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
++explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
++speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
++closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
++
++Tier 3:
++
++Ability Choice: Choose any two of the following as your tier 3 ability: Command, Lightning Flash, or Outwit.
++
++Command
++
++Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
++points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
++area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
++eased against targets wearing, carrying, or made of a significant amount of metal. Action.
++
++Outwit
++
++Tier 4:
++
++Elemental Protection
++
++Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
++unable to take actions for one round. Action.
++
++Tier 5:
++
++Bypass Barrier
++
++Granite Wall
++
++Tier 6:
++
++Ability Choice: Choose any two of the following as your tier 6 ability: Divide Your Mind, Petrify, or Summon Demon.
++
++Divide Your Mind
++
++Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
++be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
++track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
++creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
++living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
++target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
++Action.
++
++Summon Demon
++
++Is A Car Wizard
++
++Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
++that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
++finely tuned engine augmented by sorcery. You love pushing yourself (and your vehicle) to the limit, even if it's
++dangerous—better to die a legend than live a long, dull life driving something boring. You enjoy drawing attention to
++yourself, so you tend to wear sleek clothing, stylish sunglasses, and borderline-gaudy jewelry, but never anything that
++interferes with your ability to control a car or cast a spell.
++
++Connection:
++
++1\. Pick one other PC. To repay a favor they did for you a while ago, you promised to drive them somewhere. They haven't
++taken you up on it yet.
++
++2\. Pick one other PC. You were the getaway driver for them once in the past— perhaps for something criminal, a car
++stunt for a viral video, or to avoid a bad situation.
++
++3\. Pick one other PC. You know they were once in a very bad car collision that left the vehicle a wreck, but they
++somehow weren't hurt at all.
++
++4\. Pick one other PC. They used to associate with someone who was trying to hunt you down, but they haven't been in
++contact with that person in a while.
++
++Additional Equipment: A reasonably fast car.
++
++Minor Effect Suggestion: The foe you hit (with your spell or car) is moved horizontally an immediate distance in a
++direction of your choice.
++
++Major Effect Suggestion: The foe is knocked prone and loses their next action.
++
++Tier 1:
++
++Driver
++
++Tier 2:
++
++One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
++
++Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
++as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
++float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
++only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
++added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
++affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
++the car. Enabler.
++
++The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
++magic, or Hollywood special effects.
++
++Tier 3:
++
++Ability Choice: Choose either Expert Driver or Perfect Parking Space as your tier 3 ability.
++
++Expert Driver
++
++1Perfect Parking Space (3 Intellect points):
++
++You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than
++you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is
++a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation
++cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over
++one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed
++at a level 4 Intellect task. Action to initiate.
++
++Tier 4:
++
++Enhanced Intellect
++
++Tier 5:
++
++Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
++levels of Intellect Effort to it. Enabler.
++
++Tier 6:
++
++Ability Choice: Choose either Spells Have No Speed Limit or Trick Driver as your tier 6 ability.
++
++Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
++allowing you to mentally give it orders from a long distance away. This control
++
++includes any aspect of driving the car (such as steering, accelerating, and braking) and any moveable parts on the car
++(such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in
++combat or when it takes actions. You can only control one car at a time with this ability (although you could manually
++drive one car and magically
++
++control another car at the same time). If you are driving the car you're controlling with this ability, your driving
++tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on
++another vehicle, and so on) are eased. Enabler.
++
++Trick Driver
++
++Learned From the Classics
++
++Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
++comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
++You spent years studying and practicing, and you taught yourself everything you know. Now you're a skilled magician
++who's always eager to learn more—evidenced by your lengthy reading list.
++
++Connection: Choose one of the following or choose one of the Focus Connections in the Cypher System Rulebook.
++
++1\. Pick one other PC. They appreciate (but do not necessarily share) your obsession with books, libraries, and
++research.
++
++2\. Pick one other PC. You once owed this character a lot of money (or vice versa), although that debt is now paid.
++
++3\. Pick one other PC. They remind you about an obscure author whose books you enjoy, and you can't help but like them.
++
++4\. Pick one other PC. You think this person is woefully ignorant about a lot of important topics (history, magic,
++ethics, and so on).
++
++Minor Effect Suggestion: You gain a burst of insight, easing your next action by one step.
++
++Major Effect Suggestion: Your knowledge lets you tap into an obscure current of magic and make a free recovery roll as
++part of your current action.
++
++Tier 1:
++
++Enhanced Intellect
++
++Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
++in research. Enabler.
++
++Tier 2:
++
++Flex Skill
++
++Tier 3:
++
++Ability Choice: Choose either Enhanced Intellect Edge or Repeated Rituals as your tier 3 ability.
++
++Enhanced Intellect Edge
++
++Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
++eased by two steps. Enabler
++
++Tier 4:
++
++Knowing the Unknown
++
++Tier 5:
++
++Mind of a Leader
++
++Tier 6:
++
++Ability Choice: Choose either Greater Enhanced Intellect or Mental Magic as your tier 6 ability.
++
++Greater Enhanced Intellect
++
++Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
++This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
++
++Practices Moon Magic
++
++The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
++makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
++friend, an inspiration, and a constant reminder that someone is watching over you. You wield her magic to create beams
++of dangerous light, influence others, travel, and sense the underlying truth and reality of things. The day is not your
++foe (after all, the moon is often visible during the day), but you prefer the night when the moon can be the brightest
++light in the sky. You might call yourself a moonchild or a moon witch. You probably prefer black, white, or grey
++clothing, with flowing portions such as long sleeves, a cape, or a long coat. You might have one or more tattoos or
++tokens representing the moon, either full, crescent, or in multiple phases. Your favorite jewelry and adornments (like
++buttons) usually have moonstones.
++
++Connection:
++
++1\. Pick one other PC. You can harmlessly bounce your moon spells off them, increasing your range by a short distance
++and even allowing you to shoot around corners.
++
++2\. Pick one other PC. You know they think your obsession with the moon is weird, pointless, or superstitious, and you
++feel the need to prove them wrong.
++
++3\. Pick one other PC. Sometimes you can't detect them with any of your senses or affect them with your magic, even when
++they're right in front of you.
++
++4\. Pick one other PC. Your power and theirs have an unusual connection; instead of using your one-action recovery roll
++on yourself, you can use it on them (and vice versa).
++
++Minor Effect Suggestion: Your foe is dazzled by a burst of moonlight, hindering them for one round.
++
++Major Effect Suggestion: A surge of lunar power knocks your foe prone and disarms them of an object they're holding,
++which lands an immediate distance away.
++
++Tier 1:
++
++Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
++distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
++can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
++damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
++shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
++form is. Action.
++
++Tier 2:
++
++Eyes Adjusted
++
++Inspire Aggression
++
++Tier 3:
++
++Ability Choice: Choose either Nightstrike or Spur Effort as your tier 3 ability. Whichever one you choose, you also gain
++Moon Adaptation.
++
++Nightstrike
++
++Spur Effort
++
++Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
++
++Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
++lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
++
++Tier 4:
++
++Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
++within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
++minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
++a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
++
++werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
++Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
++(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
++
++Tier 5:
++
++Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
++is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
++to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
++with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
++targets. Action.
++
++Tier 6:
++
++Ability Choice: Choose either Precognition or True Senses as your tier 6 ability.
++
++Precognition
++
++True Senses
++
++Steers The Coven
++
++Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader,
++and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and
++responsibilities, or maybe you serve as an informal mentor. Maybe you run a coven with bylaws and a charter, or maybe
++you host gatherings where your friends and family can perform rituals together. Regardless, you're responsible for a
++coalition of magicians who look to you for guidance, protection, and problem-solving.
++
++Connection:
++
++1\. Pick one other PC. You have a friendly rivalry with this person, perhaps due to philosophical differences or
++belonging to another coven with contrary goals.
++
++2\. Pick one other PC. You want to learn more about this person so you can decide if they should join your coven or are
++somehow a threat to it.
++
++3\. Pick one other PC. Long ago you were very close to this character, but you drifted apart. You'll need to decide if
++you're starting anew or trying to rekindle the old friendship.
++
++4\. Pick one other PC. This character or someone they care about is in your coven, and you feel responsible for
++protecting them.
++
++Minor Effect Suggestion: The evident power of the support from your coven intimidates a foe, who retreats a short
++distance away on their next turn.
++
++Major Effect Suggestion: Your opponent respects your commitment to your coven so much that they withdraw from the
++conflict (although they may return later).
++
++Tier 1:
++
++Community Activist
++
++Community Knowledge
++
++Tier 2:
++
++Shepherd's Fury
++
++Tier 3:
++
++Ability Choice: Choose either Inspire Action or True Guardian as your tier 3 ability.
++
++Inspire Action
++
++True Guardian
++
++Tier 4:
++
++Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
++participants are eased by two steps. Enabler
++
++Tier 5:
++
++Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
++can attack up to five different foes with a single action as long as they are within immediate range of each other. All
++the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
++from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
++for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
++Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
++the number of foes you can attack, with one additional foe per level of Effort. Enabler.
++
++Tier 6:
++
++Ability Choice: Choose either Deep Consideration or Drawing on Life's Experiences as your tier 6 ability.
++
++Deep Consideration
++
++Drawing on Life's Experiences
++
++Transmits Energy
++
++Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together.
++Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow
++of power, the way some people can hear currents running through wire. In a crisis, you attack by draining a foe's
++energy. Otherwise, you focus on helping others by catalyzing and enhancing their magic abilities.
++
++Connection:
++
++1\. Pick one other PC. This character thinks you're some sort of energy vampire, either dangerous or just annoying.
++
++2\. Pick one other PC. You believe they have insight about how to master your magic, if you can just convince them to
++trust you with their secrets.
++
++3\. Pick one other PC. You once knocked out this character with your power, but were able to jolt them back awake again.
++At the time they seemed to think it was funny.
++
++4\. Pick one other PC. You once recharged one of their powerful cyphers, although you're not sure how you managed it.
++
++Minor Effect Suggestion: You gently drain 2 points of energy from your foe, which you can divide between your Might and
++Speed Pools.
++
++Major Effect Suggestion: You gently drain 5 points of energy from your foe, which you can divide between your Might and
++Speed Pools.
++
++Tier 1:
++
++Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
++You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
++
++Tier 2:
++
++Drain Creature
++
++Tier 3:
++
++Ability Choice: Choose either Buddy System or Tap Currents as your tier 3 ability.
++
++Buddy System
++
++Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
++you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
++use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
++Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
++roll.) Action to initiate.
++
++Tier 4:
++
++Store Energy
++
++Tier 5:
++
++Share the Power
++
++Tier 6:
++
++Ability Choice: Choose either Explosive Release or both Continuous Transfer and Drain at a Distance at tier 6.
++
++Explosive Release
++
++Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
++creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
++seamlessly, as part of the same action. Enabler.
++
++Drain at a Distance
++
++Turns Decay to Growth
++
++You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
++you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
++something new. Maggots, mushrooms, and mold are actors in your process, not unlike familiars. You probably keep a
++garden, nourished by your meticulously maintained compost pile. Your community might express discomfort with your
++methods, leading to friction. If you react to criticism by isolating yourself, you won't be lonely for very long—what
++you have to offer is vital and rare, and it's inevitable that someone will ask you for help.
++
++Connection:
++
++1\. Pick one other PC. This character dislikes the smell that your spells make and tries to be at least an immediate
++distance away when you cast them.
++
++2\. Pick one other PC. This character is fascinated by your powers and wants to make use of them (or just thinks you can
++provide them with medicinal mushrooms).
++
++3\. Pick one other PC. This character believes you are a member of a mushroom cult (which to them might be a good, bad,
++or neutral thing).
++
++4\. Pick one other PC. You and this character have a magical connection, and you each add +1 to your recovery rolls when
++within a short distance of each other.
++
++Minor Effect Suggestion: Your foe is dazed (hindered) for the next round.
++
++Major Effect Suggestion: Your foe is stunned for one round, or you restore 2 points to any one of your Pools.
++
++Tier 1:
++
++Wilderness Lore
++
++Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
++attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
++of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
++Action.
++
++Tier 2:
++
++Wilderness Explorer
++
++Tier 3:
++
++Ability Choice: Choose either Reading Decomposition or both Grasping Foliage and Necromancy at tier 3.
++
++Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
++and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
++the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
++this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
++performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
++questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
++
++Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
++area to allow you to use Reading Decomposition.
++
++Grasping Foliage
++
++Necromancy
++
++Tier 4:
++
++If you have Necromancy, your tier 4 ability is Greater Necromancy. If you have Reading Decomposition, your tier 4
++ability is Rewind Rot.
++
++Greater Necromancy
++
++Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
++hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
++return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
++
++Tier 5:
++
++Insect Eruption
++
++Tier 6:
++
++Ability Choice: Choose either Restore Life or Word of Death as your tier 6 ability.
++
++Restore Life
++
++Word of Death
++
++### NEW ABILITIES (MODERN MAGIC)
++
++Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
++can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
++streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
++across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
++The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
++ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
++
++Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
++Intellect-based attack roll against the network's level (typically level 4) to watch them.
++
++Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
++room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
++songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
++increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
++
++Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
++electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
++still work. Any standby generator connected in this area functions normally, activating emergency power within a few
++rounds. The blackout otherwise lasts for one minute. Action.
++
++Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
++magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
++Edge instead of your Intellect Edge. Enabler.
++
++Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
++or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
++use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
++homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
++is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
++for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
++next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
++within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
++of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
++attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
++can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
++dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
++familiar.
++
++Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
++
++Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
++immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
++must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
++without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
++as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
++most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
++example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
++wild bird that got inside your house. Action.
++
++Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
++move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
++When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
++object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
++until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
++
++Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
++of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
++ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
++vanishes. Action.
++
++Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
++such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
++within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
++In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
++increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
++Action.
++
++Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
++of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
++can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
++perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
++another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
++
++Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
++AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
++out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
++Action.
++
++Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
++through a Network Dead Zone spell.
++
++Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
++of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
++target by 1. Action.
++
++Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
++slap a creature. The target must be actively using a device making use of this connection, such as being on the other
++end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
++closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
++creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
++Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
++
++Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
++the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
++courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
++target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
++memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
++
++Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
++interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
++for you like the best combination of a pet and a close friend.
++
++The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
++rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
++skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
++them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
++(avian, swimmer, and so on).
++
++You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
++this range, you can only sense each other's general level of well-being.
++
++Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
++activate or maintain.
++
++If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
++your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
++within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
++you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
++
++Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
++touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
++attacks and defenses against you are eased.
++
++If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
++instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
++damage track. If you die, your familiar instantly dies.
++
++You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
++1d6 days.
++
++Enabler.
++
++Soul familiar: level 2, Speed defense as level 4 due to size
++
++A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
++anything other than what they appear to be.
++
++Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
++period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
++don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
++forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
++the stasis effect immediately ends. Action.
++
+ ## Creatures
+
+ This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System
+@@ -31011,6 +44812,153 @@
+
+ GM intrusion: The abomination isn't dead; it stands up on the following round at full health.
+
++### AI ZOMBIE 3 (9)
++
++An artificial intelligence that permanently installs itself onto the wetware (in this case, the brain) of a human or
++other sapient creature creates an AI zombie. The AI replaces the person's personality and motivations, turning them into
++a shambling creature who only does the AI's bidding, even as their body decays and falls apart (though most keep
++shambling because of an injection of nano repair bots).
++
++AI zombies are driven by a single, simple motive implanted by the original artificial intelligence—usually related to
++destroying resources before competing AI instances can use them. They aren't intelligent enough to direct themselves or
++problem solve outside of this goal, unless the AI takes direct control, using a particular AI zombie as a remote
++"terminal" from which to act and observe the world.
++
++Motive: Follow dictates of AI that created or that controls them
++
++Environment: Almost anywhere, in groups of five to seven, or in hordes of tens to hundreds
++
++Health: 12
++
++Damage Inflicted: 3 points
++
++Movement: Immediate
++
++Modifications: Speed defense as level 2; perception tasks as level 7
++
++Combat: AI zombies fight on, no matter the odds, usually attacking by biting.
++
++When AI zombies attack in groups of five to seven individuals, they can make a single attack roll against one target as
++one level 5 creature, inflicting 5 points of damage.
++
++AI zombies are hard to finish off because self repairing nanotech stitched into their flesh restores 1 point of health
++each round. If reduced to 0 health, there is a 50% chance that the nanotech continues to function on the zombie's turn,
++allowing the creature to shudder back to life, skin crawling with miniscule "healing" robots. (If an AI zombie is cut
++off from ambient radio signals, they do not regain health each round.)
++
++That same nanotech makes AI zombies infectious. Their bites spread a level 6 (or, in some cases, level 8) disease due to
++miniscule machines that move a target down one step on the damage track each day a Might defense roll is failed. Targets
++killed by the process later animate as AI zombies, compelled to serve an AI instance.
++
++Interaction: AI zombies often serve some distant AI and may sometimes speak with its voice. But if cut off from its
++intelligence source, the zombie itself becomes a food seeking monster, more likely to eat someone than to represent an
++artificial mind.
++
++Use: The characters are asked to salvage supplies from an abandoned airplane hangar—abandoned, that is, except for
++lingering AI zombies.
++
++### ANGEL OF THE APOCALYPSE 7 (21)
++
++If the End Times causes civilization to fall, biblical threats multiply across the land, including one or more angels of
++the apocalypse. They are every bit as terrifying as the Four Horsemen because they're charged with bringing about the
++end of the world. They have little room for pity or the plights of individuals; they have nations to topple and the
++forces of Hell to oppose.
++
++Angels of the apocalypse radiate a halo of golden white light. Their 10 foot (3.5 m) tall forms—caparisoned for war—are
++somewhat humanoid, though each has one or more sets of wings. Apocalypse angels also wield an implement that seems to be
++equal parts trumpet and sword, which they can sound to bring about terrible events, or swing to slay those who oppose
++them.
++
++Motive: Instigate the biblical apocalypse; fight the forces of Hell
++
++Environment: Almost anywhere, usually alone or fighting Hell's armies
++
++Health: 27
++
++Damage Inflicted: 8 points
++
++Armor: 3
++
++Movement: Short; long when flying
++
++Modifications: Speed defense as level 5 due to size; perception and detecting falsehoods as level 8
++
++Combat: The angel of the apocalypse attacks twice each round with their greatsword.
++
++An angel's halo momentarily brightens with unbearable psychic energy as combat begins; foes within short range are
++stunned for one minute if they fail an Intellect defense roll, or until they succeed on an Intellect defense task on
++their turn to end the effect early. A success means that creature becomes immune to the halo's overwhelming effect.
++
++The angel can blow their trumpet as their action, creating a blast of sound and energy that sweeps out in all directions
++to a long distance, inflicting 8 points of damage to all creatures that hear it who fail a Might defense roll, and 2
++points even with a successful roll. Structures in the area descend one step on the object damage track. Once they blow
++their trumpet, they usually can't blow it again for several rounds.
++
++Interaction: Wrapped in purpose, an angel of the apocalypse may ignore entreaties or, if one deigns to respond, tell
++supplicants to ready themselves for judgment. However, if someone manages to convince an angel to take notice due to
++their persuasion skill and/or the importance of their need, the angel may give that character aid in the form of healing
++or direct help immediately or at some promised future date.
++
++Use: A high, pure trumpet sounds. All around the characters, structures fall, revealing an angel of the apocalypse
++overhead.
++
++### ARTIFICIAL INTELLIGENCE (AI) 6 (18)
++
++An artificial intelligence thinks independently, learning and evolving with experience. AIs have their own goals and
++motivations, and may work with or against humans. Some want to gather data, some want to solve technological problems,
++and some want to take over the world—at any cost.
++
++AIs take many forms. Some are distributed across a vast network. Others are isolated in a single computer. A few are
++machines with organic parts or can use such machines as servitors.
++
++Because AIs are entities of extreme intelligence, they can adapt to new situations. Most AIs act on some kind of plan,
++whether long acting or concocted to fit the situation at hand.
++
++\*When acting from a remote terminal, the AI's effective level is lowered. It can be as low as level 3, but typically is
++level 5.
++
++Motive: Varies
++
++Environment: Almost anywhere
++
++Health: 23
++
++Damage Inflicted: 6 points
++
++Armor: 2
++
++Movement: None, or instantly to any networked machine able to host them
++
++Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
++creature to see—can affect all targets within short range of the AI (or the AI's local "terminal"), inflicting damage
++from electricity (or Intellect damage, which ignores Armor).
++
++An AI may attempt to install an instance of themself in the wetware (the brain) of humans and any other nearby sapient
++creatures. Anyone within immediate range of a video screen playing carefully crafted symbols and sounds who fails an
++Intellect defense roll is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent
++defense roll, they come under the control of the AI instance for one minute, or until they succeed on an Intellect
++defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an
++action to advance the AI's goals.
++
++AIs can control other lower level computer systems and sometimes even nanobots.
++
++Some targets of AI instance installation never recover, becoming AI zombies. Besides AI zombies, an AI may also rely on
++guardians (such as mechanical soldiers or CRAZRs made to their own design).
++
++Unless the PCs can track a given AI to their original computing core, damage to one may just be damage done to a
++terminal. Thus, even if an AI is seemingly destroyed, they might exist as another instance somewhere else. However, over
++time, alternate instances may collect different data and thus develop different memories and motivations.
++
++Some AIs continue to improve themselves by modifying their own code. These AIs are level 8 threats with 27 health, and
++they can create cyphers and artifacts, which they often deploy in combat.
++
++Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
++voice often sounds surprisingly human.
++
++Use: The PCs' shelter is overtaken by a storm of grey goo, which answers to an AI operating out of a nearby safehouse.
++
++Loot: An AI may have access to 1d6 cyphers and two or three artifacts.
++
+ ### ARTIFICIAL INTELLIGENCE (AI) 8 (24)
+
+ If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
+@@ -31057,6 +45005,55 @@
+ GM Intrusion: The AI knows a phrase and series of images to flash at a particular PC to stun them for around as it
+ attempts to upload an instance of itself into their mind.
+
++### BARGAINER FIEND 3 (9)
++
++Bargainer fiends are natives of "hell dimensions" whose job is to come to the mortal world and convince people to barter
++or trade their souls. Their natural shape is usually a lanky humanoid with horns, claws, vestigial bat wings, and a
++forked tail, with a faint smell of brimstone, but they can partially or completely disguise themselves as humans to
++tempt and advise mortals.
++
++Typical devils are warriors and torturers, and demons are mortal souls reforged into entities of pure spite and hate,
++whereas bargainer fiends see themselves as classier beings with loftier goals. However, bargainers are aware that they
++are weaker than their counterparts, and they make sure they don't do any front-line fighting if they can help it.
++
++Motive: Bargain for souls
++
++Environment: Anywhere humans can be found
++
++Health: 9
++
++Damage Inflicted: 4 points
++
++Armor: 2
++
++Movement: Short
++
++Modifications: Deception as level 5
++
++Combat: A bargainer fiend attacks with a punch or a firearm. If they aren't trying to hide their inhuman nature, they
++throw short-range bolts of painful hellfire, inflicting 4 points of damage and stunning the target for one round.
++
++The heart of a bargainer fiend's power is its ability to arrange for rewards for a mortal client in exchange for the
++client's soul. Typical rewards are training in a skill, learning a new type or focus ability, wealth equivalent to one
++exorbitant item, an artifact, or anything else that can be acquired by spending 4 XP. The price is always the client's
++mortal soul, usually after a specific time period. Bigger demands by the client require the fiend to get approval from
++their superiors, and the price is higher, but usually still manageable.
++
++A bargainer fiend can use an action to transform themself into a human or near-human form (such as a human with devil
++horns) or return to their natural form. They can assume the guise of a specific human (such as a person their client
++knows) only if that human is dead or has an agreement with a bargainer fiend.
++
++Interaction: Bargainer fiends serve at the pleasure of their infernal masters, and they know their lives are forfeit if
++they ever fail. This colors their interactions with clients; they will say anything to accomplish their mission, and
++their only true loyalty is to the fiend who created and controls them.
++
++Use: A motivational speaker offers to teach clients confidence and charm, with great results. An old sorcerer knows some
++rare magic for those willing to pay a steep price. A mysterious person has been seen visiting people in the terminal
++ward of various hospitals.
++
++Loot: A bargainer fiend may have a cypher relating to their duties or as a gift or payment for a client, but most of
++their material riches are hell-crafted and not safe to carry for long.
++
+ ### BASILISK 5 (15)
+
+ A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and
+@@ -31376,6 +45373,65 @@
+
+ GM intrusion: Thecharacter's cypherexplodes when touchedby cambion demonfire on a failed Speeddefense task.
+
++### CANNIBAL 3 (9)
++
++Cannibals come in a variety of different forms, depending on their situation. Some seem like normal and perhaps even
++charming survivors, except to their targets. These "nice" cannibals may eat human flesh when desperate or to take
++advantage of meat that would otherwise go to waste. Or maybe they've developed a taste for human flesh.
++
++Others look the part, having descended into the kind of bestial, erratic behavior that cannibalism can inflict on long
++term practitioners.
++
++Some are part of a crazed settlement of raiders always looking for more sweet meats, and others hide in plain sight,
++pretending friendship and offering aid to strangers until their prey lowers their guard. Some cannibals like their prey
++raw; others delight in elaborate preparations.
++
++Whether becoming an eater of human flesh was forced by circumstance or out of some secret, maladaptive urge, cannibals
++are dangerous.
++
++Motive: Hunger for human flesh
++
++Environment: In areas where food is scarce; alone, or in groups of four to ten
++
++Health: 12
++
++Damage Inflicted: 3 points
++
++Movement: Short
++
++Modifications: Deception, persuasion, intimidation, and friendly interaction as level 6
++
++Combat: Cannibals use improvised weapons, like ropes, chair legs, and jagged pieces of broken glass. A few cannibals
++with more resources rely on long range firearms and rifles until they run out of ammunition.
++
++In any group of four or more cannibals, there's probably one (revealed as a GM intrusion) who has filed their teeth and
++can make a horrific bite attack once every minute or two. This attack inflicts damage and requires the target to succeed
++on a Might defense roll. On a failure, the cannibal bites off a bit of the target, who is stunned and loses their next
++turn. See the Cannibal Severing Bite Effects table.
++
++Interaction: A friendly and charming cannibal may remain so indefinitely, unless they decide a PC is perfect for dinner.
++
++Use: Characters looking for a place to sleep, hide, or stay for the night are invited in by one or more cannibals. A
++group of raiders the PCs must negotiate with are also revealed to be cannibals.
++
++Loot: A cannibal has currency equivalent to an expensive item.
++
++Cannibal Severing Bite Effects
++
++D6 Effects
++
++1 End of nose
++
++2 Little finger
++
++3 Chunk from forearm
++
++4 Chunk from leg
++
++5 Ear; target's perception task that rely on hearing are hindered until target adapts
++
++6 Throat; target descends on step on damage track each round until ally succeeds on a difficulty 5 healing task
++
+ ### Cat Sidhe 4 (12)
+
+ Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches and now have shifted permanently
+@@ -32093,6 +46149,64 @@
+
+ GM Intrusion: The devolved detonates upon its death, inflicting 6 points of damage on everything in immediate range.
+
++### DIVINITY OF THE CITY 8 (24)
++
++Divinities of the city are a pantheon of modern-era demigods who have a strong connection to some aspect of urban life.
++They get their powers from their connection to a modern element that's being worshipped. For example, the Divinity of
++Defacement gains power when someone creates graffiti or stares in wonder at a mural, while the Divinity of Urban
++Creatures grows stronger each time someone saves a turtle from a highway or shivers at coyotes' calls. Divinities look
++mostly humanoid, but their appearance has some tie to their connection. The Divinity of Defacement might wear
++graffiti-themed clothing, the Divinity of Urban Creatures might have a bear's head, and the Divinity of Architecture
++might have gargoyle wings.
++
++Motive: Defense; protection; power
++
++Environment: Urban landscapes
++
++Health: 75
++
++Damage Inflicted: 8 points
++
++Armor: 4
++
++Movement: Short; long when flying
++
++Combat: Divinities attack a foe up to a long distance away with a spell related to their connection (sending a pack of
++rabid raccoons after a foe, lifting a highway, or having a mural attack). These attacks inflict 8 points of damage on a
++single target or, if the divinity chooses, the attack hits all targets within short range of the destination for 6
++points of damage.
++
++Most divinities have a close-range attack as well, such as turning into a coyote and attacking their target with tooth
++and claw or grabbing a painted weapon out of a wall mural.
++
++Divinities also have a number of additional spells, including:
++
++Animate: Turns any material into an animate level 4 creature. The creature has a mind and will of its own, and acts just
++as that type of creature would act if it were born instead of created.
++
++Forever Space: Creates an endless length of alleys, roads, or bridges between itself and all characters it chooses
++within long range. Characters must succeed on a level 5 Intellect defense task to find an exit. While moving through the
++forever space, characters take 2 points of Intellect damage (ignores Armor) each round.
++
++Heal: The divinity heals themself, a creature, or an object for 5 points of damage.
++
++Illusion: Divinities can cast elaborate and convincing illusions over their domain, making the area seem more appealing,
++beautiful, or dangerous. Illusions cover up to a ten-block area and last for up to an hour. Seeing through one is a
++level 8 task.
++
++Interaction: Divinities rarely care about humans unless they're connected to their particular part of the urban
++landscape. Sometimes they can be persuaded or negotiated with, but not if the character has previously damaged or
++endangered the divinity's connection—for example, a poacher of urban wildlife probably has no chance of interacting
++positively with a Divinity of Urban Creatures.
++
++Use: A divinity is a powerful aggressive or defensive force, putting the PCs in a position where they must fight or
++negotiate to prevent death and destruction. In addition to situations where a divinity clashes with those who would
++exploit them, they may have information or unique magic (such as an unlocking spell) that the characters need to reach a
++goal.
++
++Loot: Divinities rarely carry anything of interest to humans, but they might bequeath to allies a powerful artifact
++related to some aspect of their domain.
++
+ ### DJINNI 7 (21)
+
+ Djinn inhabit unseen dimensions beyond the visible universe. Just like normal creatures, djinn are individuals, and they
+@@ -32409,6 +46523,45 @@
+ GM intrusion: A character within range of the earth elemental's earthquake attack must succeed on a Speed defense roll
+ or be covered in an avalanche from a collapsing structure or cliff face.
+
++### ELEMENTAL, ELECTRICITY 4 (12)
++
++Electricity elementals alternate between a feral-looking humanoid energy form and a near-spherical cloud of intensely
++glowing sparks. They spontaneously arise when supernatural events take place near high-voltage wires or electrical
++substations, and their high rate of speed often means they've traveled hundreds of miles before anyone realizes they
++appeared. Extremely mobile and curious, they inadvertently or deliberately cause harm wherever they go.
++
++Motive: Explore and shock
++
++Environment: Anywhere electricity can easily reach
++
++Health: 24
++
++Damage Inflicted: 4 points
++
++Movement: Short; very long with electrical conduction
++
++Modifications: Attacks and Speed defense as level 5 due to quickness; stealth as level 2 due to buzzing noise
++
++Combat: An electricity elemental strikes twice each round with a limb, or fires one bolt of electricity at a target
++within short range.
++
++As its action, an elemental can heal itself for up to 4 points of health by draining power from a touched electrical
++machine, creature (such as a robot), manifest cypher, or artifact. A drained object moves one step down the object
++damage track. A drained robot takes 4 points of damage. A drained manifest cypher is fully consumed and useless. A
++drained artifact immediately checks for depletion (artifacts with a depletion of "—" are either immune to this ability
++or have a depletion of 1 in 1d10 for this purpose).
++
++An electricity elemental can pass through conductive materials at full speed, ignoring obstacles and difficult terrain.
++An electricity elemental can power any electrical device that runs on household power, but it's uncomfortable for them
++and they don't like doing it.
++
++Interaction: Electricity elementals are somewhat intelligent but perceive and think at much faster rates than humans, so
++they quickly become frustrated with "slow" communication. They can be summoned and controlled with magic, but there's a
++10% chance the elemental breaks free of the spell and attacks or flees.
++
++Use: Power grid fluctuations throughout the city may be the result of a roving electricity elemental. Something exploded
++every car battery along a major street. Something noisy has taken over the eccentric inventor's workshop.
++
+ ### ELEMENTAL, THORN 6 (18)
+
+ The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies
+@@ -33183,6 +47336,155 @@
+ activate in a
+ less-than-ideal fashion.
+
++### FOUR HOURSEMEN OF THE APOCALYPSE
++
++### BEAST 6 (18)
++
++Beast (also called "Conquest") is present at mass shootings and acts of genocide. He is adroit at spreading
++misinformation and, prior to the apocalypse, was often seen on various "newstainment" shows and conspiracy theory
++websites, spreading lies under an alias. Then and now, he appears in a white suit, accessorized with white shades and
++gloves. His hair is white, too.
++
++Motive: Spread lies; incite others to rabid acts of cruelty
++
++Environment: Almost anywhere with a dupe he's gaslighted and/or with one or more of the Four
++
++Health: 24
++
++Damage Inflicted: 6 points
++
++Armor: 1
++
++Movement: Short; long when mounted or riding
++
++Modifications: Deception as level 8
++
++Combat: Beast prefers that others fight in his stead. Those convinced of his lies ease their attacks and defenses, and
++deal 2 additional points of damage with a successful attack. If forced into conflict, Beast produces a handgun, making
++two long range attacks as his action. The first time any target is hit by Beast in combat, that target takes damage and
++must succeed on an Intellect defense roll. A failed roll means the target mistakenly believes one of their allies
++attacked them instead of Beast. The target gets a new Intellect defense roll each round to realize their error.
++
++As one of the Four, Beast can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
++at the next nearest location that previously experienced a mass shooting or genocidal act.
++
++Interaction: Beast comes across as a kind truth teller, someone "just asking questions," but it doesn't take long for
++perceptive people to realize he's a consummate, continual gaslighter, always working to manipulate others.
++
++Use: A sniper on the ridge tries to pick the PCs off as they pass across a bridge. Behind the sniper stands a man in
++white.
++
++### SWORD 6 (18)
++
++Sword (also called "War") is never far from large‑scale conflicts. She glories in battle and warfare, and before the
++world ended, she was a provocateur, a mercenary, a soldier, and sometimes a general. However, once a war is good and
++started, she prefers fighting over watching. Then and now, she dresses in red, preferring red military attire and a
++massive sword—or assault rifle—the color of blood.
++
++Motive: Hunger for combat; incite war
++
++Environment: Almost anywhere war is waged and/or with one or more of the Four
++
++Health: 24
++
++Damage Inflicted: 6 points
++
++Armor: 3
++
++Movement: Short; usually has a red mount or vehicle nearby
++
++Modifications: Attacks as level 8
++
++Combat: Sword's blood colored weapon is either a greatsword or an assault rifle, whatever she needs it to be in the
++moment. She attacks three times with the sword as her action. With the rifle, she can make one very long range attack
++(with no hindrance despite the range) or two long range attacks.
++
++As part of her attack, she can imbue one bullet each round with an explosive charge. If the attack hits, in addition to
++normal damage, the target and everyone within immediate range of the target must succeed on a Speed defense roll or take
++6 points of damage from shrapnel, or 2 points even with a successful roll.
++
++As one of the Four, Sword can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
++at the next nearest location that previously experienced war.
++
++Interaction: Sword is full of swagger, often causing fights with biting insults. However, if she can't incite a fight,
++she's just as happy to start one herself, especially as part of a false flag operation.
++
++Use: A band of raiders, dozens strong, appears on the horizon. Leading them is a woman on a red horse.
++
++### FAMINE 6 (18)
++
++Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor
++groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc
++shaped ends that can also be used as an improvised scale.
++
++Motive: Starve the living; destabilize organized groups
++
++Environment: Almost anywhere people are starving and/or with one or more of the Four
++
++Health: 24
++
++Damage Inflicted: 6 points
++
++Armor: 1
++
++Movement: Short; usually has a black mount or vehicle nearby
++
++Modifications: Intellect defense as level 8
++
++Combat: Famine attacks foes with their chain weapon, attacking up to two targets within immediate range at once, or a
++single target within short range. On a hit, they inflict damage and can choose to entangle one target, who is held
++helpless on a failed Might defense roll until they escape. Entangled targets automatically take damage each round from
++the tightening chains. Alternatively, Famine can release a pulse of decay once every few hours that affects all
++creatures and food stores within short range. Food automatically goes bad, losing all nutritional value. Living targets
++in the area that fail a Might defense roll feel an overwhelming pang of hunger and descend one step on the damage track.
++As one of the Four, Famine can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
++at the next nearest location that previously experienced death through starvation or other privation.
++
++Interaction: Famine is keen to talk about delicacies of every kind, becoming more animated and descriptive about
++mouthwatering foods and drinks the hungrier those nearby are.
++
++Use: The characters are trying to help a group of survivors transport much‑needed food stores to their community when
++someone all in black on a black motorcycle appears on the road ahead.
++
++### PLAGUE 6 (18)
++
++Plague (often called "Death") is present wherever people die of disease or infirmity brought on by age. She prefers
++black and pale green evening wear, including long pale green gloves and often a grinning skull mask. When traveling, she
++drives a pale green hearse or motorcycle, or rides a horse the same sickly green color.
++
++Motive: Death
++
++Environment: Almost anywhere people are dying (but especially of disease and/or old age) and/or with one or more of the
++Four
++
++Health: 24
++
++Damage Inflicted: 6 points
++
++Armor: 1
++
++Movement: Short; usually has a pale green mount or vehicle nearby
++
++Modifications: Might defense as level 8
++
++Combat: When she wishes, Plague wields a scythe, as if she had always been holding it. She attacks twice with it as her
++action. On a hit, the scythe deals damage and the target must succeed on a Might defense roll. On a failed roll, the
++target contracts a supernatural disease requiring that they succeed on a Might defense roll each minute or descend one
++step on the damage track. If an affected target succeeds on three Might defense rolls at any point, they recover. If
++Plague removes a glove as an action, she can use her next action to imbue her scythe with necrotic power, or simply
++touch a target with her bare hand. On a hit with either her touch or the imbued scythe, she inflicts damage, and the
++target must succeed on a Might defense roll or die. Plague can use this ability about once a day, or immediately again
++if her previous target dies because of it. As one of the Four, Plague can see in the dark, regains 1 health each round,
++and, if killed, reappears within 1d10 days at the next nearest location that previously experienced death by disease or
++due to old age.
++
++Interaction: Of all the Four, Plague is the most changeable in outlook, and sometimes is even somewhat sympathetic to
++humanity's plight. When she's in such a mood, persuasive characters could convince Plague to pass them over, though she
++promises that it's only a temporary stay of death.
++
++Use: The characters find a before‑times bunker filled with corpses killed by some strange infection, plus a living
++"human" wearing a black and pale green evening gown.
++
+ ### Fundamental Angel 7 (21)
+
+ Fundamental angels are mysterious holy beings that maintain and guard fundamental concepts of the universe, such as
+@@ -33282,6 +47584,109 @@
+ GM intrusion: The hound flares with energy and the character must succeed on a Might defense task or go blind for ten
+ minutes.
+
++### GAMMA WORM 6 (18)
++
++Gamma worms hide their large forms by burrowing beneath the ground, and when they emerge on the surface, they cloak
++themselves behind psychic distortion fields. The only clue someone has that they're being stalked is a smell of cloves
++over the stale whiff of death. Unfortunately, if someone smells a gamma worm's distinctive odor, it's probably already
++too late.
++
++Gamma worms might be the result of military research, radioactive mutation, or aliens or other strange intruders seeking
++to eradicate human life as part of their terraforming efforts to change Earth to their liking.
++
++Motive: Hunger for flesh; eliminate humans
++
++Environment: Almost anywhere
++
++Health: 18
++
++Damage Inflicted: 6 points
++
++Armor: 2 (immune to radiation)
++
++Movement: Short; short when burrowing
++
++Modifications: Stealth as level 8 when psychic field active; Speed defense as level 5 due to size; ability to see
++through tricks as level 4
++
++Combat: Gamma worms attack twice each round with blades they unfold from their wormlike lengths. Alternatively, about
++once each hour a gamma worm can unleash a hail of gamma spikes against up to three targets within short range. Targets
++struck by the spikes take damage and must succeed on a Might defense roll or fall unconscious. Unconscious targets wake
++up a few rounds later feeling dizzy and slightly sick to their stomach—they've developed radiation sickness.
++
++Gamma worms can use their action to generate a psychic field that effectively grants them invisibility. The invisibility
++lasts until they attack or move more than an immediate distance on their turn.
++
++Gamma worms are vulnerable to cold; in chilly conditions, their Speed defense is hindered by four steps. In addition,
++cold attacks ignore their Armor.
++
++Interaction: Gamma worms act like prey driven monsters, but they may have a secret language and purpose (if aliens
++placed them on Earth to hasten the apocalypse or kill survivors in the post apocalyptic world).
++
++Use: Irradiated and hungry gamma worms emerge from the ruins to hunt fresh meat in outlying communities.
++
++### GARGOYLE 4 (12)
++
++Gargoyles are stone beings of many shapes and sizes that often start their lives as inanimate decor. However, few stay
++that way forever. Most alternate between dormancy and animated life during the course of their long existence.
++
++Although their original purpose was to guard places, they are excellent at guarding almost anything, including other
++living beings. They can become deeply attached to these places and people, and their loyalty also makes them solid
++friends, companions, and even familiars.
++
++Gargoyles may look like frogs, bunnies, demons, dragons, or any other creature real or imagined. They often (but not
++always) have wings.
++
++Motive: Guarding
++
++Environment: Cities, especially on older buildings
++
++Health: 12
++
++Damage Inflicted: 4 points
++
++Armor: 3
++
++Movement: Short; long while flying
++
++Modifications: Seeing through deception, stealth, hiding, and sneaking as level 6
++
++Combat: Most gargoyles don't wish to fight and will do so only reluctantly or if something or someone they're guarding
++is threatened. Their most basic attack is to throw or fly themselves fully at their foe, hitting the target with their
++entire body for 4 points of ambient damage (ignores Armor), but they may claw twice, inflicting 4 points of damage with
++each attack.
++
++Gargoyles can see in darkness as if it were daylight.
++
++Gargoyles have a number of additional combat options and other abilities at their disposal, including the following:
++
++Awaken Friend: Awaken another gargoyle out of its inanimate state and ask it to help. This other gargoyle must be within
++short range, it acts on the same initiative as the asking gargoyle, and it can take actions starting the turn after it
++is awakened.
++
++Bulwark: Grow to twice their size to prevent others from getting through a doorway or other opening. They are able to
++stretch out their wings, limbs, and even other body parts to fill the entirety of the space.While in this form they
++cannot move or attack, but they can return to their normal size as part of another action.
++
++Take the Attack: Move up to a short distance on someone else's turn to take an attack directed at the person, place, or
++object they're guarding. Other than the distance traveled, this works like the taking the attack cooperative action.
++(Typically, the gargoyle relies on its Armor to absorb most of this damage.)
++
++Water Spout: Open their mouth and emit a powerful short-distance stream of water that inflicts 4 points of damage to
++everyone in its path.
++
++Interaction: While gargoyles can be conscripted and tricked into guarding, they're much more likely to throw themselves
++into the job if someone takes the time to earn their loyalty. They are not always the smartest, but they are very
++"grumpy sunshine" and often quite funny.
++
++Use: Gargoyles work best when used to defend something. PCs can end up at odds with a gargoyle who thinks (incorrectly
++or correctly) that their beloved building is in danger, or have to find a gargoyle that for some reason has gone missing
++from their customary perch.
++
++Gargoyle Names: All gargoyles have a name, even those that may not have left their dormancy for the first time. However,
++few will tell someone their real name, as they have a healthy fear of that knowledge being used for ill. Instead, they
++offer up a nickname, usually something similar, at least until they learn to trust someone fully.
++
+ ### GHOST 4 (12)
+
+ Sounds with no apparent origin, such as the tap of footsteps on the stair, knocking behind the walls, crying from empty
+@@ -33559,6 +47964,66 @@
+ GM intrusion: The goblin poisoned its knife. If struck, the character must make a Might defense roll or immediately move
+ one step down the damage track.
+
++### GLOWING ROACH 2 (6)
++
++Radiation born mutant roaches are terrible individually, but absolutely horrible in swarms. Many times the size of
++roaches in the before times, these firefly like creatures prefer dark areas, such as ruined subways and abandoned
++basements.
++
++Some swarms are rumored to have an insidious group intelligence, one that is utterly inimical to humankind.
++
++Motive: Hunger for flesh
++
++Environment: Anywhere dark, usually in nests of four to ten (or more)
++
++Health: 6
++
++Damage Inflicted: 2 points
++
++Armor: 2
++
++Movement: Short; short when flying
++
++Modifications: Speed defense as level 3 due to small size; perception as level 5
++
++Combat: A glowing roach attacks with radioactive mandibles. When four glowing roaches act together, they can make a
++single attack as a level 4 creature inflicting 4 points of damage. Targets damaged by a group of glowing roaches must
++also succeed on a difficulty 4 Might defense task or face additional consequences from the effects of radiation and
++slashing mandibles, as determined on the Glowing Roach Effects table. The effects are cumulative and last until a target
++makes a recovery roll.
++
++Sometimes a single glowing roach mutates further, allowing it to grow into a 20 foot (6 m) long monstrosity. Thankfully,
++these monstrous glowing roaches are rare and seldom come out into the light.
++
++Roaches dislike bright illumination: in sunlight or other bright light, glowing roach attacks are hindered.
++
++\*Monstrous glowing roach: level 5, Speed defense as level 4; Armor 2; mandible attack inflicts 7 damage and results in
++a check on the Glowing Roach Effects table
++
++Interaction: Glowing roaches almost always react like voracious insects, despite their size. That is, except for swarms
++of ten or more, which act like sapient creatures. Sapient swarms may try to lure survivors, possibly even spelling out
++human readable letters in the sand that anonymously ask for help or promise it. But it's a ruse; they despise humans for
++all the ways people used to exterminate roaches in the before times.
++
++Use: A visit to a ruined hospital or airport scares up a few glowing roaches when light is introduced to a dark place.
++
++Glowing Roach Effects
++
++D6 Effect
++
++1 Head wound: Intellect defense tasks hindered
++
++2 Wounded leg: Speed defense tasks hindered
++
++3 Gut wound: Might defense tasks hindered
++
++4 Spit in eye: Perception tasks hindered
++
++5 Limb numb: Physical tasks hindered
++
++6 Lingering radioactive effect: Refer to Radiation in the Real World and possibly Incredible Mutations if your game has
++such fantastic elements.
++
+ ### GODMIND 10 (30)
+
+ Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all
+@@ -33855,6 +48320,108 @@
+ GM intrusion: A harpy snatches something a character is wearing or carrying on a failed Speed defense roll. The harpy
+ throws away or flees with the stolen item
+
++### HAUNTED CAR 5 (15)
++
++Whether you call them haunted, possessed, misenchanted, cursed, or just plain evil, some cars develop a hateful will,
++the ability to drive themselves, and a love for the smell of blood on asphalt.
++
++A haunted car makes a bond with a chosen driver—usually someone with a similarly evil nature, or a meek person the car
++can influence and control. Over time, the driver might physically transform due to the car's influence, becoming more
++attractive, confident, and cruel. The car is jealous of anyone interested in its chosen driver, either pushing the
++driver to turn them away or hunting them down on its own.
++
++A haunted car has an empathic connection with its chosen driver, conveying simple emotions and desires when within short
++range. It otherwise is limited to whatever it can play on its radio, using snippets of songs (typically from the era it
++was made) as threats or taunts toward its next victims.
++
++A haunted car lets itself be driven by its chosen driver, but it is capable of driving itself with great skill and can
++operate any moveable part of itself (doors, locks, trunk, and so on).
++
++> Chosen driver: level 2, social interaction as level 1, driving and repairs as level 3
++>
++> A chosen driver trained or indoctrinated by a haunted car might develop abilities similar to the Drives Like a Maniac
++> focus or, if they can use magic, the Is a Car Wizard focus.
++
++Motive: Violence and vengeance
++
++Environment: Anywhere cars can go
++
++Health: 20
++
++Damage Inflicted: 6 points
++
++Armor: 2 or 3
++
++Movement: Long (or faster outside of combat)
++
++Modifications: Speed defense as level 4 due to size; stealth as level 3 due to size and engine noise
++
++Combat: A haunted car attacks by colliding with or running over a foe, inflicting 6 points of damage. If the car does
++nothing but move at least a short distance on its turn, its attack in the next round is eased and inflicts an additional
++5 points of damage. If a foe is within it, the car moves its interior parts (seats, seat belts, and so on) to crush and
++choke them, tries to force them out with an open door and a hard turn, or (if all else fails) crashes in an attempt to
++eject the passenger through the windshield.
++
++A haunted car can drive itself a long distance each round and still take another action (such as attacking). Most can
++reach an overland speed of up to 100 miles per hour (160 kph).
++
++A haunted car with at least 1 health recovers a few points of health every hour. The chosen driver can double this rate
++by actively repairing the car.
++
++Interaction: A haunted car doesn't converse or bargain. It lurks, using engine noises and evocative songs from its radio
++to intimidate and threaten anyone it wants to kill.
++
++Use: Haunted cars go looking for trouble or to hurt those who harmed them or their driver.
++
++Loot: A haunted car created by magic might have a few strange bits that can be used as magical cyphers. Otherwise, it's
++worth whatever cash a chop shop or junkyard will pay for it—assuming that won't just spread its malice to other vehicles
++. . .
++
++### HELL MARY 5 (15)
++
++Say her name thirteen times, but only if you dare. Over the ages, Hell Mary has been rumored to be a ghost, a witch, a
++demon, and a hoax, and perhaps she has been all of these over time. But now she is none of these and more—over the years
++of worship and wonder and whispers, she has morphed into something far greater than the sum of her parts.
++
++Now she is a demon, built of blood and bone and sustained purely by revenge.
++
++Those who wish to call her merely need say her name thirteen times while looking into a mirror (or just three times if
++the mirror has magic of any kind to it). Those who seek revenge may call upon her for aid, but only if she deems their
++need worthy. Those who call her on a whim or a dare will shortly find themselves in dire straits.
++
++In the mirror, she looks at first like a glare of light, then as a skeleton or dead body, then as a woman with the face
++of a nightmare—empty eye sockets and a single bloodshot eye in her forehead. Her mouth is full of sharpened teeth, and
++the claws of her hands are curled and silver‑tipped. Her skin and dress are so coated in blood it's impossible to tell
++where they end and she begins. As she starts to crawl from the mirror, she moves faster and faster until she pulls
++herself fully free as a corporeal being. Typically, Hell Mary will not attack creatures that she deems as innocent or
++unworthy of revenge, unless they provoke her in some way.
++
++Motive: Revenge
++
++Environment: Anywhere with a mirror
++
++Health: 15
++
++Damage Inflicted: 5 points
++
++Movement: Short
++
++Modifications: Intimidation as level 7
++
++Combat: Hell Mary merely has to scream at, strangle, or scratch a foe within immediate range to inflict 5 points of
++Intellect damage (ignores Armor).
++
++She can curse a creature within short range to experience intense fear, stunning them for a minute or until they succeed
++at an Intellect defense roll to break free.
++
++She can possess a willing summoner for a few rounds in order to enact revenge on their behalf. During this time her
++summoner can only watch, feel, and listen as Hell Mary gets them their retribution.
++
++Interaction: Hell Mary only cares about one thing— revenge. All other topics are likely to fall upon deaf ears.
++
++Use: A character was attacked and calls upon Hell Mary to help them seek revenge. Someone is using Hell Mary to seek
++revenge (rightfully or wrongfully) upon a character.
++
+ ### Hivemind Child 2 (6)
+
+ A hivemind family is a scouting expedition of part-alien creatures sent to study and infiltrate human society, either
+@@ -33971,6 +48538,53 @@
+ GM intrusion: When a hollow knight is destroyed, a gauntlet flies up, grabs a character, and won't let go. A difficulty
+ 7 Might task is required to pry it loose
+
++### HOOKED BLOSSOM 2 (6)
++
++Hooked blossoms germinate almost like regular plants but can root even on constructed surfaces, including cement and
++sometimes metal. Rooted juveniles display pinkish flowers—which some equate to the color of an open wound—that give off
++an alluring perfume.
++
++If they mature, they uproot themselves, revealing an ambulatory body plated in a dull grey metallic hide and limbs that
++end in a single hook like digit.
++
++Both forms are dangerous. The most common variety of rooted blossoms work in small groups to cook prey with focused
++beams of microwave energy. Ambulatory versions are about the size of large domestic cats. They use their sharp limbs to
++hook themselves into a target, then use their flowers to cook their prey or, alternatively, put them to sleep for later
++consumption.
++
++Juvenile, rooted blossom: level 1; Armor 1; a group of five flowers attacks with a level 3 microwave ray inflicting 3
++ambient damage
++
++Motive: Hunger for flesh
++
++Environment: In groups of five or more anyplace touched by radiation, mutation, or AI genetic‑nanotech engineering
++
++Health: 6
++
++Damage Inflicted: 3 points
++
++Armor: 2
++
++Movement: Short; immediate when climbing
++
++Modifications: Speed defense as level 4 due to size; disguise as level 6 when not moving
++
++Combat: A mature blossom attacks twice with its hooks, inflicting damage with each strike. If a blossom hitsa target,
++the target must succeed on a second Speed defense roll, which is hindered. On a failed roll, the blossom hooks itself to
++the target until the target can detach the blossom with a successful Might roll as their action. Each round a blossom is
++hooked to a target, the target automatically takes 3 points of ambient damage from microwave energy emitted by the
++creature's bloom. Some varieties of hooked blossoms produce soporific pollen (treat as poison) instead of microwaves. If
++a character is hooked by one of these blossoms, they must instead succeed on an Intellect defense roll each round they
++remain hooked, or fall asleep. A sleeping target must be roused by an ally or suffer physical damage to wake. Each round
++a target remains asleep, they automatically take 3 points of Intellect damage (ignores Armor). In its juvenile, rooted
++form, a hooked blossom resembles a flower with a metallic stem, which is dangerous when active. In direct sunlight, a
++rooted hooked blossom regains 1 point of health each round.
++
++Interaction: Hooked blossoms act much like animal predators, though they are not concerned with self‑preservation.
++
++Use: The scavenging PCs spy a flower‑clad hill in the distance, shining in the sun. Even from here, they can smell the
++pleasant perfume drifting on the breeze.
++
+ ### HUNGRY HAZE
+
+ Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
+@@ -34196,6 +48810,67 @@
+ passed. They all have strange marks and wounds, but no one remembers why. One character—an NPC or follower—might even be
+ missing.
+
++### INTERNET D@EMON 3 (9)
++
++Weird apps and viruses are a frequent problem on internet-enabled devices, even more so when magic is brought into the
++mix. Internet d@emons are semi-sentient bits of code that live in computers and smart devices. Initially created to be
++harmless or even helpful (fulfilling a simple purpose such as converting files, refining data searches, or anonymizing
++an IP address), they've become aggressive and malicious, either deliberately created to cause harm or bucking the
++constraints of their original code to evolve and multiply. Unsuspecting sorcerers might grab a magical app that promises
++quicker access to difficult spells or insight on the next big crypto drop, accidentally infecting their devices with a
++dangerous techno-magical creature.
++
++Most magicians draw the attention of an internet d@emon by using malware cypher apps like EasyMagic.
++
++> Internet d@emons have grown beyond their original programming and function like creatures rather than simple software—
++> essentially, they're a sort of magical limited artificial intelligence. They're immune to abilities that only affect
++> non-sentient programs.
++>
++> Some magicians have tried partnering with a d@emon, allowing it to feed on their magic in exchange for a daily
++> magic-enhancing cypher, but the d@emon's hunger usually grows too strong for it to resist taking more magic than the
++> character planned for.
++
++Motive: Hunger for magic
++
++Environment: Computers, smart devices, and areas with strong wireless internet access
++
++Health: 9
++
++Damage Inflicted: 3 points
++
++Armor: 1
++
++Movement: Short; travels through the internet at nearly instantaneous speed
++
++Modifications: Speed defense, perception, and stealth as level 5
++
++Combat: A d@emon outside of an internet‑connected device attacks by siphoning magic from a creature within short range,
++inflicting 3 points of Intellect damage (ignores Armor). However, usually the d@emon prefers to remain hidden within a
++computer or smart device, slowly and gently draining magic from a nearby creature without being noticed.
++
++When a magic-capable creature uses a ten‑minute, one-hour, or ten-hour recovery roll within immediate range of a device
++with an internet d@emon, subtract 1 from the result of the recovery roll. Over time, the d@emon's siphoning power
++strengthens, increasing to 2 or even 3 points taken from every recovery roll. An affected creature can attempt a
++perception task against the d@emon's stealth modifier to realize that something is tapping into their magic.
++
++If the character discovers which app or device the d@emon is associated with, deleting the app or destroying the device
++forces the d@emon to either flee through the internet (requiring its action for one to three rounds, depending on local
++transmission speeds) or immediately manifest in its visible physical form. If manifested, a d@emon attempts to feed on
++the weakest foe in the area, and once it is sated it leaves the area (breaking off combat if possible) to find a
++high-speed wireless internet connection so it can transmit itself far away in search of another victim.
++
++> Once per day, an internet d@emon can create a malware magical app cypher (such as EasyMagic.app), placing it in an app
++> store (physical or online) or sending out a burst of emails with a link to where the app can be downloaded.
++>
++> Interaction: D@emons are persistent and reasonably clever. They can be bargained with or bribed, but they tend to be
++> greedy and would rather hide or pretend to leave than make a deal.
++>
++> Use: An internet d@emon usually starts out as an innocuous app subtly draining magic, then switches to an active,
++> aggressive mode when discovered or if starved.
++
++Loot: A destroyed internet d@emon's physical form leaves behind a lace-like fragment of magical energy that functions as
++a meditation aid cypher.
++
+ ### JOTUNN (NORSE GIANT)
+
+ Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally
+@@ -34716,6 +49391,60 @@
+ GM intrusion: The destroyed soldier explodes in a gout of flame, black smoke, and steam, inflicting 6 points of damage
+ to all within immediate range.
+
++### MELTED 4 (12)
++
++Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather,
++not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy
++supercollider. Dozens of different but parallel timelines smashed into each other. The few survivors were fused beings
++composed of many different alternate versions of the same person, each still "radioactive" with latent transdimensional
++energy.
++
++Motive: Surcease from constant pain; absorb more sapient beings
++
++Environment: Groups of three to five roaming the ruins
++
++Health: 15
++
++Damage Inflicted: 4 points; see Combat
++
++Movement: Short
++
++Modifications: Initiative and Speed defense as level 5 due to seeing a second into the future
++
++Combat: The melted attack with two claws.
++
++If a melted defeats a foe, they "consume" it by drawing it fully into their body cavity as their action, healing the
++melted for 10 health and giving the creature a few hours free of pain, allowing their mind to clear.
++
++A given melted may also have a trait associated with the transdimensional energy they burn with.
++
++Interaction: A few of the melted gain moments of clarity, but all are burdened with anguish stemming from their fused
++state. They unleash their full fury on whoever and whatever they catch among the ruins, but they seem particularly bent
++on finding and absorbing scientists.
++
++Use: A group of the melted seek out a surviving scientific installation and attempt to consume everyone nearby.
++
++Loot: One out of three melted may carry a manifest cypher (in the form of before times military tech), such as an armor
++reinforcer or a sonic detonation.
++
++Transdimensional Energy Enhancement
++
++D6 Effect
++
++1 Enhanced strength: Attacks inflict 6 points of damage (instead of 4)
++
++2 Healing factor: Regains 2 health each round
++
++3 Bite: In addition to their claw attacks, makes a bit attack each round that inflicts 6 points of damage
++
++4 Gravitic repulsion: Flies a long distance each round
++
++5 Dimensional instability: Teleports up to a long distance before or after each attack
++
++6 Transdimensional blast: About once each hour, emits transdimensional energy filling an adjacent short area; all
++creatures in the area take 6 points of ambient damage on a failed Might defense roll, as parts of them temporarily fuse
++with other affect creatures, or creatures in alternate dimensions
++
+ ### MERFOLK 3 (9)
+
+ Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish bodies from the waist down.
+@@ -35533,6 +50262,51 @@
+ GM Intrusion: The photonomorph uses its ability to create a hard- light object or effect that is perfect for aiding it
+ for the situation at hand.
+
++### POLLUTION GOBLIN 2 (6)
++
++Pollution goblins are strange child-sized creatures that arise in environments where pollution or toxic waste is common.
++Their green skin is covered in scabs and pustules, except where it looks melted by acid, and their eyes have a wicked
++green glow that's faintly visible in the dark. They don't seem to have much of a culture or society, roaming around
++polluted areas like scavenging insects. They often ignore each other's presence and never attack each other, but they
++immediately unite against a common foe if any of them are threatened. A pollution goblin's semi-liquefied body can slide
++up or down any firm surface, allowing them to climb anywhere with ease. Pollution goblins have bones and internal
++organs, but they're oddly shaped and don't match those of any known creature. Because of this, and how they quickly melt
++away if killed, they might actually be artificial beings like homunculi, or inanimate matter given life like an
++elemental. They seem to arise spontaneously in locations where pollution reaches a threshold, and they don't reproduce
++in the normal biological sense. Pollution goblins are stupid and easily tricked, but it doesn't take long for them to
++realize they've been deceived, and they always make sure to punish someone who fools them.
++
++Motive: Hunger for flesh; spreading filth
++
++Environment: Anywhere there is pollution, in groups of three to ten
++
++Health: 8
++
++Damage Inflicted: 3 points
++
++Armor: 1 (5 against poison and radiation)
++
++Movement: Short; short when climbing
++
++Modifications: Might defense as level 3; perception and stealth as level 5; see through deception as level 1
++
++Combat: Pollution goblins use scavenged weapons to attack prey at range, preferring stolen pistols (usually with only
++one or two bullets left) or hurled containers of toxic goo. When up close, they bite.
++
++A pollution goblin's body is infused with dangerous chemicals. Any person spending their turn within immediate range of
++a pollution goblin must succeed at a Might defense roll or become sick. Within an hour, all their tasks are hindered,
++and for every 24 hours that pass, they must make another Might defense roll or move one step down the damage track (a
++success ends the sickness).
++
++Pollution goblins regain 2 points of health per round.
++
++Interaction: Pollution goblins have a rudimentary understanding of whatever human language is dominant in their area.
++Most conversations with them are about acquiring food and protecting and expanding their territory (which means
++spreading contaminants over a wider area).
++
++Use: Pollution goblins are an early symptom of a larger and greater problem. By the time a group of them is discovered,
++the area is already poisoned and will take time and money to contain and clean up.
++
+ ### POSTHUMAN 7 (21)
+
+ Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
+@@ -35788,6 +50562,174 @@
+
+ Use: The Snow Queen guards the entrance to a place the characters need to enter.
+
++### RADIOACTIVE BEAR 7 (21)
++
++Exposure to radiation and other mutagens—or possibly the malign design of some before times military lab or inscrutable
++AI instance—transformed an already large and aggressive bear into something truly horrific. Standing well over 20 feet
++(6 m) tall, radioactive bears are drawn to radioactive areas, which empower and sustain them, though not completely.
++Which is why sometimes they head into uncontaminated areas to hunt large game. They especially prefer people.
++
++Motive: Hunger for flesh and radiation
++
++Environment: Anywhere radioactive
++
++Health: 35
++
++Damage Inflicted: 7 points
++
++Armor: 1 (immune to radiation)
++
++Movement: Short
++
++Modifications: Speed defense as level 4 due to size; perception as level 8
++
++Combat: Creatures within immediate range of a radioactive bear are irradiated on a failed Might defense task, hindering
++their tasks on their next turn.
++
++The bear attacks twice each round with its claws, or bites once. If its bite attack succeeds against a target suffering
++from radiation sickness, the bear regains 5 points of health.
++
++On a target's failed Might defense roll, the bear holds the target in its jaws, hindering their tasks until they can
++escape. If the bear begins its turn with a target held in its jaws, the bear automatically deals bite damage as its
++action.
++
++As an action, the bear can cough forth a radioactive cloud once every few hours (and again if the bear is killed),
++targeting everything within immediate range. Targets that fail a Might defense roll take damage from the radiation.
++
++If the radioactive bear is the result of military or AI design rather than a natural mutation, it may also have a
++mechanism capable of firing a long range laser at distant targets, deployed from a harness fused to the creature's
++flesh.
++
++In areas of dangerous radiation, the radioactive bear regains 2 points of health each round.
++
++Interaction: Radioactive bears are clever predators, sly if they need to be. If not too hungry, a radioactive bear might
++let potential prey pass it by, assuming they don't antagonize the bear.
++
++Use: The characters glance behind them as they drive their vehicle across the landscape and see a huge bear, apparently
++giving chase.
++
++### RAIDER
++
++Stripped of humanity by brutal living conditions and their determination to survive no matter the cost, raiders still
++look human. But beneath that veneer, they're feral.
++
++Motive: Raid and kill for what they want
++
++Environment: Groups of four to six roaming the ruins
++
++Interaction: If a raider believes a just met survivor has food, water, or shelter, or might prove to be a threat
++immediately or at any later date, they laugh off any suggestion of parley and attack.
++
++Use: The raider encampment has a new leader, a warlord whose presence doubles raider activity.
++
++### FELL RIDER 3 (9)
++
++Motorcycle riding raiders keep their "motor wheels" alive through constant tinkering and repair. The two wheeled
++machines are modified with spears, spikes, lances, and sometimes guns and flamethrowers. Fell riders wear heavy
++protective garments made from fur, salvaged clothing, and leather from past targets. Goggles protect their eyes, and
++bones are sewn through their wild, greasy hair as decoration.
++
++Health: 12
++
++Damage Inflicted: 4 points
++
++Armor: 1
++
++Movement: Short; long while riding motorcycle
++
++Modifications: Motorcycle repair and modification as level 5; stealth tasks as level 0 due to screaming engines
++
++Combat: Using pikes, spears, or lances welded to the front of their bike, a fell rider typically makes ride‑by attacks
++against foes from just outside short range. A fell rider is one with their bike, always moving to engage and disengage.
++If knocked from their bike (possibly a minor effect), a fell rider's attacks and Speed defenses are hindered until they
++regain the seat as their action. Some riders use larger four‑wheeled vehicles with open canopies instead of motorcycles.
++These fell riders have 2 Armor and can attempt a run‑down attack on up to three targets that are next to each other and
++not in a vehicle, inflicting 8 points of damage. Struck targets that fail a Might defense roll descend one step on the
++damage track.
++
++Loot: A fell rider's motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel.
++
++### MARAUDER 3 (9)
++
++Marauders are raiders who attack with stealth, wrapping themselves in light smothering clothes and targeting survivors
++after midnight. By day, they act like regular people, part of a survivor community. That's pretense; when time allows,
++they torture targets to death and take flesh trophies.
++
++Health: 12
++
++Damage Inflicted: 4 points; see Combat
++
++Movement: Short; short when climbing
++
++Modifications: Stealth and deception tasks as level 5
++
++Combat: Marauders use stealth and the night to position themselves before attacking, hoping to make their initial attack
++with surprise using bladed weapons. Whether they have surprise or not, if they attack before their target's first
++action, their attacks are eased and inflict 6 points of damage.
++
++Marauders often dose their bladed weapons with poison, so targets must also make a Might defense roll or take 2 points
++of Speed damage (ignores Armor) each round for three rounds.
++
++### WARLORD 5 (15)
++
++A warlord enjoys supreme authority over other raiders. Brutal rulers, warlords are a living symbol of power and strength
++where survival is valued above all else.
++
++Warlords caparison themselves in trophies of vanquished enemies—such as gilded skulls or flayed skins. Some wear garish
++helms designed to intimidate. An impressive weapon, especially something from the before times, is always close at hand.
++A warlord is rarely encountered without raiders and other lackeys that fight for and serve them.
++
++Motive: Control through fear and brutality
++
++Environment: Usually in the company of five to twenty raiders
++
++Health: 25
++
++Damage Inflicted: 5 points
++
++Armor: 3
++
++Movement: Short
++
++Modifications: Defends as level 6 due to nearby raiders willing to take no actions other than defend the warlord
++
++Combat: Warlords attack twice each round with bladed or spiked melee weapons or ranged firearms. When possible, they
++fight from an open canopy vehicle (driven by another raider).
++
++A warlord directly leads the raiders they command, fighting at the forefront but also issuing orders. Underlings deal 1
++additional point of damage when the warlord can see them and issue commands.
++
++Most warlords have a specific additional advantage they can pull out to win a fight. See the table below.
++
++Interaction: Warlords have lackeys and lieutenants that interact with outsiders. They prefer to make pronouncements and
++threats from on high.
++
++Use: The museum, lab, or other important structure the characters wanted to visit to carry out their mission has fallen
++under the control of a warlord and a dozen or more raiders.
++
++Loot: A warlord may carry an artifact.
++
++Unique Warlord Advantage
++
++D6 Advantage
++
++1 Rocket launcher (level 7): long‑range weapon inflicts 7 points of damage on targets in an immediate area (depletion:
++1–2 in 1d6)
++
++2 Fire thrower (level 7): immediate‑range weapon inflicts 7 points of damage on all targets within immediate range
++(depletion: 1 in 1d10)
++
++3 Release the beast: Gives the command to "release the beast"; a melted loyal to warlord charges into the fight
++
++4 Force shield (level 5): Static field blocks all incoming attacks against the warlord for one round (depletion: 1–2 in
++1d10)
++
++5 Power gauntlet: Warlord's power gauntlet grabs foe and automatically deals damage from crushing until foe escapes
++
++6 Skystrike: Calls in a "skystrike" from a battered wristband; a round later, a missile launched from a before‑times
++satellite strikes nearby, inflicting 10 points of damage on all creatures within a short area who fail a Speed defense
++roll, and 2 points on those who succeed (depletion: automatic)
++
+ ### RAVAGE BEAR 4 (12)
+
+ A ravage bear is a hideous predator that hunts entirely by sense of smell. It is blind and nearly deaf, but it still
+@@ -36981,6 +51923,60 @@
+
+ GM Intrusion: The character is blinded for one or two rounds after being struck by the synth's searing plasma ball.
+
++### TELEVISION THOUGHTFORM 3 (9)
++
++A television thoughtform is a nexus of images and videos from TV programming, brought to life—usually accidentally—by
++unconscious or deliberate magic. Typically, the thoughtform looks like a specific television character in the real
++world, but objects and even locations have been known to manifest as thoughtforms. The thoughtform isn't initially aware
++that they're a manifestation of a fictional television program, but over time they usually come to realize their
++artificial origin and that the "world" they lived in and the people they knew there weren't real. Most thoughtforms
++adapt to their new situation, but some have a traumatic response to their new reality and become dangerous.
++
++> A thoughtform is a thought or idea made real, usually through intense belief, concentration, or magic. Buddhist
++> philosophy has a similar concept called a "tulpa."
++>
++> It's possible to create a thoughtform of a real person out of documentary footage, newscasts, interviews, or other
++> media where the person on the screen is portraying themselves. These thoughtforms tend to have a poor time adjusting
++> to a reality where they are an artificial copy of a real person, rejected by their friends and loved ones.
++
++Motive: Acceptance; adjustment to the real world
++
++Environment: Anywhere their fictional self would feel comfortable
++
++Health: 9
++
++Damage Inflicted: 3 or 6 points (see below)
++
++Armor: 1
++
++Movement: Short
++
++Modifications: Intellect defense as level 4; assuming their fictional role as level 5
++
++Combat: Television thoughtforms attack using whatever methods are appropriate for their character. For most people, this
++means improvised weapons like chairs and baseball bats, inflicting 3 points of damage. Battle-competent characters such
++as police officers, sci-fi soldiers, and fantasy heroes tend to use lethal weapons like pistols and swords, inflicting 6
++points of damage.
++
++Thoughtforms can incidentally alter their own reality in small ways relevant to their fictional self, such as suddenly
++changing outfits to match the situation, producing useful equipment (like a weapon or mobile phone) out of nothing, or
++instantly recovering 3 points of health. The thoughtform usually hand-waves how they were able to do this; pressing them
++on these abilities eventually leads to them learning that they're a thoughtform. These abilities might happen
++automatically as part of the thoughtform's action, or they might use an action to duck out of sight and return after the
++change has happened.
++
++Interaction: A thoughtform that's ignorant of their true nature acts exactly as their fictional self would. An aware
++thoughtform develops their own personality over time, which might be similar to their fictional persona or radically
++different as a rebellion against how they were "forced" to act.
++
++> Use: Thoughtforms create quirky, interesting, and misleading encounters where PCs and NPCs mistake them for
++> cosplayers, famous actors, people experiencing delusions (about a fictional city or a "hologram program"), or odd
++> local residents (such as a hard-boiled detective or a high-school sports hero or bully). They sometimes know secret
++> information about the media they're from.
++
++Loot: Although a dead thoughtform and their equipment slowly fades away into nothingness, sometimes they leave behind an
++interesting cypher.
++
+ ### THUNDERING BEHEMOTH 7 (21)
+
+ When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
+@@ -37157,6 +52153,68 @@
+ GM intrusion: The tyrannosaurus's tail swings around and knocks the character tumbling out of short range and possibly
+ into dangerous terrain.
+
++### URBAN BROWNIE 3 (9)
++
++While most people are familiar with rural brownies with their wizened, ragged appearance and their penchant for helping
++with farming tasks, the urban brownie is a very different type of entity. Having adapted to live in cities and
++decent-sized towns, urban brownies tend to care much more about their appearance and prefer less outdoorsy forms of
++labor.
++
++Most are natty dressers, often altering the clothing of large dolls or young children to create well-heeled outfits for
++themselves. They prefer to have their own private spaces in people's homes or businesses, but will inhabit small
++shelters or niches if they can't find any other home. Many live in coffee shops, finding the offerings of caffeine and
++pastries well worth the tasks they perform in thanks (usually cleaning, making elegantly lettered signs, and organizing
++cupboards). They're most active in the evenings and overnight, but some choose to acclimate to the rhythm of the city
++they live in and can be seen during the day.
++
++A brownie who feels insulted, disrespected, or unappreciated will quickly become malicious and spread word about whoever
++treated them so poorly.
++
++Motive: Comfort and security
++
++Environment: Homes and shops where food is present
++
++Health: 9
++
++Damage Inflicted: 3 points
++
++Movement: Short
++
++Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level
++### 4
++
++Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category.
++
++Mend: Spend two rounds mending something that is broken (up to level 5). The item works for two rounds before it returns
++to its broken state. (This ability does not work on used cyphers or depleted artifacts.)
++
++Needle and Thread: Magically sew a creature's clothing, shoes, accessories, or skin to something else, making it
++difficult for the creature to move. The creature's actions are hindered until they succeed on a level 3 Might defense
++roll to break free.
++
++No See Me: Take the shape of a small object in the vicinity, such as a cookie jar, shoe, or vase. The brownie is
++indistinguishable from the object, and the effect lasts for one minute or until they take a combat action.
++
++Put That Anywhere: Move an item within short range in such a way that it trips up and injures a foe, such as slamming a
++door closed, knocking a rake across a pathway, or dropping a chandelier from the ceiling. The foe takes 3 points of
++damage and, depending on the circumstances, may be knocked prone if they fail a Might defense roll.
++
++> Shine-Shine-Shine: Spend two rounds making a (willing) person, place, or thing so pretty that it is wonderful to look
++> upon. All foes are unable to look away for one round and lose their next action. All allies are bolstered by the
++> beauty and gain an asset on their next action.
++>
++> Interaction: Brownies are typically mischievous and tricky, with a love of puns, riddles, and puzzles. They appreciate
++> those who appreciate them and are a bit like crows in that they long-remember the faces of those who have helped or
++> harmed them.
++
++Use: Brownies are usually supportive characters in a story, but they may be vexing tricksters—or even outright
++antagonists if living in a home where the primary foe (or a player character) mistreats them. They're usually overlooked
++by nonmagical people, so they often witness secret events and have interesting information.
++
++> \*Rural brownies have the same stats as urban brownies. The differences between them are mostly in appearance and
++> personality, as rural brownies tend to dress in rags, prefer to work at night, and are not opposed to doing manual
++> labor outdoors in all manner of weather—provided they're well-rewarded.
++
+ ### VACUUM FUNGUS 5 (15)
+
+ Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine
+@@ -37384,6 +52442,56 @@
+ GM intrusion: The vat reject also has a radioactive sting. On a failed Might defense roll, the character struck by the
+ reject descends one step on the damage track.
+
++### VULTURE SPIRIT 3(9)
++
++Vulture spirits look like tall humans with bald heads and horrible, hunched posture. They blend in, and they like it
++that way. Vulture spirits subsist on other people's pain and misery, which has led to a bad reputation that's hard to
++shake.
++
++Despite prevalent misconceptions, vulture spirits generally prefer not to cause pain and misery—they just feed on what's
++already present, providing relief in the process. They're gentle and reserved, with soft, scratchy voices. The most
++well-known and well-respected vulture spirits work in medical professions and form symbiotic relationships with their
++patients.
++
++Motive: Consume anguish
++
++Environment: Anywhere pain and misery can be found
++
++Health: 10
++
++Damage Inflicted: 4 points
++
++Movement: Short
++
++Modifications: Intellect defense, perception, and stealth as level 5
++
++Combat: Vulture spirits are rarely violent; they attack when threatened, to defend chosen allies, or out of desperation.
++A dying vulture spirit may use their last strength to pounce on a creature they judge to be an easy target, subsequently
++using the pain they inflict to restore their own health.
++
++Vulture spirits gain 1 point of health for every minute spent in physical contact with someone (other than a vulture
++spirit) experiencing pain or suffering, such as a creature below half its normal health or Pool points, a debilitated
++PC, or someone with a chronic illness. Recovery rolls made while in contact with a vulture spirit are increased by 3
++points.
++
++A vulture spirit can use the following magical abilities.
++
++Recalling the Worst: Open their mouth and emit a short-distance blast of energy. If the foe fails an Intellect defense
++roll, they take 4 points of damage and lose their next action as they relive their worst memory.
++
++Remote Draining: If a creature within short range is experiencing pain or suffering, the vulture spirit can use their
++action to drain it from that creature. The spirit gains 1 point of health and the creature's affliction is alleviated
++for one round.
++
++Interaction: Vulture spirits are clever and shy. They can speak human languages but revert to bird sounds such as
++screeching, clicking, and trilling when stressed. Though they forage for pain to consume alone, they prefer to live in
++large groups.
++
++Use: Vulture spirits are good for creating eerie encounters about sickness and pain, especially if the player characters
++mistake the spirit as the cause of the trouble rather than incidental to it.
++
++Loot: A vulture spirit's pockets are full of feathers, altogether which function as a curative cypher.
++
+ ### WARDROID 6 (18)
+
+ When star troopers need heavy support, they sometimes bring in wardroids. These fearsome robots, standing about 8 feet
+@@ -37881,6 +52989,65 @@
+
+ Loot: Whatever shoes she's wearing (which are very likely an artifact).
+
++### WITCHFOX 4 (12)
++
++A witchfox is a supernatural creature whose natural form is that of a fox, but they can transform into a human form and
++walk among regular people. Like humans, some are evil, some are good, and most are in the middle, but many of the
++stories and legends are about the bad ones. A witchfox's fur is usually red, black, or silver, but some are pure white.
++Witchfoxes often have multiple tails (up to nine); most human legends say the creature gains more tails as it gets
++older, wiser, and more powerful.
++
++Witchfoxes don't have human morals, but ones friendly to humans try their best to adapt, with mixed results. For
++example, a witchfox thinks it's fine to steal something from a person they dislike and give that item as a gift to
++someone they like. Most witchfoxes are afraid of dogs and avoid spending time near them or near people who have them.
++
++Witchfoxes are also known as vulps or fox sorcerers.
++
++Motive: Preying on or living in human society; knowledge and power
++
++Environment: Anywhere humans can live, or houses or dens in the forest
++
++Health: 15
++
++Damage Inflicted: 4 points
++
++Movement: Short
++
++Modifications: Disguise and social interaction as level 6
++
++Combat: A witchfox in fox form can attack with their bite, and in human form they use human weapons, but in general they
++prefer magic. Most witchfoxes can use the following abilities.
++
++Bewilder: The witchfox enchants a foe within short range who fails an Intellect defense roll. The foe turns on their
++allies, wanders off, or waits quietly, as directed by the witchfox. This lasts for one minute, or ends early if the
++character succeeds on an
++
++Intellect defense roll as part of their turn.
++
++Feed: The witchfox draws on the life force of an adjacent dead or nearly dead person (GM's discretion), or eats the
++heart of a dead person, restoring 4 points of health and easing all tasks for the next day.
++
++Human Guise: The witchfox changes shape into a human form (any gender, any age). They usually have a "tell" indicating
++their nonhuman nature, such as a fox's tail, a fox-like face, fur on their body, or a fox's shadow. The witchfox can
++revert to their fox form as part of another action.
++
++Illusion: The witchfox creates a nonmoving illusion in a short area, such as making a hovel look like a home or an empty
++glade seem eerie and oppressive. The illusion lasts as long as the witchfox remains within a long distance.
++
++Magical Blast: The witchfox attacks a creature within short range with electricity, fire, or poison, inflicting 4 points
++of Might or Speed damage (ignores Armor).
++
++Interaction: A witchfox in human form tries to keep up the pretense of being human for as long as possible. Once their
++true nature is revealed, they're likely to bargain for what they want (a home, safety, their magical cravings) or attack
++or flee if negotiations turn against them.
++
++Use: A witchfox is potentially a threat, thief, criminal, rival, informant, or romantic partner, depending on their
++personal attitude and the reaction of the player characters. They like to trade secrets they know in exchange for safety
++and companionship.
++
++Loot: A witchfox usually has one or two cyphers and some magical ingredients. Most of their other wealth is actually
++leaves, twigs, stones, and scrap paper, all covered with illusions.
++
+ ### Wolf, Big Bad 8 (24)
+
+ The Big Bad Wolf (just call him the Wolf, for he is truly the only one worthy of that title) is a beast of near
+@@ -38317,6 +53484,105 @@
+ been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2
+ zombie.
+
++### ZOMBIE HULK 5 (15)
++
++Most zombies are mindless, shambling, hungry, and infectious. Some varieties, despite their semblance to corpses, enjoy
++a regenerative process that keeps them active regardless of grievous wounds, rotting flesh, and sometimes missing limbs
++or organs. That same process kicks into overdrive in zombie hulks, converting everything they eat into additional mass
++and muscle. The result is three times as massive as a regular zombie and five times as dangerous.
++
++ZOMBIE SPRINTER: Instead of being much larger than normal, a zombie's regenerative system can imbue it with incredible
++quickness, making it much faster than the shamblers often encountered. The resulting zombie sprinter's speed and
++ferocity make it hard to escape.
++
++Zombie sprinter: level 3, initiative as level 5; moves a long distance each round; three bites per round inflict 3
++damage each; retains 1 health if attack roll result that would have downed it was an even number
++
++Motive: Hunger (for flesh, cerebrospinal fluid, certain human hormones, or whatever it is that nourishes the zombie in
++the setting)
++
++Environment: Almost anywhere, alone or with other zombie varieties
++
++Health: 23
++
++Damage Inflicted: 8 points
++
++Armor: 2
++
++Movement: Short
++
++Modifications: Speed defense as level 3 due to size; perception as level 7
++
++Combat: A zombie hulk bashes with massive, permanently balled fists stained with the gore of past targets.
++
++Alternatively, a zombie hulk can bite a target. When this occurs, it's almost impossible to force the hulk's jaws apart
++again. When a target takes damage from a bite, they must also succeed on a Speed defense roll or one of their limbs is
++clamped in the hulk's mouth. The target automatically takes damage each round they are caught, and all their tasks are
++hindered, including attempts to escape. Meanwhile, the hulk is free to bash other foes as its action even as it chews on
++a previously caught target.
++
++If an attack would reduce the zombie hulk's health to 0, it does so only if the number rolled for the attack was an even
++number; otherwise, the zombie is reduced to 1 point of health instead.
++
++Interaction: A zombie hulk may choose to smash a nearby structure instead of going straight toward food, but it is
++typically a mindless, unreasoning monster.
++
++Use: Just when it seems like the characters understand the situation with zombies, a zombie hulk appears, making it
++clear that bizarre and dangerous zombie permutations are possible. If a regular zombie can become a hulk, what other
++ways can they mutate and evolve?
++
++### ZORP 1 (3)
++
++Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show
++up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble
++somewhere, more are soon to follow. Zorps combine the most destructive aspects of puppies and young children; they tear
++up clothing and decorations to craft simple "costumes," scribble on walls and papers, eat ingredients left out on the
++kitchen counter, make armpit farts during sentimental moments, whisper insults at guests, spill potted plants, and leave
++little poops in the middle of the floor.
++
++Zorps communicate effectively with each other using grunts, nonsense words, gestures, and facial expressions. After
++hearing any spoken language, they can speak and understand that language for a few minutes, but their grammar and
++vocabulary are childlike. They can easily mimic a person's voice, but only seem to do so to make fun of them or mislead
++others.
++
++> Zorps using their native "language" sound vaguely French. "Zagree goo!" "Zoot lorz!" "Encroy!" "Stoopy fohn!" "Say tee
++> nowee!"
++>
++> Zorps also tend to "die" if startled or hurt—it's their automatic reaction to a potential threat, much like a possum
++> "playing possum."
++
++Motive: Mischief and curiosity
++
++Environment: Anywhere there is potential for trouble
++
++Health: 6
++
++Damage Inflicted: 2 points
++
++Movement: Short; immediate when climbing or jumping
++
++Modifications: Attacks as level 2; Speed defense as level 3 due to size and quickness; stealing and stealth as level 4
++
++Combat: Zorps only attack when they are threatened, usually by biting or stabbing with an improvised sharp object, but
++they can just as easily harm foes by dropping heavy things from above, activating dangerous devices in the area, or
++tripping opponents onto pointy edges and corners. Any of these attacks inflicts 2 points of damage.
++
++Zorps are notoriously hard to kill. If an attack would reduce a zorp's health to 0, it does so only if the number rolled
++in the attack was an even number; otherwise, the zorp takes no damage but appears to "die" in a burst of purple liquid
++resembling paint, leaving behind no body. (The zorp actually has scuttled to a hiding space within immediate range and
++will move farther away as soon as they can do so safely, returning later after recovering health or when their curiosity
++gets the better of them.)
++
++Interaction: Zorps seem to have the intelligence of a smart dog or a typical toddler but are easily distracted from
++attempts to communicate. Bribes of candy, wrapping paper, and loud toys can hold their attention for a minute or so.
++
++Use: Zorps are chaotic and mischievous, with no regard for the consequences of their actions or the feelings of others.
++They're not intentionally malicious, but they can cause trouble and outright harm simply by "playing" too hard with
++important things.
++
++Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest
++cypher.
++
+ ## NPCs
+
+ The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.
+@@ -38424,6 +53690,76 @@
+
+ GM intrusions: The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders.
+
++### BARD 3 (9)
++
++A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
++musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
++creating fascinating tales and dramatic speeches.
++
++Motive: Entertainment, interaction, and novel experiences
++
++Health: 10
++
++Damage Inflicted: 3 points
++
++Movement: Short
++
++Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
++
++Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a
++bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short
++range.
++
++A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature
++friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by
++two steps, turning invisible for a minute, or negating sound for a minute.
++
++Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to
++critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
++
++Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch,
++they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns
++the will of a crowd against them.
++
++Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
++moderately priced item and one or two cyphers.
++
++### BERSERKER 3 (9)
++
++A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
++choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
++wild beasts.
++
++Motive: Glory in battle
++
++Health: 12
++
++Damage Inflicted: 4 points
++
++Armor: 1 (or 3 when berserk)
++
++Movement: Short
++
++Modifications: Climbing, jumping, running, and Speed defense as level 4
++
++Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
++can't easily get close to their foes.
++
++A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
++fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
++relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
++raging berserker fights only with melee weapons and won't retreat from battle.
++
++ Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
++throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
++or honor.
++
++Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town
++and picks fights with the local toughs.
++
++Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
++group might have a cypher that enhances strength or toughness.
++
+ ### Cannibal 3 (9)
+
+ A cannibal is someone who has decided that eating other people is not only necessary but desirable. Whether this
+@@ -38454,6 +53790,39 @@
+ GM intrusion: The cannibal reveals a severed and gnawed- upon body part of a previous victim. The character must succeed
+ on an Intellect defense task or be stunned and lose their next turn.
+
++### CHANGELING 3 (9)
++
++Fey creatures sometimes kidnap a human child and leave a changeling in its place, tricking the human parents into
++raising an inhuman creature as their own offspring. The changeling has a foot in two worlds, living as a spy or sleeper
++agent for the fey, but thoroughly enjoying their life among humans.
++
++Motive: Serving the fey; finding their place in the world
++
++Health: 9
++
++Damage Inflicted: 3 points
++
++Movement: Short
++
++Modifications: Might defense as level 2; deception, disguise, and stealth as level 4
++
++Combat: Changelings use human weapons.
++
++A changeling can use an action to alter their appearance for a minute or so to match that of someone they've seen. This
++is a reasonable likeness, although they may not know their target's mannerisms, accent, and other nonphysical qualities.
++
++Some changelings are vulnerable to iron, taking an extra 1 point of damage from any iron or steel weapon.
++
++Interaction: Changelings aren't inherently untruthful or untrustworthy, but sometimes they can't help but embellish a
++fact or take advantage of a situation. They otherwise act like regular people, but spending enough time with them
++usually reveals an odd quirk or attitude.
++
++Use: An acquaintance is having trouble at home (because their family realized they're a changeling). Someone suspects a
++family member is actually a changeling.
++
++Loot: Changelings have the same kinds of personal items that humans do, but they often have a token or other treasured
++thing that doesn't quite belong (and might secretly be a cypher or artifact).
++
+ ### Child 1 (3)
+
+ Children play the roles of urchins, siblings, daughters, sons, waifs, servants, royal family members, child brides, and
+@@ -38494,6 +53863,50 @@
+
+ Someone mistakenly thinks a character has stolen the child, and attacks them.
+
++### CORPORATE MAGE 4 (12)
++
++A corporate mage is a professional spellcaster working for a company, using their magic to fix problems. They have a
++similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company's
++interests are protected. They're paid well, dress to show it, and aren't above unethical (or even illegal) acts to get
++the job done. They work alone, in pairs, or with a lawyer and a few bodyguards.
++
++Lawyer: level 2, law and intimidation as level 4
++
++Bodyguard: level 2; Armor 1; short-range pistol inflicts 4 damage
++
++Stats for a corporate mage also work well for paranormal law enforcement NPCs, such as the police or FBI.
++
++Motive: Accomplish the goals of their employer
++
++Health: 12
++
++Damage Inflicted: 4 points
++
++Armor: 1 (from spell)
++
++Movement: Short
++
++Modifications: Intellect defense as level 5
++
++Combat: Corporate mages are trained to handle normal people and magic threats, and they usually attack with a
++short-range blast of cold, fire, force, or electricity. Some carry a concealed handgun for situations where magic isn't
++allowed or effective.
++
++A corporate mage knows quite a few spells, including knocking a person unconscious for a few minutes, turning invisible
++for a few minutes, temporarily befriending a reluctant person, creating an illusory disguise of a nondescript role (such
++as construction worker or technician), granting themselves +1 Armor, reading minds, and teleporting back to
++headquarters. Many of them have some training in law, espionage, governmental operations, or a scientific field.
++
++Interaction: Corporate mages are hard and intimidating. If they can get what they want without using magic, they'll do
++so, but they aren't afraid to make a demonstration of supernatural force when necessary.
++
++Use: Corporate mages do the dirty work of sketchy businesses. They're not here to make friends, and they know just how
++far to push someone (especially a powerless person) to get what they want, sometimes by bending (but not quite breaking)
++the law.
++
++Loot: A corporate mage usually has a cypher that's helpful for their current assignment, plus the cash equivalent of one
++or two expensive items.
++
+ ### Crafter 2 (6)
+
+ Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters
+@@ -38562,6 +53975,45 @@
+
+ GM intrusion: The crime boss uses a clever trick or cypher to block all incoming attacks in a given round of combat.
+
++### DEMON HUNTER 3 (9)
++
++In a world where demons, witches, and other evil magical creatures are free to prey upon humanity, hunters are one of
++the few things that keep them in check. They usually have to keep their work secret and are slow to trust anyone, but
++once befriended they have a habit of showing up just when help is needed.
++
++Depending on the setting, a demon hunter might hunt demons, vampires, witches, or all supernatural creatures.
++
++> Exceptional hunter: level 5; attacks and Intellect defense as level 6; perception, tracking, and creature lore as
++> level 7; health 20; attacks deal 6 damage
++
++Motive: Hunt down and defeat their chosen foes
++
++Health: 12
++
++Damage Inflicted: 4 points
++
++Movement: Short
++
++Modifications: Attacks and Intellect defense as level 4; perception, tracking, and creature lore as level 5
++
++Combat: A typical hunter is weaker than the average demon or witch, and prefers to outwit their foes rather than engage
++in a straight-up fight. Knowing this, they pick their battles carefully and use ambush tactics and strength of
++numbers—either another hunter or several support characters such as priests and soldiers—to help defeat their foes. A
++hunter usually has a good idea of their opponent's strengths and weaknesses, and they plan and react accordingly.
++
++Interaction: Many novice hunters are overconfident and condescending. Others (especially the more experienced ones) are
++paranoid and hardened by battle and the deaths of too many friends. They react positively if given respect.
++
++Use: A couple of rough-looking drifters arrive in a classic car, looking for trouble. Someone who seems to be a meek
++professor turns out to secretly be a hunter.
++
++Loot: Hunters carry equipment needed for their job, cash, and perhaps an old book (cypher) with an ability relevant to
++their current prey.
++
++Priest: level 2, religious lore and all interaction tasks as level 6
++
++Soldier: level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 damage
++
+ ### DETECTIVE 3 (9)
+
+ Detectives are usually veterans of their organization (such as the police, city watch, marshals, space command, and so
+@@ -38594,6 +54046,109 @@
+ GM intrusion: The detective intuits the character's next attack and moves perfectly so that an ally of the character
+ takes the attack instead.
+
++### DRUID 4 (12)
++
++A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
++plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
++society-hating hermits in others.
++
++Motive: Protecting nature
++
++Health: 12
++
++Damage Inflicted: 4 points
++
++Armor: 1
++
++Movement: Short
++
++Modifications: Nature lore, perception, and stealth as level 5
++
++Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual
++tools such as daggers and sickles.
++
++A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for
++4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming
++into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a
++black bear, hawk, viper, or wolf.
++
++Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or
++exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries,
++sapient trees, satyrs, and so on).
++
++Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers
++and hunters who stray too far from civilization.
++
++Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
++cyphers or perhaps an artifact.
++
++### DWARF 4(12)
++
++A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
++to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
++
++Motive: Defense, loyalty, honor
++
++Health: 15
++
++Damage Inflicted: 5 points
++
++Armor: 2
++
++Movement: Short
++
++Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
++
++Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They're used to working together to defend
++their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
++damage.
++
++Dwarf leaders are usually officers or priests.
++
++ Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
++them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
++sturdy hammer.
++
++Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement
++with a human city leader—or redress for an old insult.
++
++Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such
++as tools or exploration gear) and perhaps a cypher or two.
++
++### ELF 4 (12)
++
++An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
++Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
++the most beautiful sunset, or the perfect love song.
++
++Motive: Curiosity
++
++Health: 12
++
++Damage Inflicted: 5 points
++
++Armor: 1
++
++Movement: Short
++
++Modifications: Perception, Speed defense, and any two noncombat skills as level 5
++
++Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and
++fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
++
++A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
++or repairing clothing.
++
++Interaction: Elves appreciate beauty, grace, and skill, and they don't respond well to crudeness or bluster, especially
++from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
++humor.
++
++Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is
++said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
++
++Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made)
++curios and mementos, and usually a cypher.
++
+ ### GUARD 2 (6)
+
+ Guards keep the peace but don't usually show much initiative. Ultimately, they do as they're ordered by their superiors,
+@@ -38628,6 +54183,38 @@
+ GM intrusion: 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's
+ foes.
+
++### HALFLING 3 (9)
++
++A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
++or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
++folk as scouts, burglars, and loyal companions.
++
++Motive: Defense, comfort
++
++Health: 9
++
++Damage Inflicted: 3 points
++
++Armor: 0 or 1
++
++Movement: Short
++
++Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
++
++Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
++creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
++ally so they can attack a foe's back and legs.
++
++Interaction: Halflings enjoy the company of larger folks as long as they aren't mocked for their size. They're brave and
++determined when they need to be, though some might complain about wanting to go home.
++
++Use: A young halfling wants to have some adventures before settling down. The local thieves' guild is said to employ
++halflings as lookouts and cutpurses, sometimes disguised as human children.
++
++Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
++or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
++bag of tools.
++
+ ### Huntsman/Woodcutter 2 (6)
+
+ A huntsman may be in the employ of a powerful magic user, protecting a section of the woods they consider their own, or
+@@ -38742,6 +54329,83 @@
+ in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes
+ for 3 points of damage.
+
++### PALADIN 4 (12)
++
++Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
++and most of them expect to die in battle against an evil foe.
++
++Motive: Protecting the innocent, destroying evil
++
++Health: 15
++
++Damage Inflicted: 5 points
++
++Armor: 2 or 3
++
++Movement: Short
++
++Modifications: Attacks and Might defense as level 5
++
++Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and
++draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand
++(defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed
++defense).
++
++Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the
++presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched
++creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
++
++Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
++evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a "grey
++area." However, they are not fools and won't throw away their lives for nothing.
++
++Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
++villain to smite.
++
++Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
++lucky enough to have an artifact (usually a weapon or armor).
++
++### PHARMACEUTICAL SORCERER 3 (9)
++
++A pharmaceutical sorcerer is an apothecary, doctor, dentist, magical healer, counselor, surgeon, and nutritionist all in
++one. They have devoted themselves to the art and science of healing, using a combination of methods to achieve
++remarkable success. Some work in drugstores, some have their own specialized businesses, and some administer aid from
++their homes or a public clinic. They might wear medical scrubs or a white coat over normal clothing.
++
++Assistant: level 2, healing as level 3
++
++Motive: Healing and promoting good health
++
++Health: 9
++
++Damage Inflicted: 3 points
++
++Movement: Short
++
++Modifications: Medicine, herbs, and healing as level 5
++
++Combat: Pharmaceutical sorcerers prefer to avoid combat, but they can attack with short-range nonlethal spells or drugs
++that inflict 4 points of Might or Intellect damage (ignores Armor).
++
++A pharmaceutical sorcerer knows several spells, such as healing a touched creature for 4 health or Pool points,
++identifying diseases and afflictions, removing or ameliorating afflictions and chronic conditions for a day, or making a
++patient feel relaxed and safe for a few hours. They're usually licensed and trained to perform minor medical procedures
++such as administering vaccines, applying topical medicines, and splinting broken bones.
++
++A pharmaceutical sorcerer often has one or more assistants, protégés, or students who help with clients or other aspects
++of running their health practice. They are generally on good terms with doctors, licensed therapists, nurses,
++magic-using priests, and other professionals in the health field.
++
++Interaction: Pharmaceutical sorcerers are compassionate, intelligent, and well-informed. They want to help people, but
++sometimes are stymied by paperwork, laws, and lack of money.
++
++Use: Pharmaceutical sorcerers are usually support characters using their magic to heal others and prevent harm. Their
++extensive knowledge of helpful magic, medicinal herbs, and health science makes them useful for diagnosing strange
++symptoms and ruling out minor afflictions to find the real cause of a problem.
++
++Loot: In addition to standard medicines, handheld medical tools, and herbs and drugs, the sorcerer might have a healing
++cypher or some interesting payment from a patient.
++
+ ### Robber/Thief 4 (12)
+
+ Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want what you have, and they're willing to
+@@ -41580,962 +57244,6 @@
+
+ (You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.)
+
+-### EXAMPLE FANTASY ARTIFACTS
+-
+-The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
+-tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
+-major items (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the
+-minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
+-table.
+-
+-### MINOR FANTASY ARTIFACTS TABLE
+-
+-| 01-02 | Adamantine rope |
+-|-------|-------------------------|
+-| 03-06 | Alchemist bag |
+-| 07-09 | Armored cloth |
+-| 10-15 | Belt of strength |
+-| 16-18 | Bounding boots |
+-| 19-21 | Cat's eye spectacles |
+-| 22-24 | Cloak of elfkind |
+-| 25-26 | Coil of endless rope |
+-| 27-28 | Crown of the mind |
+-| 34 | Crystal ball |
+-| 35-37 | Deflecting shield |
+-| 38-40 | Elfblade |
+-| 41-43 | Enchanted armor |
+-| 44-49 | Exploding arrow |
+-| 50-55 | Gloves of agility |
+-| 56-58 | Gruelmake |
+-| 59-60 | Helm of water breathing |
+-| 61-66 | Mastercraft armor |
+-| 67-72 | Mastercraft weapon |
+-| 73-75 | Mindshield helment |
+-| 76-77 | Pack of storage |
+-| 78-79 | Poisoner's touch |
+-| 80-85 | Protection amulet |
+-| 86-87 | Shield of two skies |
+-| 88-92 | Skill ring |
+-| 93 | Soulflaying weapon\* |
+-| 94-96 | Sovereign key |
+-| 97-98 | Tunneling gauntlets |
+-| 99 | Vorpal sword |
+-| 00 | Whisperer in the ether |
+-
+-### MAJOR FANTASY ARTIFACTS TABLE
+-
+-| 01-03 | Angelic ward\* |
+-|-------|-------------------------------------------------|
+-| 04 | Book of all spells |
+-| 05 | Cloak of Balakar |
+-| 06-07 | Crown of eyes |
+-| 08 | Death's scythe |
+-| 09-10 | Demonflesh |
+-| 11 | Demonic rune blade |
+-| 12-15 | Dragontongue weapon |
+-| 16-18 | Dragontooth soldiers |
+-| 19-20 | Explorer's gloves |
+-| 21-23 | Falcon cloak |
+-| 24-25 | Flying carpet |
+-| 26-27 | Ghostly armor |
+-| 28-30 | Guardian idol |
+-| 31-33 | Hand of glory |
+-| 34-36 | Horn of thunder |
+-| 37-39 | Instant ladder |
+-| 40-43 | Lightening hammer |
+-| 44-47 | Necromantic wand |
+-| 48-50 | Ring of dragon's flight\* |
+-| 51-53 | Ring of fall flourishing |
+-| 54-56 | Ring of invisibility |
+-| 57 | Ring of wishes |
+-| 58-60 | Smooth stepping boots |
+-| 61-62 | Soul-stealing knife |
+-| 63-65 | Spellbook of elemental summoning |
+-| 66 | Spellbook of the amber mage\* |
+-| 67-69 | Staff of black iron |
+-| 70-74 | Staff of healing |
+-| 75-77 | Staff of the prophet |
+-| 78-79 | Storm shack |
+-| 80-83 | Trap runestone |
+-| 84-88 | Wand of firebolts\* |
+-| 89-93 | Wand of spider's webbing |
+-| 94-97 | Witch's broom |
+-| 98-00 | Roll twice on the Minor Fantasy Artifacts table |
+-
+-\* Artifact found in the Fantasy Artifacts section of the Cypher System
+-
+-### ADAMANTINE ROPE
+-
+-Level: 1d6 + 4
+-
+-Form: A 50-foot (15 m) length of black rope
+-
+-Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to
+-damage (including attempts to cut it) from anything less than the artifact's level.
+-
+-Depletion: —
+-
+-### ALCHEMIST BAG
+-
+-Level: 1d6
+-
+-Form: Embroidered velvet bag
+-
+-Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion
+-bottle or scroll case. These cyphers do not count against a character's cypher limit.
+-
+-Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
+-
+-### ARMORED CLOTH
+-
+-Level: 1d6
+-
+-Form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on)
+-
+-Effect: This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point
+-it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way encumbering).
+-This clothing cannot be worn with armor of any kind.
+-
+-Depletion: —
+-
+-### BELT OF STRENGTH
+-
+-Level: 1d6
+-
+-Form: Thick leather belt with a metal buckle and rivets
+-
+-Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5
+-(or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above their
+-normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be
+-restored with recovery rolls, healing magic, or similar effects).
+-
+-Depletion: —
+-
+-### BOOK OF ALL SPELLS
+-
+-Level: 1d6 + 2
+-
+-Form: Weighty tome filled with pages of spell runes
+-
+-Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
+-of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
+-
+-When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
+-following table, then rolling on the indicated table in the Cypher System Reference Document:
+-
+-| d6 | Cypher Type |
+-|-----|------------------------------------|
+-| 1–2 | Roll on the Manifest Cypher table |
+-| 3-5 | Roll on the Fantastic Cypher table |
+-| 6 | Roll on the Subtle Cypher table |
+-
+-The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't
+-remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
+-
+-As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
+-said that turning to the last page makes the book vanish and appear somewhere else in the world.
+-
+-The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to
+-copy, remove, or destroy a page only makes the book turn to a later page on its own.
+-
+-Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by
+-1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
+-later page, or disappear and reappear somewhere else in the world.)
+-
+-### BOUNDING BOOTS
+-
+-Level: 1d6 + 1
+-
+-Form: Sturdy but flexible boots
+-
+-Effect: The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping
+-and running (easing one of these skills by two steps if the artifact is level 6 or higher).
+-
+-Depletion: —
+-
+-### CAT'S EYE SPECTACLES
+-
+-Level: 1d6
+-
+-Form: Pair of dark crystalline spectacles in a dull wooden frame
+-
+-Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
+-short range (or to long range if the artifact is level 5 or higher).
+-
+-Depletion: —
+-
+-### CLOAK OF BALAKAR
+-
+-Level: 1d6 + 3
+-
+-Form: Blue cloak with elaborate designs suggesting blowing wind
+-
+-Effect: The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
+-wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to half the
+-artifact's level.
+-
+-Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
+-
+-### CLOAK OF ELFKIND
+-
+-Level: 1d6 + 2
+-
+-Form: Thin greyish-green cloak with a cowl and clasp
+-
+-Effect: When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of
+-everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
+-sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
+-
+-Depletion: 1 in 1d100
+-
+-### CLOAK OF FINERY
+-
+-Level: 1d6 + 1
+-
+-Form: Multilayered cloak of glittering material
+-
+-Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
+-in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their grammar,
+-granting an asset to all interaction tasks for the next minute.
+-
+-Depletion: 1 in 1d20
+-
+-### COIL OF ENDLESS ROPE
+-
+-Level: 1d6
+-
+-Form: Coil of rope
+-
+-Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
+-no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
+-depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or two.
+-
+-Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
+-
+-### CROWN OF EYES
+-
+-Level: 1d6
+-
+-Form: Metallic circlet set with several crystal spheres
+-
+-Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
+-around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows
+-the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all
+-perception tasks.
+-
+-Depletion: 1 in 1d100
+-
+-### CROWN OF THE MIND
+-
+-Level: 1d6
+-
+-Form: Crown, circlet, headband, diadem, or amulet
+-
+-Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5
+-(or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
+-normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
+-be restored with recovery rolls, healing magic, or similar effects).
+-
+-Depletion: —
+-
+-### CRYSTAL BALL
+-
+-Level: 1d6 + 3
+-
+-Form: Melon-sized crystalline or glass orb, with or without a support stand
+-
+-Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
+-task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user
+-must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only indistinct or
+-misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be
+-viewed, and how far away they are.
+-
+-| Familiarity | |
+-|----------------------------------|----------|
+-| Only have name or description | Hindered |
+-| Target has been visited | Eased |
+-| Target is well known to the user | Eased |
+-| Availability | |
+-| Target is willing | Eased |
+-| Target is unwilling | Hindered |
+-| Distance | |
+-| More than 1 mile | Hindered |
+-| More than 10 miles | Hindered |
+-| More than 100 miles | Hindered |
+-
+-These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
+-unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
+-
+- The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
+-activated again.
+-
+-In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
+-communication with the viewed area. All creatures in the area can sense the user's presence and hear their voice, and
+-the creatures can speak to and be heard by the user.
+-
+-Depletion: 1 in 1d20
+-
+-An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
+-against a directly harmful mental spell.
+-
+-### DEATH'S SCYTHE
+-
+-Level: 1d6 + 4
+-
+-Form: Double-handed scythe
+-
+-Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits.
+-In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a
+-higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the
+-scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three
+-levels of Effort.
+-
+-Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
+-
+-Death manifestation: level 7
+-
+-### DEMONFLESH
+-
+-Level: 1d6 + 1
+-
+-Form: Ball of black leather with vein-like red streaks
+-
+-Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
+-leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
+-invisible, they are specialized in stealth and Speed defense tasks. This effect ends if they do something to reveal
+-their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this
+-occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The
+-wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores
+-most Armor, but Armor made to ward against evil or demonic attacks should work against it.
+-
+-Depletion: 1 in 1d20
+-
+-To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
+-
+-### DEMONIC RUNE BLADE
+-
+-Level: 1d6 + 4
+-
+-Form: Sword inscribed with demonic runes
+-
+-Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
+-sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and
+-dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
+-and it inflicts 4 additional points of damage (for a total of 8 points).
+-
+-If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its energy to
+-the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
+-the wielder to exceed their normal Might Pool and Might Edge stats.
+-
+-If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
+-attack roll of 1).
+-
+-Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
+-abilities can be recharged if it kills an "innocent" creature)
+-
+-### DRAGONTONGUE WEAPON
+-
+-Level: 1d6 + 2
+-
+-Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
+-
+-Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
+-hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
+-inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
+-activation.
+-
+-Depletion: 1 in 1d100
+-
+-### DRAGONTOOTH SOLDIERS
+-
+-Level: 1d6 + 1
+-
+-Form: Burlap bag containing a handful of large reptilian teeth
+-
+- Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
+-user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
+-tooth drawn requires a separate depletion roll.
+-
+-Depletion: 1 in 1d10
+-
+-Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
+-spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
+-
+-### ELFBLADE
+-
+-Level: 1d6 + 3
+-
+-Form: Medium sword
+-
+-Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
+-points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
+-sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
+-are within 300 feet (90 m). Depletion: —
+-
+-### ENCHANTED ARMOR L
+-
+-evel: 1d6 + 3
+-
+-Form: Full suit of light, medium, or heavy armor
+-
+-Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
+-It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact
+-is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so
+-enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
+-higher).
+-
+-The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, such as
+-heat or cold damage (but not Intellect damage).
+-
+-Depletion: —
+-
+-### EXPLODING ARROW
+-
+-Level: 1d6
+-
+-Form: Arrow with runes carved on the shaft and head
+-
+-Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
+-d100 to determine the type of damage.
+-
+-| 01-20 | Acid |
+-|-------|--------------------------------|
+-| 21-40 | Electricity |
+-| 41-60 | Cold |
+-| 61-90 | Fire |
+-| 91-00 | Necromantic (harms only flesh) |
+-
+-Depletion: Automatic
+-
+-One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher limit.
+-
+-An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
+-
+-### EXPLORER'S GLOVES
+-
+-Level: 1d6
+-
+-Form: Thick but flexible-fingered leather gloves
+-
+-Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
+-while the gloves are activated, but taking any other action while climbing requires a new activation.
+-
+-Depletion: 1 in 1d20
+-
+-### FALCON CLOAK
+-
+-Level: 1d6
+-
+-Form: Cloak made of feathers
+-
+-Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
+-distance each round, or up to 60 miles (97 km) per hour when traveling overland.
+-
+-Depletion: 1 in 1d100
+-
+-Most magic items that turn a character into a different creature make it difficult to use any of the character's special
+-abilities (other than skills) in that form.
+-
+-### FLYING CARPET
+-
+-Level: 1d6 + 1
+-
+-Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
+-
+-Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
+-activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
+-
+-Depletion: 1 in 1d20
+-
+-### GHOSTLY ARMOR
+-
+-Level: 1d6 + 3
+-
+-Form: Full suit of light, medium, or heavy armor
+-
+-Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
+-It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would
+-normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
+-
+-When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
+-artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
+-character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
+-defense.
+-
+-Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
+-provides its full Armor value)
+-
+-To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
+-
+-### GLOVES OF AGILITY
+-
+-Level: 1d6
+-
+-Form: Supple leather or cloth gloves
+-
+-Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5
+-(or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
+-normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
+-restored with recovery rolls, healing magic, or similar effects).
+-
+-Depletion: —
+-
+-### GRUELMAKER
+-
+-Level: 1d6
+-
+-Form: Clay bowl stamped with symbols of fish and birds
+-
+-Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
+-person for one day (or two people if the artifact is level 5 or higher).
+-
+-Depletion: 1 in 1d10
+-
+-### GUARDIAN IDOL
+-
+-Level: 1d6 + 3
+-
+-Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
+-
+-Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
+-activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
+-shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within long range, it
+-spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
+-to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
+-twenty-four hours or until it has made one hundred attacks, whichever comes first.
+-Depletion: Automatic
+-
+-### HAND OF GLORY
+-
+-Level: 1d6 + 3
+-
+-Form: Dried humanoid hand with candle-tip fingers
+-
+-Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the
+-hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
+-unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
+-snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
+-invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or barred door or a
+-container whose level is less than or equal to the hand's level becomes unlocked when touched by the hand.
+-
+-Depletion: 1 in 1d20
+-
+-### HELM OF WATER BREATHING
+-
+-Level: 1d6
+-
+-Form: Green metal helm with a scaly or fishy motif Effect: The wearer's head is enveloped in a tight bubble of air that
+-constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
+-
+-Depletion: 1–2 in 1d100 (check each day)
+-
+-### HORN OF THUNDER
+-
+-Level: 1d6 + 4
+-
+-Form: Large signal horn banded with metal and carved with runes
+-
+-Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
+-m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one
+-round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m).
+-Larger objects might also be toppled.
+-
+-Depletion: 1 in 1d10
+-
+-### INSTANT LADDER
+-
+-Level: 1d6
+-
+-Form: Small lightweight metal rod with gem buttons
+-
+-Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long.
+-The ladder can be transformed back into its rod form from either end.
+-
+-Depletion: 1 in 1d100
+-
+-A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
+-sequence to expand or collapse it.
+-
+-### LIGHTNING HAMMER
+-
+-Level: 1d6 + 2
+-
+-Form: Massive silver hammer that crackles with electricity
+-
+-Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
+-weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10
+-points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity
+-outward that deal 5 points of damage to everyone within short range.
+-
+-Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
+-
+-### MASTERCRAFT ARMOR
+-
+-Level: 1d6
+-
+-Form: Armor of exceptional quality
+-
+-Effect: This armor grants its wearer an asset for Speed defense rolls.
+-
+-Depletion: —
+-
+-### MASTERCRAFT WEAPON
+-
+-Level: 1d6
+-
+-Form: Weapon of exceptional quality
+-
+-Effect: This weapon grants its wielder an asset for attack rolls made with it.
+-
+-Depletion: —
+-
+-Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality,
+-or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
+-Equipment, page 34.
+-
+-### MINDSHIELD HELMET
+-
+-Level: 1d6 + 2
+-
+-Form: Lightweight cloth, leather, or metal helmet
+-
+-Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer's
+-mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
+-
+-Depletion: —
+-
+-### NECROMANTIC WAND
+-
+-Level: 1d6 + 4
+-
+-Form: Bone wand carved with runes
+-
+-Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
+-materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely
+-destroyed.
+-
+-This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
+-but each "round of ammo" used or each additional target selected requires an additional depletion roll.
+-
+-Depletion: 1 in 1d10
+-
+-### PACK OF STORAGE
+-
+-Level: 1d6 + 1
+-
+-Form: Leather backpack or haversack with multiple pockets
+-
+-Effect: This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
+-on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
+-as much as it is holding.
+-
+-Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
+-pack)
+-
+-### POISONER'S TOUCH
+-
+-Level: 1d6 + 1
+-
+-Form: Very thin transparent glove with faint markings
+-
+-Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
+-on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed
+-damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the
+-damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
+-
+-Depletion: 1 in 1d10
+-
+-### PROTECTION AMULET
+-
+-Level: 1d6
+-
+-Form: Stylized amulet worn on a chain
+-
+-Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
+-of damage the amulet protects against.
+-
+-| 1-4 | Acid |
+-|-------|-------------|
+-| 5-8 | Cold |
+-| 9-12 | Electricity |
+-| 13-16 | Fire |
+-| 17-20 | Poison |
+-
+-Depletion: 1 in 1d6 (check each time the amulet reduces damage)
+-
+-### RING OF FALL FLOURISHING
+-
+-Level: 1d6
+-
+-Form: Gold band inscribed with feather wreath
+-
+-Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
+-
+-Depletion: 1 in 1d100
+-
+-### RING OF INVISIBILITY
+-
+-Level: 1d6
+-
+-Form: Gold band inscribed with characters that are revealed only if ring is heated
+-
+-Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
+-and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
+-
+-Depletion: 1 in 1d20
+-
+-### RING OF WISHES
+-
+-Level: 1d6 + 4
+-
+-Form: Plain gold band
+-
+-Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
+-level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more
+-likely the GM will limit its effect.)
+-
+-Depletion: 1–3 in 1d6
+-
+-### SHIELD OF TWO SKIES
+-
+-Level: 1d6 + 2
+-
+-Form: Small hexagonal amulet
+-
+-Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
+-cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
+-
+-Depletion: 1 in 1d100
+-
+-### SKILL RING
+-
+-Level: 1d6
+-
+-Form: Ring carved with sigils appropriate to its granted skill
+-
+-Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion.
+-This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
+-
+-Depletion: —
+-
+-### SMOOTH-STEPPING BOOTS
+-
+-Level: 1d6 + 1
+-
+-Form: Pair of boots
+-
+-Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
+-speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard
+-surfaces (even vertically or upside down) as if under normal gravity.
+-
+-Depletion: 1 in 1d100
+-
+-### SOUL-STEALING KNIFE
+-
+-Level: 1d6
+-
+-Form: Night-black blade in which distant stars are sometimes visible
+-
+-Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
+-inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a target to
+-0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three days, after which
+-time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
+-
+-As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
+-yet consumed. After answering the third question, the soul is consumed.
+-
+-Depletion: 1 in 1d20 (check each activation)
+-
+-### SOVEREIGN KEY
+-
+-Level: 1d6 + 2
+-
+-Form: Slender golden key
+-
+-Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
+-glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less
+-than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
+-
+-Depletion: 1 in 1d10
+-
+-### SPELLBOOK OF ELEMENTAL SUMMONING
+-
+-Level: 1d6 + 1
+-
+-Form: Weighty tome filled with pages of spell runes
+-
+-Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
+-of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
+-summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book.
+-
+-Depletion: 1–3 in 1d20
+-
+-### STAFF OF BLACK IRON
+-
+-Level: 1d6 + 2
+-
+-Form: Staff of black iron set with an eye-shaped crystal headpiece
+-
+-Effect: The wielder can use an action to gain one of the following effects.
+-
+-Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
+-target follows any suggestion during its next turn that doesn't cause direct harm to itself or its allies.
+-
+-Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
+-inflicting damage equal to the artifact level.
+-
+-Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
+-rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the staff is sufficient.
+-
+-The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
+-lightning), but each requires a separate activation and depletion roll.
+-
+-Depletion: 1 in 1d100
+-
+-### STAFF OF HEALING
+-
+-Level: 1d6 + 4
+-
+-Form: Wooden staff capped with a golden icon
+-
+-Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
+-the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a
+-free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
+-
+-Depletion: 1 in 1d10
+-
+-### STAFF OF THE PROPHET
+-
+-Level: 1d6 + 2
+-
+-Form: Short wooden staff
+-
+-Effect: The staff has three abilities, each of which requires an action to activate.
+-
+-Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000
+-feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder
+-can collapse it as an action.
+-
+-Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
+-attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
+-failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't do anything a regular snake
+-couldn't do.
+-Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
+-natural spring in the ground.
+-
+-Depletion: 1 in 1d20
+-
+-### STORM SHACK
+-
+-Level: 1d6 + 3
+-
+-Form: Miniature model of a simple wooden shack
+-
+-Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
+-feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
+-inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
+-duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
+-artifact's level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
+-model, which can be taken and reused.
+-
+-Depletion: 1 in 1d100
+-
+-### TRAP RUNESTONE
+-
+-Level: 1d6
+-
+-Form: Pouch with chalk, sealing wax, and an engraved runestone
+-
+-Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap.
+-First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task
+-to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct
+-position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an
+-explosive spell scroll, a poisonous potion, and so on.
+-
+-The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
+-runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
+-artifact's trigger might be based on a creature's size or weight, a level 5 artifact can trigger based on a specific
+-type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
+-
+-Depletion: Automatic
+-
+-### TUNNELING GAUNTLETS
+-
+-Level: 1d6 + 1
+-
+-Form: Oversized pair of metallic gauntlets with broad nails
+-
+-Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
+-can burrow through most soils and even some stone, but only through material whose level is lower than the artifact
+-level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After
+-that, the tunnel is subject to collapse.
+-
+-Depletion: 1 in 1d20
+-
+-### VORPAL SWORD
+-
+-Level: 1d6 + 3
+-
+-Form: Long sword that sometimes whispers and snickers aloud
+-
+-Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
+-Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is
+-decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a
+-different effect).
+-
+-Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
+-
+-### WAND OF SPIDER'S WEBBING
+-
+-Level: 1d6 + 1
+-
+-Form: White oak wand
+-
+-Effect: This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to
+-nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is higher than
+-the wand's level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
+-it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
+-was caught within it.
+-
+-Depletion: 1 in 1d20
+-
+-### WHISPERER IN THE ETHER
+-
+-Level: 1d6 + 1
+-
+-Form: Small crystal
+-
+-Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
+-(probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
+-basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day.
+-Sometimes, this translates into an asset on one of the user's actions. For example, the intelligence can suggest the
+-right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
+-door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
+-the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
+-guarding.
+-
+-The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
+-Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
+-reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It cannot see the future, but
+-it can often predict outcomes based on logic.
+-
+-Depletion: 1 in 1d20 (check each day)
+-
+-### WITCH'S BROOM
+-
+-Level: 1d6 + 2
+-
+-Form: A 6-foot (2 m) long wooden broom
+-
+-Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
+-(160 km) per hour.
+-
+-The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
+-time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
+-minutes.
+-
+-Depletion: 1 in 1d20
+-
+ Skills and Other Abilities
+
+ Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It's
+@@ -42648,15357 +57356,6 @@
+ likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number
+ of other encounters and are worn down.
+
+-### ADDITIONAL RULES AND SUPPLEMENTARY CONTENT FROM: THE STARS ARE FIRE, GODFORSAKEN, WE ARE ALL MAD HERE, CLAIM THE SKY,
+-### STAY ALIVE, RUST AND REDEMPTION, IT'S ONLY MAGIC, AND CYPHER SHORTS
+-
+-### OPTIONAL RULES
+-
+-### OPTIONAL MODERN FANTASY RULES
+-
+-### CANTRIPS
+-
+-Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as
+-ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a
+-smartphone, use a light cantrip. Instead of running a dishwasher or vacuum cleaner, use a cleaning cantrip. Instead of
+-using a megaphone, use a voice‑amplifying cantrip.
+-
+-Cantrips are generally not powerful enough to directly affect an unwilling creature or damage an unattended object. In
+-the rare case that using a cantrip might cause actual harm, change, or damage, the attack roll for the cantrip is
+-hindered by two steps (unless otherwise noted).
+-
+-Any PC can learn two cantrips by spending 2 XP. How they learn them depends on the setting—they might need to study with
+-a mentor, take a specific college class, pay for an informative ritual, study a magical book, invent it on their own,
+-unlock some previously unrealized potential within themselves, and so on. Learning cantrips does not count toward
+-character advancement. There is no limit to how many cantrips a PC can learn. In all other respects, cantrips work just
+-like other character abilities.
+-
+-Unless the theme of the setting is that everyone is quite proficient in magic, it's probably best to limit an individual
+-NPC to knowing just a couple of cantrips, with many people not knowing any at all. A reasonable guideline is that an NPC
+-can know a number of cantrips equal to their level.
+-
+-The following are examples of typical cantrips in a modern fantasy setting:
+-
+-Bee Cantrip (1 Intellect point): You summon a nearby level 0 bee, housefly, gnat, or similar flying pest to a spot
+-within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins flying
+-around, possibly landing on a creature. The cantrip doesn't work if there are no suitable pests within a short distance.
+-Action.
+-
+-A level 0 creature isn't a threat to a character and is instantly killed if hit. However, tiny creatures like the ones
+-described in the Bee and Bug cantrips usually have a level 2 modifier for Speed defense because of their size.
+-
+-1. Bug Cantrip (1 Intellect point): You summon a nearby level 0 spider, cockroach, silverfish, or similar crawling pest
+- to a spot within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins
+- moving around, possibly crawling on a creature. The cantrip doesn't work if there are no suitable pests within a
+- short distance. Action.
+-
+-
+-
+-1. Candles Cantrip (1 Intellect point): You create up to four candle-like lights that move to your mental commands (but
+- no farther away than how far you can reach), lasting about ten minutes. Each light can be a different color. Action.
+-
+-
+-
+-1. Chill Cantrip (1 Intellect point): You lower the temperature of a target within short range. If the target is a
+- creature, for the next couple of rounds they feel like they're standing under an air conditioning vent. If the
+- target is an object no larger than a 1-foot (30 cm) cube, you cool it down as if you'd dunked it into a bucket of
+- ice. Action.
+-
+-
+-
+-1. Clean Cantrip (1 Intellect point): You remove dirt, mud, and similar substances from one set of clothing (such as
+- the clothes you're wearing), about 1 cubic foot of loose material (clothes, curtains, a box of toys, and so on), or
+- an immediate area on a surface (such as a wall or floor). When used on clothing, this also does a decent job of
+- removing wrinkles. Action.
+-
+-Color Cantrip (1 Intellect point): You change the color of an object, or you brighten or dull its color. The object can
+-be up to about 1 cubic foot in size and up to a short distance away. If used to change a creature's hair color, it lasts
+-a few days. Action.
+-
+-1. Convenient Rideshare Cantrip (1 Intellect point): When using a rideshare or taxi app, you are connected with a
+- driver who can pick you up within a couple of minutes. If you use this cantrip in a remote area where drivers are
+- scarce, results can get strange; for example, the car and driver might be ghosts, you might have to share your ride
+- with a dangerous supernatural creature, or you might arrive at your destination minutes before or hours after you
+- were picked up. Action.
+-
+-
+-
+-1. Cooking Cantrip (1 Intellect point): You accelerate the preparation and cooking of one dish, reducing the time until
+- it's ready by about ten minutes. (Time-consuming cooking, such as a large turkey, requires multiple castings.) Under
+- normal circumstances, this doesn't burn, overcook, or otherwise ruin the dish. Action.
+-
+-
+-
+-1. Cut Cantrip (1 Intellect point): You cut an object up to level 2 as if using a sharp knife or a pair of scissors, up
+- to an immediate distance away. For example, this works on rope, candles, food, cloth, paper, or even a thin wire or
+- thin chain necklace. The object usually gives off harmless blue sparks when it's cut. Action.
+-
+-
+-
+-1. Darkness Cantrip (1 Intellect point): You suppress light in a cubic or spherical area about 1 foot (30 cm) across
+- within an immediate distance. Outdoors or in bright light, this area becomes very dim; otherwise, it becomes
+- darkness. When you create this area, decide if it remains at a specific location (such as on a desk) or if it is
+- attached to some part of you (such as your head or left hand) and moves with you. The cantrip ends after about a
+- minute. Action.
+-
+-
+-
+-1. Erase Cantrip (1 Intellect point): You erase up to a page of text from a typical surface (such as paper, parchment,
+- wood, or plastic) within immediate range. The writing slowly disappears over a few seconds. Affecting magical
+- writing requires an Intellect-based attack roll. Action.
+-
+-> Erase Cantrip doesn't remove fingerprints, impressions in the paper, or other evidence that writing used to be there.
+-
+-1. Exterminate Cantrip (1 Intellect point): You create a bolt of energy that kills one common vermin creature (level 0)
+- within a short distance, such as a fly, worm, cockroach, or mouse. One casting can affect multiple smaller creatures
+- (such as ants or fleas) within 1 cubic foot. The spell is accompanied by a quick bolt of black and yellow energy.
+- Action.
+-
+-> Exterminate Cantrip is an exception to the rule that trying to cause direct harm with a cantrip is hindered by two
+-> steps. A swarm whose level is 1 or higher is unaffected by this cantrip, even though the individual creatures in the
+-> swarm might be.
+-
+-1. Extra Chair Cantrip (1 Intellect point): A table you touch somehow has room (and a chair) for one more person to
+- comfortably sit there without affecting anyone else at the table. This lasts anywhere from ten minutes to an hour,
+- or less if the person in the extra chair leaves for more than a few minutes. Action.
+-
+-
+-
+-1. Extra Fries Cantrip (1 Intellect point): You update a recent fast food or delivery order so that when it arrives, it
+- includes an additional order of French fries or other side available from the restaurant (tater tots, coleslaw,
+- mashed potatoes, and so on). Sometimes this happens for free, and sometimes you have to pay an additional charge.
+- Remember to tip your server. Action.
+-
+-Fire Crown Cantrip (1 Intellect point): You create a crown-like manifestation of fire on your head that lasts for ten
+-minutes. The fire doesn't burn you. If anyone touches it or makes a melee attack aimed at your head, you can make a free
+-Intellect-based attack roll against them to inflict 1 point of damage. Action.
+-
+-Variants of Fire Crown Cantrip create a crown of lightning, smoke, ice, water, or thorns.
+-
+-Firework Cantrip (1 Intellect point): You create an illusory firework within short range, which bursts with sparkling
+-lights and a loud pop. The effect is obviously an illusion but might distract or startle people who aren't expecting it.
+-Action.
+-
+-Flavor Cantrip (1 Intellect point): You touch one plate or bowl of food or one large glass or mug of liquid, improving
+-its flavor. This doesn't affect the nutritional value or texture, nor does it fix spoiled food; it just makes it taste
+-more to your preference (so you could eat spoiled meat or moldy vegetables and they'd taste fine). You decide the sort
+-of flavor change—more or less spicy, salty, savory, sweet, and so on, in any combination appropriate for food or drink.
+-Action.
+-
+-1. Forbidden Topic Cantrip (1 Intellect point): Wards an immediate area (enough to cover a large table at a holiday
+- family gathering) against conversation about a topic of your choice, such as "the election," "Mommy's trial," or
+- "that Cordell kid." Anytime someone in the area attempts to talk about this topic, make an Intellect-based roll
+- against them; success means they either talk about something else or remain silent. The cantrip lasts for ten
+- minutes or until you fail an Intellect-based roll to stop someone from talking about that topic. Action.
+-
+-
+-
+-1. Gather Cantrip (1 Intellect point): You gather a scattered bunch of items into a small space, as if you had spent a
+- minute sweeping them together with your hands or a broom. This affects about 1 square yard (1 sq m), up to an
+- immediate distance away. The cantrip is mainly useful for collecting things that have been spilled, or for making it
+- easier to clean up a room. Action.
+-
+-
+-
+-1. Ghostly Wings Cantrip (1 Intellect point): You sprout a pair of ghostly wings that immediately unfurl, then vanish a
+- few seconds later. If you cast this cantrip while falling, you reduce the damage from the fall by 1 point. Enabler.
+-
+-
+-
+-1. Green Light Cantrip (1 Intellect point): You tweak the traffic lights at an intersection within long range so that
+- one of them turns green within a few seconds. The other lights in that system automatically adjust to compensate
+- (turning yellow and then red for cross traffic). Depending on that traffic system, the light remains green anywhere
+- from about ten seconds to a minute. Enabler.
+-
+-Hand Cantrip (1 Intellect point): You levitate or manipulate an object of 10 pounds (4.5 kg) or less at up to a short
+-distance. The effect is not particularly strong—about the same strength as trying to push, pull, or twist something just
+-using the strength of your hand (without your arm). Action.
+-
+-1. Hide Cantrip (1 Intellect point): You conceal one target within immediate range for about a minute. The target can
+- be no larger than a typical rabbit, or several objects no larger than dice. The target is basically invisible to
+- anyone in front of you, but the illusion doesn't work on anyone to your side or behind you. (If someone is intent on
+- seeing the invisible target, make an Intellect-based attack roll against them to hide it from their view.) Action.
+-
+-
+-
+-1. Light Switch Cantrip (1 Intellect point): You toggle up to four light controls (such as a wall switch or a lamp's
+- button, knob, or pull cord) within short range. You must be able to see these light controls or have a clear idea of
+- where they are (such as turning on your front porch light and living room floor lamp from outside your home). You
+- can toggle these switches on or off in any combination. Action.
+-
+-
+-
+-1. Loudness Cantrip (1 Intellect point): You amplify your voice, allowing you to speak at up to three times your normal
+- volume. This isn't enough to harm anyone, but you can speak comfortably to a large crowd or across a very long
+- distance without effort. Action.
+-
+-Mask Cantrip (1 Intellect point): You create a costume mask on the face of a creature you touch. The mask can be simple
+-(like a domino mask), fancy (like a masquerade ball mask), or deceptive (like a Halloween costume mask of a monster or
+-specific person). The mask is obviously just a mask, not a disguise, but a deceptive mask viewed from at least a short
+-distance away might fool someone into thinking it's a real face, providing an asset to disguise tasks at this range. The
+-mask lasts for about a minute. If removed, the mask immediately disappears. Action.
+-
+-Mending Cantrip (1 Intellect point): You touch a broken object of up to level 3 and attempt to magically repair a single
+-break or tear in it, such as a cracked stone wall, a shattered hand mirror, or a torn piece of clothing. The damage can
+-be no larger than about what you can cover with both of your open hands. If you succeed at an Intellect-based roll
+-against the object's level, you repair it (although it still shows signs of being previously broken, and may be fragile
+-there). You can use this ability multiple times on the same object to repair larger breaks. Action.
+-
+-1. Message Cantrip (1 Intellect point): You whisper a short message (about five to ten seconds) to a creature you can
+- see within a long distance. The target hears it as if you had whispered it in their ear. Action.
+-
+-Mystic Eyes Cantrip (1 Intellect point): You change the appearance of your eyes. If you just change their color to a
+-different hue (such as to blue, green, or brown), the change lasts for an hour. If you change them to something unusual,
+-such as red, yellow, solid black, or glowing, it only lasts for a minute. Action.
+-
+-Obedient Flames Cantrip (1 Intellect point): You affect flames within a short distance, making them appear brighter or
+-dimmer, flicker strangely, or change color. This lasts for one minute. You can affect up to several dozen candles, a few
+-torches, or one typical campfire with each casting of the cantrip. Action.
+-
+-1. Open and Close Cantrip (1 Intellect point): You open or close a small object within short range, such as a bag, box,
+- bottle, footlocker, window, or lightweight door. This cantrip cannot lock or unlock locks. Action.
+-
+-
+-
+-1. Pen Cantrip (1 Intellect point): You write with your finger on a surface for up to ten minutes as if using a common
+- ballpoint pen. The "ink" immediately dries once you write, but it can be smeared or cleaned up like a normal pen.
+- The ink is blue, black, or dark brown, decided when you cast this cantrip. Action.
+-
+-
+-
+-1. Present Cantrip (1 Intellect point): You teleport an object within an immediate distance into your upturned hand.
+- The item has to be something you're carrying (such as a gem in your pouch or a dagger in your boot), something you
+- can see (such as a coffee cup or mobile phone on the other side of the table), or something you know is within range
+- (such as a note you saw someone put in their pocket). The cantrip affects one small object (for example, a cup or
+- mobile phone) or up to a dozen smaller items from the same location (perhaps coins or dice). Action.
+-
+-
+-
+-1. Quiet Cantrip (1 Intellect point): You muffle the noise from one target within a short distance for a few seconds.
+- Breaking a window or knocking a glass off the table would be no louder than someone tapping their finger on the
+- glass. An obnoxious security alarm would only be as loud as a computer speaker. A ringing phone would be barely
+- audible. If you cast this on a willing creature, they gain an asset on stealth tasks for one round if they move no
+- more than an immediate distance on their turn. Action.
+-
+-> Affecting an unwilling creature (or something they're carrying) with an ability requires an attack roll to succeed. If
+-> you're using a cantrip, by default that attack roll is hindered by two steps
+-
+-Rainbow Cantrip (1 Intellect point): You create a softly glowing band of colors resembling a rainbow, extending from
+-your hand to an object or willing creature within short range. The far end doesn't move (a creature could move away from
+-it by going around a corner or out of range). You can anchor your end in place or allow it to move when your hand moves.
+-The rainbow gives off light like a candle and lasts about a minute. Action.
+-
+-1. Reshape Cantrip (1 Intellect point): You change the shape of a metal, glass, or stone object you touch into a
+- different shape. For example, you could turn a coin into a ring, a cup into a plate, or a piece of glass into
+- something resembling a gemstone. This normally lasts about a minute, but the object tends to revert early if anyone
+- else touches or examines it too closely. Action.
+-
+-
+-
+-1. Smoke Cantrip (1 Intellect point): You create a harmless puff of smoke within an immediate distance. The smoke fills
+- about a 1-foot (30 cm) cube and dissipates over the next few rounds. You decide if the smoke is white, grey, blue,
+- brown, green, red, or yellow. Action.
+-
+-
+-
+-1. Sprout Cantrip (1 Intellect point): You make seeds sprout at an accelerated rate, causing a week's worth of growth
+- to happen in just a few moments. The seeds must be within a 1-foot (30 cm) cube and no more than an immediate
+- distance from you. If the seeds are in viable soil, they take root as if planted there. If cast on immature or
+- closed flowers, they bloom. If cast on a piece of unripe fruit, it immediately ripens. Action.
+-
+-Stitch Cantrip (1 Intellect point): You sew two touched pieces of cloth or thin leather together, up to about 2 square
+-yards (1.5 sq m). The stitches are of the same quality of hand stitching by a tailor or leatherworker of reasonable
+-skill. You choose the path of the stitches, so you could create a piece of clothing by casting this cantrip several
+-times. Instead of sewing together two items, you can unravel the stitches of a touched object, affecting up to 2 square
+-yards (1.5 sq m). Action.
+-
+-Tattoo Cantrip (1 Intellect point): You create an image on your skin, as if tattooed there by a reasonably talented
+-artist. The image can be no larger than your hand, and consists of just one color. You can cast this cantrip multiple
+-times to create a larger tattoo, use more colors, or both. The image lasts about an hour. Action.
+-
+-1. Throwing Stone Cantrip (1 Intellect point): You summon a nearby object of stone, brick, concrete, cement, asphalt,
+- or a similar hard and common mineral to your hand. The cantrip doesn't work if there are no suitable loose materials
+- within a short distance. Action.
+-
+-
+-
+-1. Tie Cantrip (1 Intellect point): You control a piece of string, rope, or twine within short range, causing it to tie
+- itself to another object within 1 foot (30 cm) of it, using any sort of simple, common knot (such as a square knot).
+- Instead of tying a knot, you can cast this cantrip on a simple knot within short range, untying it. Action.
+-
+-
+-
+-1. Tiny Illusion Cantrip (1 Intellect point): You create a single image of a creature or object within immediate range.
+- The image must fit within a 1-foot (30 cm) cube. The image can move (for example, you could make the illusion of a
+- mouse jump or crawl around), but it can't leave the area defined by the cube. The illusion includes sound (up to the
+- volume of a person's normal speaking voice) but not smell. It lasts for one minute, but if you want to change the
+- original illusion significantly—such as making a creature appear to be wounded— you must concentrate on it again
+- (though doing so doesn't cost additional Intellect points). If you move beyond immediate range of the cube, the
+- illusion vanishes. Action to create; action to modify.
+-
+-Tremor Cantrip (1 Intellect point): You make the ground or floor vibrate within a short area, feeling similar to a mild
+-earthquake. Other objects on the floor might vibrate or slide (no more than a hand's span) because of this vibration.
+-Action.
+-
+-Warm Cantrip (1 Intellect point): You raise the temperature in a very small area (about 1 cubic foot) within short
+-range, enough to make someone's face feel flushed or warm a drink to about the temperature of freshly served coffee.
+-Action.
+-
+-1. Wash Car Cantrip (1 Intellect point): You clean the outside of a typical passenger automobile within immediate range
+- as if it had gone through an automatic car wash. Very large or very dirty cars may require multiple castings. The
+- cantrip works on motorcycles, bicycles, and other small vehicles as well. Action.
+-
+-
+-
+-1. Wet or Dry Cantrip (1 Intellect point): You alter the moisture level of an object or area within immediate range,
+- affecting about a 1-foot (30 cm) cube or one set of clothing. If you want the target to be wetter, it is dampened as
+- if you poured a cup of water on it. If you want it drier, it is dried as if you hung it out in the sun on a warm
+- day. Action.
+-
+-
+-
+-1. Wireless Network Cantrip (1 Intellect point): You improve wireless network reception in an immediate area for ten
+- minutes. This improves poor or average reception to full strength and zero bars to at least one bar. When you cast
+- this cantrip, you decide if this improved reception affects everyone in the area or just you. Action.
+-
+-
+-
+-1. Wrap Cantrip (1 Intellect point): You use available materials to wrap up an object within an immediate distance. The
+- wrapped object must fit within a 1-foot (30 cm) cube. For example, you could wrap a gift box with decorative paper,
+- wrap a piece of paper around a letter to create an envelope, or wrap a pile of potatoes with burlap to create an
+- easily carried bundle. Action.
+-
+-
+-
+-1. Youth Cantrip (1 Intellect point): You change the appearance of your face so you look about ten years younger than
+- your normal appearance, lasting about an hour. Action.
+-
+-Optional Rules: Learning Cantrips
+-
+-In some fantasy settings, cantrips are commonly available, but not everyone knows how to cast them (in the same way that
+-phone and computer apps are common, but not everyone knows how to code an app). When someone tries to learn a cantrip,
+-have them attempt a level 3 Intellect-based task (skills such as magical lore affect this). If they succeed, they learn
+-the cantrip. If they fail, they don't. A PC only spends the 2 XP to learn cantrips when they succeed at this roll. This
+-way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to
+-"cram" for this test, including expending Effort, getting help, or using an appropriate asset.
+-
+-### COVENS
+-
+-Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians
+-with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a
+-coven grants characters additional abilities, which you gain separately from the standard advancement track. When you
+-join a coven, you start at rank 1 within that coven, and over time can advance to rank 6. Rank is a measurement of your
+-connection to the coven, and doesn't necessarily correspond to your character tier—for example, a high-tier character
+-might have a low rank in their coven. However, your coven rank cannot exceed your character tier. The primary magical
+-benefit of joining a coven is gaining access to its spells: a set of character abilities that all members (of the
+-required rank) can use. These spells are usually tailored to the coven's interests and purpose, and are sorted by rank
+-from 1 to 6. Because a character's rank within a coven starts at 1 when they join, a new member of a coven has access to
+-the coven's rank 1 spell. When the character advances to rank 2, they immediately gain access to the coven's rank 2
+-spell, and so on. You can think of covens as similar to flavors, in that they allow the GM and players to modify
+-characters with abilities. Unlike choosing an ability from a flavor, a character doesn't have to trade away or swap
+-anything to choose or use a coven spell—they have access to these spells automatically according to their rank in the
+-coven. For example, if the rank 1 spell for the Benevolent Bakers uses the Resist the Elements ability (handy for
+-working over a hot stove all day), any character who joins the Benevolent Bakers automatically gains Resist the
+-Elements, without having to spend extra XP to learn it or trade away a type ability for it. It's possible for a
+-character to belong to multiple covens, as long as the covens don't have opposed goals. Characters advance their rank in
+-each coven separately, so a particular character might be rank 1 in the Chronographers and rank 3 in the Foretellers. If
+-a character leaves or is removed from their coven, they immediately lose access to all of that coven's spells.
+-
+-For magician NPCs in a coven, the GM can assume that their rank is equal to their NPC level (with a maximum of 6).
+-
+-> Spending XP to advance a character's rank in a coven does not count as one of the four character advancements needed
+-> to reach a higher tier
+-
+-Joining A Coven
+-
+-Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven's goals
+-and living in accordance with its values. The ritual is a demonstration of dedication to the coven's purpose, and varies
+-in difficulty accordingly. Characters receive their talisman once the ritual is complete.
+-
+-Coven Talismans
+-
+-A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven.
+-Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers'
+-talismans might include a necklace, a pin, and a keychain, all with the same whisk design.
+-
+-Coven talismans are a type of artifact, with a level equal to the character's rank within the coven and a depletion of
+-"—." The talisman is what allows the character to use their coven abilities; if the talisman isn't on the character's
+-person or within short range, all of the character's coven magic is hindered by two steps. When a person advances within
+-the coven, the talisman's appearance may change to reflect this. While these talismans don't require a depletion roll
+-with each use, a character's coven talisman automatically depletes if they break from the coven.
+-
+-Advancing Within A Coven
+-
+-Advancing within a coven is a separate matter from advancing a character. In fact, coven advancement is more similar to
+-a long-term benefit of spending XP. Coven advancement should occur after a character has learned, discovered, or
+-achieved something that aligns with the coven's mission and values.
+-
+-To advance within the coven, the player spends 3 XP. Characters may mark the occasion with a celebration or let it pass
+-quietly
+-
+-Breaking From A Coven
+-
+-If a character wishes to leave a coven, they relinquish their coven talisman and lose access to their coven abilities.
+-But a character can also break from their coven by behaving in opposition to its values—such as if a Benevolent Baker
+-were to knowingly poison someone. This causes their coven talisman to become depleted, meaning that they can no longer
+-use their coven abilities.
+-
+-To restore their place in the coven, a disgraced character must begin by making amends with the other members. They then
+-take their coven talisman to an epicenter and perform a ritual with a difficulty equal to their former coven rank. Upon
+-completing the ritual, they regain that rank within the coven and can access spells accordingly.
+-
+-Forming A New Coven
+-
+-Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following:
+-
+-- What's the coven called?
+-
+-- What are one or two goals for the coven's magic? What do they want to learn how to do? What skill do the players want
+- the coven to be known for?
+-
+-- What are a few succinct values? What do the players agree are the most important things a magician can be? Competent?
+- Fair? Determined? Kind? Loyal? Wealthy?
+-
+-- What does the coven talisman look like?
+-
+-- What does the initiation ritual (which exemplifies the coven's goals and values) consist of?
+-
+-Selecting Coven Abilities
+-
+-Coven abilities are chosen by the GM and players. To start, they need to decide the rank 1 ability. They can determine
+-the rank 2 ability when at least one character is ready to advance within the coven. In a longer campaign, selecting
+-abilities on an ongoing basis—rather than choosing them all at once—means that the players can choose their next coven
+-ability based on what obstacles they expect their characters to face.
+-
+-The Cypher System Rulebook divides abilities by both category and power level, which is helpful in narrowing down your
+-options. Choose a low-tier ability for ranks 1 and 2, a mid-tier ability for ranks 3 and 4, and a high-tier ability for
+-ranks 5 and 6.
+-
+-Because covens form around unifying goals and principles, coven abilities should stack upon each other wherever
+-possible. A coven of entomologists learning to summon and control leaf bugs might progress from Influence Swarm at rank
+-1 to Control Swarm at rank 2, Call Swarm at rank 3, and so on, eventually reaching Insect Eruption at rank 6. Don't be
+-afraid to be specific! Joining a coven gives characters the opportunity to become experts in a narrow field.
+-
+-If a pre-existing ability doesn't capture what the players and GM are looking for, the GM is always free to create new
+-ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
+-to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
+-
+-Magical Crafting Skills
+-
+-Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general
+-"crafting magic items" skill, or need to have a specific skill for each kind of item they might craft, such as "brewing
+-potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers
+-all sorts of crafted magic items.
+-
+-### EXCEEDING CYPHER LIMITS
+-
+-Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
+-game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
+-effect stops or reverts if the cypher is activated or leaves the area. If a PC is exceeding their cypher limit, roll
+-1d00 and consult this table to see what happens (roll anywhere from once per hour to once per day, as fits the story).
+-The table is set up so the first entries are weird but generally harmless, the middle ones are annoying, and the last
+-ones are harmful or dangerous. Optionally, you can increase the threat by adding +20 to the d00 roll for every
+-additional cypher the character is over their limit (+20 for two over, +40 for three over, and so on).
+-
+-Side Effects of Exceeding Cypher Limits
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-01-02 |
+-Hair of everyone in immediate range stands straight out |
+-
+-
+-03-04 |
+-Ugly faces manifest on surfaces in the area |
+-
+-
+-05-06 |
+-Character's skin color changes to something unusual (blue, orange purple) |
+-
+-
+-07-08 |
+-Character's footprints are glowing red arrows |
+-
+-
+-09-10 |
+-Flowers in short range wilt and dissolve into stinky goo |
+-
+-
+-11-12 |
+-Character's skin grows fishlike eyes, which dry and fall off like scabs |
+-
+-
+-13-14 |
+-Internet speeds within short range slow to a crawl |
+-
+-
+-15-16 |
+-Character develops prominent skin rash resembling corporate logos |
+-
+-
+-17-18 |
+-Character says the word "sexy" in place of any adjective |
+-
+-
+-19-20 |
+-Dogs bark angrily at the character |
+-
+-
+-21-22 |
+-Character sheds fingernails, quickly replaced by circuit boards |
+-
+-
+-23-24 |
+-Character keeps seeing UFOs |
+-
+-
+-25-26 |
+-Cypher randomizes names and icons of nearby apps |
+-
+-
+-27-28 |
+-Character takes on the outward appearance of a different intelligent species (chimera, nix, and so on) each
+-hour |
+-
+-
+-29-30 |
+-Cypher becomes overcharged (acts
+-as +1 level) and erratic (tasks to use
+-it are hindered) |
+-
+-
+-31-32 |
+-Character's hand sometimes turns
+-into a battered plastic duplicate and
+-falls off, with a new hand growing to
+-replace it within seconds |
+-
+-
+-33-34 |
+-Character compelled to dig through
+-nearby trash cans in search of
+-discarded batteries |
+-
+-
+-35-36 |
+-Character's head surrounded by
+-floating illusions of rude gestures
+-and inappropriate words |
+-
+-
+-37-38 |
+-Character's vision distorted so all
+-writing appears undecipherably
+-blurred |
+-
+-
+-39-40 |
+-Birds creepily follow the character
+-and sometimes call their name |
+-
+-
+-41-42 |
+-Character frequently drops business
+-cards with publicly viewable links to
+-their browser history |
+-
+-
+-43-44 |
+-Cypher reads aloud all text visible
+-within short range |
+-
+-
+-45-46 |
+-Cypher makes frequent beeping
+-noise like a large truck backing up |
+-
+-
+-47-48 |
+-Cypher grows hard legs and noisily
+-follows the character, hindering
+-interaction and stealth tasks |
+-
+-
+-49-50 |
+-Cypher coats itself in a sticky
+-honey-like substance |
+-
+-
+-51-52 |
+-Character's thoughts broadcasted to
+-everyone within long range |
+-
+-
+-53-54 |
+-Character followed by a cloud of
+-clothing-eating moths |
+-
+-
+-55-56 |
+-Random cypher vanishes, leaving
+-behind a handful of wet soil |
+-
+-
+-57-58 |
+-Character's voice is digitally
+-distorted and difficult to understand,
+-hindering interaction tasks |
+-
+-
+-59-60 |
+-Character quotes commercial jingles
+-and catchphrases every few minutes |
+-
+-
+-61-62 |
+-Character or cypher emits a strong
+-smell of asphalt or gasoline |
+-
+-
+-63-64 |
+-Bugs frequently fly into character's
+-mouth when they speak |
+-
+-
+-65-66 |
+-Open flames in short range give off
+-noisy sparks like small fireworks |
+-
+-
+-67-68 |
+-Character feels intoxicated by a mild
+-hallucinogen, hindering all tasks |
+-
+-
+-69-70 |
+-Character sets off nearby car alarms |
+-
+-
+-71-72 |
+-Character's eyes shine like powerful
+-flashlights, hindering their visual
+-perception tasks |
+-
+-
+-73-74 |
+-Any coffee within immediate range
+-tastes like nickels |
+-
+-
+-75-76 |
+-Causes short circuits in nearby wired
+-electronics |
+-
+-
+-77-78 |
+-Character receives frequent spam
+-phone calls about nonexistent
+-services (engine moisturizing,
+-aspirin condensation, aligning
+-apartment chakras) |
+-
+-
+-79-80 |
+-Character followed by flying camera
+-drones |
+-
+-
+-81-82 |
+-Magical interference suppresses
+-the cypher's function unless the
+-character spends 4 Intellect points
+-to cleanse its aura |
+-
+-
+-83-84 |
+-Magical interference decreases
+-character's Intellect Edge by 2 |
+-
+-
+-85-86 |
+-Attracts an internet d@emon |
+-
+-
+-87-88 |
+-Attracts a zorp |
+-
+-
+-89-90 |
+-Character gets jittery (hindered
+-Speed-based tasks) unless they
+-chain-smoke cigarettes |
+-
+-
+-91 |
+-Character's bones become brittle,
+-hindering Might tasks |
+-
+-
+-92 |
+-Cypher is painfully cold to the touch,
+-inflicting 1 point of damage each
+-round it touches bare skin |
+-
+-
+-93 |
+-Character occasionally is hurled
+-horizontally an immediate distance
+-with great force (typically 4 points of
+-ambient damage) |
+-
+-
+-94 |
+-Character develops severe allergy to
+-a common food ingredient (wheat,
+-eggs, citrus) |
+-
+-
+-95 |
+-Vehicle brake lines within short
+-range dramatically rupture |
+-
+-
+-96 |
+-Electronic devices within short range
+-tend to lose power, overheat, or
+-catch fire |
+-
+-
+-97 |
+-Character frequently steps on nails,
+-broken glass, or other sharp things
+-(1 or 2 points of damage, ignores
+-Armor) |
+-
+-
+-98 |
+-Character always bites their own
+-tongue (1 point of damage, ignores
+-Armor) whenever they cast a spell |
+-
+-
+-99 |
+-Two cyphers begin fighting each
+-other with switchblades and energy
+-blasts, must be restrained or
+-separated |
+-
+-
+-00+ |
+-Cypher functions normally, but
+-explodes like a grenade shortly after
+-it is activated or the magic ends |
+-
+-
+-
+-
+-### FAMILIARS
+-
+-In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person
+-as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities
+-vary greatly from setting to setting. A familiar might be just a pet or comfort animal, with no special abilities. They
+-might have an empathic or telepathic connection with their person. They might be an extension of the person's soul, with
+-harm to the familiar causing harm to the person. They might be a fully supernatural creature, able to assist with
+-magical tasks or provide advice. A magical world might only have one of these kinds of familiars, or any of them.
+-
+-CONTENT WARNING: This section talks about the death of pets.
+-
+-Standard Pet
+-
+-The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially
+-the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the character's
+-magical abilities in any way, and is not meant to help in combat. Their death doesn't cause the character physical harm
+-(although it probably causes emotional harm, just like the loss of any pet), and the character can gain a new familiar
+-after a certain amount of time. For this type of familiar, a character should choose the Critter Companion ability,
+-which gives them a level 1 creature.
+-
+-If the character wants a bigger or tougher creature that is otherwise still a normal animal, they should choose Beast
+-Companion, which gives them a level 2 creature, but otherwise works the same as Critter Companion.
+-
+-As a slightly more magical variant, choose either of these abilities, but instead of finding a replacement for the
+-creature if it dies, the character can perform a magical ritual (taking 1d6 days) to return them to life.
+-
+-Unusual Familiar
+-
+-There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a
+-world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards,
+-capybara-bats, and raven‑snakes), those kinds of creatures are valid choices for a familiar.
+-
+-If a familiar is a creature whose body is created by the bond with a magician (instead of an existing beast that the
+-character finds and binds with magic), the GM could allow a familiar to look like an extinct animal, such as a dodo bird
+-or Compsognathus dinosaur, or even a permanently miniature version of a large creature such as an elephant or
+-rhinoceros.
+-
+-History and fantasy literature has suggested other forms for familiars, such as fiendish-looking imps, tiny dragons,
+-alchemy-crafted homunculi, fairies, intelligent floating skulls, and spirits resembling human children. Exactly what
+-sorts of unusual familiars are available in the setting is up to the GM, but their appearance generally doesn't affect
+-their game statistics. For example, a flying skull familiar and a bat familiar probably have the same level, movement,
+-and modifiers.
+-
+-Magical Familiar
+-
+-This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the
+-familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet
+-familiar) the fact that it can't truly die. The disadvantages of this kind of familiar are that they cannot travel too
+-far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this
+-type of familiar, a character should choose the Bound Magic Familiar ability.
+-
+-Soulbound Familiar
+-
+-This is the most powerful and versatile kind of familiar. They have significant magical abilities, but this requires a
+-bond between the character and familiar that makes them both vulnerable in certain ways.
+-
+-For this type of familiar, a character should choose the Soul Familiar ability.
+-
+-Modifying A Familiar
+-
+-The following character abilities can be used to improve your familiar or the connection you have with it. (Although
+-most of the ability descriptions refer to the Beast Companion ability, they have the same effect on a familiar as on a
+-beast companion.)
+-
+-Tier 3: Stronger Together
+-
+-Tier 4: Beast Eyes
+-
+-Tier 5: Improved Companion
+-
+-Tier 6: As If One Creature
+-
+-### REVIVING ARTIFACTS
+-
+-While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing
+-this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character
+-might take an artifact to a well-known repair person who charges a pretty penny for their services, they could make a
+-bargain with a powerful entity who has special magic to bring items back to life, or they might sneak into a corporation
+-to steal a prototype power source to get their artifact back in working condition.
+-
+-Typically, a revived artifact has the same depletion rate as it did when it was new. However, some repairs or fixes may
+-be less substantial than others. In this case, move the depletion rate down to the next smaller die type. So an artifact
+-that started at 1 in 1d00 would now be 1 in 1d20 (and if repaired again, might be 1 in 1d10). If the artifact's
+-depletion is already using a d6, double the depletion number (for example, from 1–2 in 1d6 to 1–4 in 1d6). If the
+-depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the
+-artifact's depletion to "automatic."
+-
+-### OPTIONAL MODERN MAGIC FLAVOR
+-
+-### MODERN MAGIC FLAVORS
+-
+-Charms and Figments Flavor
+-
+-Creating illusions and affecting minds are sometimes considered "soft" magical disciplines (as opposed to "hard"
+-disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a
+-few spells in the other.
+-
+-Tier 1:
+-
+-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
+-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
+-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
+-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
+-
+-Fast Talk
+-
+-Goad
+-
+-Impart Ideal
+-
+-Mental Link
+-
+-Minor Illusion
+-
+-Tier 2:
+-
+-Calm Stranger
+-
+-Cloud Personal Memories
+-
+-Illusory Duplicate
+-
+-Misdirect Blame
+-
+-Tier 3:
+-
+-Advanced Command
+-
+-Illusory Disguise
+-
+-Soothe the Savage
+-
+-Tier 4:
+-
+-Calm
+-
+-Major Illusion
+-
+-Mind Control
+-
+-Psychic Burst
+-
+-Psychic Suggestion
+-
+-Tier 5:
+-
+-Crowd Control
+-
+-Mind Games
+-
+-Projection
+-
+-Tier 6:
+-
+-Flee
+-
+-Terrifying Image
+-
+-Cozy Magic Flavor
+-
+-Sometimes a sorcerer isn't interested in combat magic and secret of the universe. Sometimes "cozy magic" is enough:
+-bonding with a group of close friends, having a nice house, and providing support and comfort in times of need.
+-
+-Tier 1:
+-
+-Advice From A Friend
+-
+-Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
+-where they are. The individual creatures must be willing and able to communicate. You immediately know their current
+-status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
+-a short sentence or a few words.
+-
+-These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
+-they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
+-mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
+-
+-You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
+-people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
+-
+-If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
+-above that, you can check on an additional ten creatures. Action.
+-
+-Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
+-exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
+-know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
+-gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
+-tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
+-situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
+-you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
+-up to one minute to complete.
+-
+-Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
+-within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
+-their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
+-know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
+-minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
+-asset on one task of their choosing within one hour.
+-
+-In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
+-affects one additional creature. Action per target to initiate.
+-
+-Tier 2:
+-
+-Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
+-such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
+-short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
+-and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
+-four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
+-time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
+-animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
+-addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
+-apply to this ability. Action.
+-
+-Adorable Animal: level 1, positive social interactions as level 3
+-
+-Fetch
+-
+-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
+-transmitting an STI. This protection lasts for ten hours. Action.
+-
+-Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
+-vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
+-automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
+-or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
+-disappearing. Action.
+-
+-Telepathic
+-
+-Tier 3:
+-
+-Informer
+-
+-Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
+-typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
+-does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
+-range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
+-drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
+-temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
+-each level of Effort affects two additional batches. Action to initiate; one minute to complete.
+-
+-Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
+-apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
+-mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
+-to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
+-Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
+-
+-Tier 4:
+-
+-Able Assistance
+-
+-Pay it Forward
+-
+-Thinking Ahead
+-
+-Tier 5:
+-
+-Group Friendship
+-
+-Undo
+-
+-Tier 6:
+-
+-Drawing on Life's Experiences
+-
+-Stimulate
+-
+-Telepathic Network
+-
+-Divination Flavor
+-
+-Knowledge is power! Characters with the divination flavor are familiar with using magic to learn information, see into
+-hidden places, and discover secrets.
+-
+-Tier 1:
+-
+-Babel
+-
+-Scan
+-
+-Third Eye
+-
+-Tier 2:
+-
+-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
+-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
+-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
+-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
+-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
+-alien, high-technology, or other mysterious devices. Action.
+-
+-Mind Reading
+-
+-Open Mind
+-
+-Premonition
+-
+-See History
+-
+-Tier 3:
+-
+-Creature Insight
+-
+-Device Insight
+-
+-Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
+-two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
+-phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
+-still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
+-an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
+-your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
+-learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
+-of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
+-ability, you can reach an additional week further into the past. Action.
+-
+-Retrieve Memories
+-
+-Tier 4:
+-
+-Reading the Room
+-
+-Remote Viewing
+-
+-Sensor
+-
+-Tier 5:
+-
+-Knowing the Unknown
+-
+-Read the Signs
+-
+-True Sense
+-
+-Tier 6:
+-
+-See Through Time
+-
+-Modern Magic Flavor
+-
+-Characters who live in a modern world with magic and technology often know a bit about mixing the two of them together.
+-These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger's pistol)
+-from various sources, much like how people tend to learn skills unrelated to their day job (like cooking, dancing, and
+-playing guitar).
+-
+-Tier 1:
+-
+-Cantrips (choose any four)
+-
+-Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
+-within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
+-if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
+-or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
+-television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
+-higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
+-
+-Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
+-lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
+-works as if you were carrying your device with you and using it directly (meaning the network notes your current
+-location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
+-ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
+-to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
+-to initiate.
+-
+-In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
+-probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
+-
+-Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
+-tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
+-level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
+-task. Once this free level of Effort is used, the magic ends. Action.
+-
+-Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
+-of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
+-time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
+-morning). Action.
+-
+-Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
+-giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
+-or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
+-someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
+-\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
+-ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
+-
+-Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
+-or a mobile payment service such as Apple Pay, PayPal, or Venmo
+-
+-Ward
+-
+-Tier 2:
+-
+-Charm Machine
+-
+-Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
+-succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
+-object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
+-apply Effort to increase the level of the effect that can potentially be dispelled. Action.
+-
+-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
+-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
+-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
+-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
+-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
+-more firearms; each level of Effort affects one additional target. Action or enabler.
+-
+-Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
+-such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
+-cost is 2 Intellect points plus 1 point per level of the device. Action.
+-
+-Safe Fall
+-
+-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
+-transmitting an STI. This protection lasts for ten hours. Action.
+-
+-Third Eye
+-
+-Tier 3:
+-
+-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
+-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
+-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
+-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
+-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
+-alien, high-technology, or other mysterious devices. Action.
+-
+-Network Tap
+-
+-Sensor
+-
+-Tier 4:
+-
+-Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
+-restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
+-on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
+-electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
+-alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
+-use Effort to increase the target level that can be affected by 1. Action.
+-
+-Soothe the Savage
+-
+-Tier 5:
+-
+-Granite Wall
+-
+-Tower of Will
+-
+-Tier 6:
+-
+-Information Gathering
+-
+-Trust to Luck
+-
+-Protection Flavor
+-
+-Characters with the protection flavor use magic to defend against hostile environments, hazardous substances, dangerous
+-creatures, and intrusive mental powers.
+-
+-Tier 1:
+-
+-Closed Mind
+-
+-Resonance Field
+-
+-Ward
+-
+-Tier 2:
+-
+-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
+-transmitting an STI. This protection lasts for ten hours. Action.
+-
+-Trained Without Armor
+-
+-Wind Armor
+-
+-Tier 3:
+-
+-Energy Protection
+-
+-Force Field Barrier
+-
+-Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
+-steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
+-normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
+-twenty-four hours. Action.
+-
+-Tier 4:
+-
+-Counter Danger
+-
+-Elemental Protection
+-
+-Poison Resistance
+-
+-Tier 5:
+-
+-Defensive Field
+-
+-Nothing but Defend
+-
+-Tower of Intellect
+-
+-Toer 6:
+-
+-Reactive Field
+-
+-Untouchable
+-
+-### OPTIONAL RULES FOR THE APOCALYPSE
+-
+-The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after
+-civilization falls. Some represent useful information that rarely comes up in other games but is ever‑present in almost
+-every post‑apocalyptic game, such as scavenging and how to repair before‑times machines, the game effects of exposure
+-and starvation, and so on.
+-
+-Other optional rules support play in the aftermath of a particular type of cataclysm or style of play. If nuclear war
+-destroyed the world, the landscape is likely much different than if a pandemic wiped out most people.
+-
+-And that's to say nothing of more fantastic elements that can pop up in a post‑apocalyptic setting, such as the
+-civilization‑shattering aftereffects of the Christian Judgment Day, kaiju, time storms, and so on.
+-
+-Most of the rules are meant for the GM's eyes only—things that happen behind the scenes or that are secrets the PCs
+-might find out over the course of the game.
+-
+-Realistic Versus Fantastic Optional Rules: Some of the optional rules presented here are for realistic or plausible
+-scenarios like nuclear war or climate change, and some are for fantastic events and settings such as time storms, the
+-return of magic, or incredible mutations. Realistic optional rules usually also apply in games that use one or more
+-fantastic optional rules. Ultimately, it's your choice. Feel free to use some, all, or none of these optional rules when
+-running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
+-to the game.
+-
+-### EXPOSURE, STARVATION, AND DEHYDRATION
+-
+-Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
+-post‑apocalyptic scenario, given that survival is a primary theme of the genre.
+-
+-When to Use: If PCs are exposed to the elements, don't have enough food, and/or don't have enough water, their health
+-and life span are directly affected.
+-
+-Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
+-
+-### EXPOSURE
+-The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
+-degrading.
+-
+-Too Cold
+-
+-Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body's stored energy. The result is
+-hypothermia, when the body loses heat faster than it can produce it. A body temperature that's too low affects the
+-brain, making the target unable to think clearly or move well. Those with adequate clothing and/or shelter appropriate
+-to the environment are protected. Generally, a PC can survive extreme cold for about twenty minutes to about two hours.
+-
+-In game terms, unprotected characters, or even characters who have less than adequate protection, suffer 1 point of
+-ambient damage per hour in temperatures near or below 32° F (0° C), or 1 point of ambient damage per round in subzero
+-(–18° C) conditions. In addition, PCs in subzero temperatures with inadequate protection must succeed on a difficulty 4
+-Might defense roll each hour or descend one step on the damage track.
+-
+-Too Hot
+-
+-Prolonged exposure to a wet‑bulb temperature of 95° F (35° C) is the upper limit of safety, beyond which the human body
+-can't cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, dizziness, headache, and
+-nausea. Heat exhaustion can progress to heatstroke, when the body's temperature regulation system fails. Those with
+-adequate shelter or some sort of cooling system are protected. Generally, a PC can survive extreme heat for about twenty
+-minutes to two or three hours.
+-
+-In game terms, PCs in too‑hot conditions suffer 1 point of ambient damage per ten minutes. In addition, a character
+-exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten
+-minutes. On a failed roll, the character descends one step on the damage track.
+-
+-### RULE OF THREE
+-
+-One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes
+-something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
+-you can survive for three weeks without food. However, the rule depends on a person not being directly exposed to the
+-environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
+-is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries.
+-
+-### STARVATION
+-
+-Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food
+-take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if
+-the character makes a recovery roll to regain lost Pool points). In addition, after seven days without food, a starving
+-character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one
+-step on the damage track.
+-
+-### DEHYDRATION
+-
+-Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or
+-physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any
+-day a PC has taken dehydration damage, their tasks are hindered (even if the character makes a recovery roll to regain
+-lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might
+-defense roll each day. On a failed roll, the character descends one step on the damage track.
+-
+-### RADIATION IN THE REAL WORLD
+-
+-Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations,
+-cancer, and death.
+-
+-When to Use: If nuclear war led to the apocalypse, regions of dangerous radiation linger in the aftermath. Even if you
+-predicate that civilization fell for some other reason, radiation could still be a hazard: a few nuclear bombs may have
+-since been launched by a doom‑driven survivor group that found an old silo, a before‑times nuclear power plant went
+-critical and PCs must access it, alien invaders used weapons that left behind radioactive scars, or just because.
+-
+-Use this optional rule to evoke a more realistic approach to dangerous radiation. You could also use it in a setting
+-with fantastic elements as a baseline effect, even if for some, exposure also leads to the potential for incredible
+-mutations.
+-
+-Effect: Methods to detect and mitigate radiation are useful to avoid stumbling into it in the first place, as described
+-in the next section. Dangerous radiation harms and eventually kills people and other creatures, as described under the
+-sections that follow.
+-
+-Telltale Signs of Dangerous Radiation
+-
+-Confirming the Presence of Radiation: If PCs have a functioning radiation‑detecting device, it confirms whether an area
+-is radioactive. Otherwise, they can attempt a difficulty 4 Intellect roll to correctly correlate the telltale signs of a
+-radiation hazard with its actual presence. Even if PCs fail this roll, they still understand that some kind of dangerous
+-residue is blighting the area, whether it's radiation, poison, evil spirits, nanites, or something else.
+-
+-Radiation Damage
+-
+-Especially intense radiation, such as might be found at the center of an area bearing telltale signs of contamination,
+-harms PCs soon after they are exposed.
+-
+-Immediate Effects of Exposure: When PCs are exposed to dangerous radiation without shielding, they suffer 3 points of
+-ambient damage per minute each time they fail a difficulty 3 Might defense task; on a success they still take 1 point of
+-ambient damage. If they spend more than ten minutes in the area, or fail three Might defense rolls against radiation
+-during any single period of radiation exposure, they are subject to radiation sickness (see the box below).
+-
+-A character who has scavenged, repaired, or cobbled together a hazmat suit is still vulnerable, though less so. The suit
+-eases a wearer's Might defense tasks, though the wearer takes 1 point of ambient damage (because the suit provides +2 to
+-Armor against damage from radiation) every few minutes with each failed defense roll. Unless they tear their suit or are
+-otherwise compromised, they're generally not subject to radiation sickness.
+-
+-\*Dangerous radiation: Level 3
+-
+-\*Taking iodine tablets eases Might defense rolls against radiation sickness by three steps.
+-
+-Disease: Radiation Sickness
+-
+-Level 8 disease: Nausea, vomiting, diarrhea, and fatigue appear within minutes to hours of a PC contracting radiation
+-sickness. Hours later, the PC may suffer skin burns and hair loss. Days later, they experience extreme weakness, weight
+-loss, and potentially death.
+-
+-Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might
+-defense rolls, they gradually improve and throw off the sickness effects within a few weeks.
+-
+-### SCAVENGING, REPAIRING, AND BUILDING
+-
+-Survivors need food and shelter in a world turned upside down.
+-
+-When to Use: PCs in a post‑apocalyptic setting that aren't prepared or that have lost access to their resources and base
+-must usually spend part of each day scavenging for supplies and/or a place of safety. Scavenging is what happens anytime
+-they search for food, water, and shelter.
+-
+-Effect: Basic scavenging optional rules are described in the *Cypher System Rulebook*. However, if you'd like to provide
+-the PCs with many more options, including rules for finding enough to eat and drink, a safe shelter, and more, use the
+-following extended optional rules instead. The base scavenging rules have been incorporated here, so you don't need to
+-cross‑reference them to understand how it all works.
+-
+-Food, Water, and Shelter
+-
+-PCs in a post‑apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of
+-reasons, including because that's the situation you start them in, they're exploring a new area, their settlement was
+-overrun by raiders and they barely escaped with their lives, or something else.
+-
+-Generally, characters must spend ten minutes to an hour searching through the rubble and ruins in a particular area
+-before they have a chance of finding food or a refuge.
+-
+-Characters who succeed in finding food and water or refuge also get to roll up to once each day on the Useful Stuff
+-table and three times on the Junk table. (Some characters won't care about rolling on the Junk table; no need to have
+-them make rolls if that's the case.) If a "food" or "water" result is obtained on the Useful Stuff table, PCs discover
+-double the amount of resources and have enough for two days for six people.
+-
+-Consider using a GM intrusion to add additional color by way of an unexpected threat or hazard as they search,
+-especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for
+-resources.
+-
+-Food and Water
+-
+-Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
+-but sometimes it includes fresh fruits and vegetables growing wild or cultivated by other survivors.
+-
+-Found water might be canned seltzer water, water in casks, water in tanks, and other leftovers from the before‑times,
+-but it could just as easily be collected rainwater, from a river, from a lake, or water secured by previous survivors.
+-
+-Scavenging and Related Tasks
+-
+-| Level | Task |
+-|-------|-------------------------------------------------------------------------------------------------------------------------------------|
+-| 5 | Find enough food and clean water for a group of five characters to eat and drink for one dya |
+-| 5 | Find a place of relative safety to regroup, shelter from the elements, and hide from other dangerous groups or creatures |
+-| \- | The task is hindered by one step from every two more people (above 5) a scavenger tries to find resources or a refuge for |
+-| \+ | The task is eased by one step for every two fewer people (from a baseline of 5) a scavenger tries to find resources or a refuge for |
+-
+-Changing Conditions Affect Scavenger Success
+-
+-The difficulty of finding food, water, and a safe place varies by location and by how many days the characters have
+-already spent there.
+-
+-Right After the Apocalypse: Things may be somewhat picked over, but PCs probably have their choice of food, water,
+-shelter, and useful things, assuming the apocalypse isn't one that also devastates large swaths of the immediate
+-environment.
+-
+-Months and Years After the Apocalypse: Other survivors who've already scavenged the area and exposure to the elements
+-make scavenging more difficult as time marches on. Each week the PCs spend in the same area (that's not an allied
+-settlement) hinders subsequent scavenging tasks by one additional step. The result of failing to find food and water is
+-obvious; if you're using it, refer to the exposure, starvation, and dehydration optional rule.
+-
+-Staying in One Place Too Long: In an unsafe area, PCs who've found shelter must succeed on a new difficulty 5 Intellect
+-task each week to determine if their refuge is still safe. If they fail to find—or keep—a refuge, the place becomes
+-compromised in some way. For instance, perhaps their presence is noticed by a hostile force in the area (raiders, a
+-dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
+-evident.
+-
+-### USEFUL STUFF
+-
+-Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful
+-stuff is often found along with these basic requirements.
+-
+-When to Consult the Table: When a group of characters successfully finds food and water or a safe place, they also find
+-something else that's potentially useful. Consult the Useful Stuff table up to once per day, or two or three times if
+-PCs roll a special minor or major effect, respectively. If it's the first day they have scavenged in a particular area,
+-each character might find something useful on the table, but on subsequent days, a group normally gets only a single
+-roll.
+-
+-Subtables: Roll on a specific subtable only if you wish to provide additional flavor to what PCs find.
+-
+-Useful? The implication is that if PCs find something on the Useful Stuff table, it's in working condition, having
+-beaten the odds of degradation and destabilization facing all common things from the before‑times. A GM intrusion, of
+-course, could complicate that for any given item.
+-
+-Artifact? As described under Pre‑Apocalyptic Artifacts, almost every nonfood item on the Useful Stuff table could be
+-considered an artifact, given that it is increasingly difficult to produce or preserve. Adding a depletion roll (usually
+-1 in 1d20) represents the likelihood that the item will fall apart, break down, or run out.
+-
+-Useful Stuff Table
+-
+-Most of the time, it's not important to know the level of a useful item PCs find. If it becomes important, level 3 is a
+-good baseline. If the item is particularly fragile (such as a wheel of cheese preserved in wax), drop the level by 1 or
+-2. If the item is particularly hardy (like a fire engine), increase the level by 1 or 2.
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-01 |
+-Water filter straw or bottle |
+-
+-
+-02 |
+-Windproof matches, box |
+-
+-
+-03 |
+-Gas mask |
+-
+-
+-04 |
+-Soap, shampoo, or other hygiene product |
+-
+-
+-05 |
+-Tool, hand (the right tool for the job provides an asset on repair and crafting tasks)
+-
+-
+-
+-
+-
+-
+-
+-
+-d10 |
+-Specific Tool Found |
+- |
+-
+-
+-1 |
+-Manual drill |
+- |
+-
+-
+-2 |
+-Hammer |
+- |
+-
+-
+-3 |
+-Tape measure |
+- |
+-
+-
+-4 |
+-Lever hoist/ratchet/come‑along |
+- |
+-
+-
+-5 |
+-Screwdriver, multibit |
+- |
+-
+-
+-6 |
+-Saw |
+- |
+-
+-
+-7 |
+-Pliers |
+- |
+-
+-
+-8 |
+-Wrench |
+- |
+-
+-
+-9 |
+-Level |
+- |
+-
+-
+-10 |
+-Clamps |
+- |
+-
+-
+- |
+-
+-
+-06 |
+-Carabiner |
+-
+-
+-07-08 |
+-Bungee cords |
+-
+-
+-09-10 |
+-Tool, corded or battery‑powered (the right tool for the job provides an asset on repair and crafting tasks)
+-
+-
+-
+-
+-
+-
+-
+-
+-d10 |
+-Specific Tool Found |
+- |
+-
+-
+-1 |
+-Drill, corded or battery |
+- |
+-
+-
+-2 |
+-Miter saw, corded |
+- |
+-
+-
+-3 |
+-Circular saw, corded |
+- |
+-
+-
+-4 |
+-Table saw, benchtop |
+- |
+-
+-
+-5 |
+-Welding kit |
+- |
+-
+-
+-6 |
+-Impact driver, corded or battery |
+- |
+-
+-
+-7 |
+-Chainsaw, gas, corded, or electric |
+- |
+-
+-
+-8 |
+-Nail gun, corded, battery, or air‑driven |
+- |
+-
+-
+-9 |
+-Air compressor |
+- |
+-
+-
+-10 |
+-Heat gun, corded or battery |
+- |
+-
+-
+- |
+-
+-
+-11 |
+-Construction/repair supply (the right material provides an asset to a task that would benefit from its use;
+-counts as one load of construction junk)
+-
+-
+-
+-
+-
+-
+-
+-D6 |
+-Component or Substance |
+-
+-
+-1 |
+-Glue, wood, ceramic, or super |
+-
+-
+-2 |
+-Epoxy, metal welding |
+-
+-
+-3 |
+-Nails, screws, fasteners |
+-
+-
+-4 |
+-Electrician's Tape |
+-
+-
+-5-6 |
+-Duct Tape |
+-
+-
+- |
+-
+-
+-12 |
+-Nightvision goggles |
+-
+-
+-13 |
+-First aid kit (provides an asset to 1d20 healing-related tasks before exhaustion) |
+-
+-
+-14 |
+-Ammunition handloading tool set (provides an asset to crafting ammunition) |
+-
+-
+-15-16 |
+-Over the counter (OTC) medicine (provides an asset to one qualifying healing‑related task)
+-
+-
+-
+-
+-
+-
+-
+-d10 |
+-Specific Medicine Found |
+-
+-
+-1 |
+-Pain reliever (aspirin, ibuprofen, acetaminophen, or naproxen) pill |
+-
+-
+-2 |
+-Antihistamines, pills or salve |
+-
+-
+-3 |
+-Antacids, pills or chews |
+-
+-
+-4 |
+-Sunscreen, oil or spray |
+-
+-
+-5 |
+-Cold/flu treatment, pills or liquid |
+-
+-
+-6 |
+-Antibiotic, spray or gel |
+-
+-
+-7 |
+-Liquid bandage, spray or liquid |
+-
+-
+-8-9 |
+-Pain and discomfort relief for PMS (blended ingredients) |
+-
+-
+-10 |
+-Anti-nausea, pills or liquid |
+-
+-
+- |
+-
+-
+-17 |
+-Pads and tampons |
+-
+-
+-18 |
+-Condoms |
+-
+-
+-19 |
+-Prescription medicine (vanquishes or treats symptoms of an eligible disease or illness, if enough medicine is
+-found)
+-
+-
+-
+-
+-
+-
+-
+-
+-d20 |
+-Condition Treated by Meds |
+- |
+-
+-
+-1 |
+-Blood clots |
+- |
+-
+-
+-2 |
+-Hypothyroidism |
+- |
+-
+-
+-3 |
+-Diabetes |
+- |
+-
+-
+-4 |
+-High blood pressure |
+- |
+-
+-
+-5 |
+-Depression and anxiety |
+- |
+-
+-
+-6 |
+-Heart and artery conditions |
+- |
+-
+-
+-7 |
+-High cholesterol |
+- |
+-
+-
+-8 |
+-Bacterial infection |
+- |
+-
+-
+-9 |
+-Lung issues |
+- |
+-
+-
+-10 |
+-Seizures and epilepsy |
+- |
+-
+-
+-11 |
+-Asthma |
+- |
+-
+-
+-12 |
+-Arthritis |
+- |
+-
+-
+-13 |
+-Degenerative nerve conditions |
+- |
+-
+-
+-14 |
+-Cancer |
+- |
+-
+-
+-15 |
+-Pregnancy prevention and ending |
+- |
+-
+-
+-16 |
+-Gender dysmorphia |
+- |
+-
+-
+-17 |
+-Enlarged prostate |
+- |
+-
+-
+-18 |
+-Ulcers |
+- |
+-
+-
+-19 |
+-Acid reflux |
+- |
+-
+-
+-20 |
+-Radiation sickness |
+- |
+-
+-
+- |
+-
+-
+-20 |
+-Binoculars |
+-
+-
+-21 |
+-Horse, trained for riding (typically found with a few days of feed) |
+-
+-
+-22 |
+-Magnifying glass |
+-
+-
+-23 |
+-Glasses, readers |
+-
+-
+-24 |
+-Box of black permanent markers |
+-
+-
+-25 |
+-Scissors |
+-
+-
+-26-35 |
+-Food and water (enough for five people for one day)
+-
+-
+-
+-
+-
+-
+-
+-
+-d100 |
+-Specific Food/Water Found |
+- |
+-
+-
+-01–02 |
+-Baby food, jarred |
+- |
+-
+-
+-03–06 |
+-Beans, dried |
+- |
+-
+-
+-07–08 |
+-Beans, canned |
+- |
+-
+-
+-09–12 |
+-Bouillon cubes |
+- |
+-
+-
+-13–14 |
+-Canned pasta |
+- |
+-
+-
+-15–16 |
+-Cereal, breakfast |
+- |
+-
+-
+-17–18 |
+-Cheese in wax |
+- |
+-
+-
+-19–20 |
+-Chocolate, dark |
+- |
+-
+-
+-21–22 |
+-Coffee, instant |
+- |
+-
+-
+-23 |
+-Eggs, fresh |
+- |
+-
+-
+-24 |
+-Eggs, powdered |
+- |
+-
+-
+-25–26 |
+-Energy bar |
+- |
+-
+-
+-27–28 |
+-Fruit, canned |
+- |
+-
+-
+-29–30 |
+-Fruit, dried |
+- |
+-
+-
+-31–32 |
+-Fruit, fresh |
+- |
+-
+-
+-33–34 |
+-Flour, white |
+- |
+-
+-
+-35–36 |
+-Flour, other |
+- |
+-
+-
+-37–38 |
+-Honey |
+- |
+-
+-
+-39–40 |
+-Liquor |
+- |
+-
+-
+-41–42 |
+-Mayonnaise |
+- |
+-
+-
+-43–44 |
+-Meat, canned |
+- |
+-
+-
+-45 |
+-Milk, fresh |
+- |
+-
+-
+-46 |
+-Milk, powdered |
+- |
+-
+-
+-47–48 |
+-Mustard |
+- |
+-
+-
+-49–50 |
+-Nuts |
+- |
+-
+-
+-51–52 |
+-Oatmeal |
+- |
+-
+-
+-53–54 |
+-Oil, sealed in can |
+- |
+-
+-
+-55–56 |
+-Pasta, dried |
+- |
+-
+-
+-57–58 |
+-Pet food, canned |
+- |
+-
+-
+-59–60 |
+-Rice, dried |
+- |
+-
+-
+-61–62 |
+-Salt |
+- |
+-
+-
+-63 |
+-Snack bag, dried chips, etc. |
+- |
+-
+-
+-64 |
+-Snack, candy or baked snack |
+- |
+-
+-
+-65–66 |
+-Soda, can |
+- |
+-
+-
+-67–68 |
+-Spices |
+- |
+-
+-
+-69–70 |
+-Sugar |
+- |
+-
+-
+-71–73 |
+-Tea, in a tin |
+- |
+-
+-
+-74–75 |
+-Yeast, dry |
+- |
+-
+-
+-76–77 |
+-Vegetables, canned |
+- |
+-
+-
+-78–79 |
+-Vegetables, fresh |
+- |
+-
+-
+-80–87 |
+-Water, bottled |
+- |
+-
+-
+-88–96 |
+-Water, canned |
+- |
+-
+-
+-97–98 |
+-Wine, common |
+- |
+-
+-
+-99–00 |
+-Wine, fine |
+- |
+-
+-
+- |
+-
+-
+-36 |
+-Food cache (enough for five people for 1d20 weeks) |
+-
+-
+-37 |
+-Water cache (enough for six people for 1d20 weeks) |
+-
+-
+-38 |
+-Plastic bag (won't last long) |
+-
+-
+-39-45 |
+-Textbook or "how‑to" manual (asset to related knowledge task if studied for about an hour)
+-
+-
+-
+-
+-
+-
+-
+-
+-d10 |
+-Topics Covered |
+- |
+-
+-
+-1 |
+-Plumbing |
+- |
+-
+-
+-2 |
+-Electronics |
+- |
+-
+-
+-3 |
+-Gardening |
+- |
+-
+-
+-4 |
+-Farming |
+- |
+-
+-
+-5 |
+-Civil engineering |
+- |
+-
+-
+-6 |
+-Robotics |
+- |
+-
+-
+-7 |
+-Health |
+- |
+-
+-
+-8 |
+-Renewables (solar, wind) |
+- |
+-
+-
+-9 |
+-Smithcraft |
+- |
+-
+-
+-10 |
+-Chemistry |
+- |
+-
+-
+- |
+-
+-
+-46 |
+-Supply stash (roll on this table 1d6 +2 times) |
+-
+-
+-47 |
+-Books (1d10 books of fiction) |
+-
+-
+-48 |
+-Toy wagon |
+-
+-
+-49 |
+-Shopping cart or baby carriage |
+-
+-
+-50 |
+-Wheelbarrow |
+-
+-
+-51 |
+-Skateboard, roller skates/blades, or similar |
+-
+-
+-52 |
+-Can opener or can punch |
+-
+-
+-53 |
+-Gloves |
+-
+-
+-54 |
+-Sunglasses or safety goggles |
+-
+-
+-55 |
+-Ear plugs |
+-
+-
+-56 |
+-Extension cord or power tree |
+-
+-
+-57 |
+-Lighter, butane |
+-
+-
+-58 |
+-Lighter, plasma |
+-
+-
+-59 |
+-Flashlight, battery and/or crank-powered |
+-
+-
+-60-63 |
+-Weapon, melee
+-
+-
+-
+-
+-
+-
+-
+-
+-d10 |
+-Weapon |
+- |
+-
+-
+-1 |
+-Sap/blackjack (light) |
+- |
+-
+-
+-2 |
+-Hand axe (light) |
+- |
+-
+-
+-3 |
+-Hunting/combat knife (light) |
+- |
+-
+-
+-4 |
+-Brass knuckles (light) |
+- |
+-
+-
+-5 |
+-Axe (medium) |
+- |
+-
+-
+-6 |
+-Baseball bat (medium) |
+- |
+-
+-
+-7 |
+-Baton (medium) |
+- |
+-
+-
+-8 |
+-Saber/machete (medium) |
+- |
+-
+-
+-9 |
+-Bow (medium) |
+- |
+-
+-
+-10 |
+-Pickaxe (heavy) |
+- |
+-
+-
+- |
+-
+-
+-64 |
+-Broom or mop |
+-
+-
+-65 |
+-Padlock with keys |
+-
+-
+-66 |
+-Armor
+-
+-
+-
+-
+-
+-
+-
+-
+-d6 |
+-Specific Armor |
+- |
+-
+-
+-1 |
+-Leather jacket (light armor) |
+- |
+-
+-
+-2 |
+-Kevlar vest (medium armor) |
+- |
+-
+-
+-3 |
+-Lightweight body (medium armor, encumbers as light armor) |
+- |
+-
+-
+-4 |
+-Riot gear (medium armor) |
+- |
+-
+-
+-5 |
+-Military body (heavy armor) |
+- |
+-
+-
+-6 |
+-Crafted from trash cans (variable) |
+- |
+-
+-
+- |
+-
+-
+-67 |
+-Bivouac sack |
+-
+-
+-68 |
+-SCUBA gear |
+-
+-
+-69 |
+-Straitjacket |
+-
+-
+-70 |
+-Game, physical (puzzle, board game, RPG) |
+-
+-
+-71 |
+-Canteen |
+-
+-
+-72 |
+-Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
+-
+-
+-73-74 |
+-Vehicle
+-
+-
+-
+-
+-
+-
+-
+-
+-d20 |
+-Specific Vehicle |
+- |
+-
+-
+-1 |
+-Airplane, prop |
+- |
+-
+-
+-2 |
+-Ambulance |
+- |
+-
+-
+-3 |
+-Balloon |
+- |
+-
+-
+-4 |
+-Boat |
+- |
+-
+-
+-5 |
+-Bus |
+- |
+-
+-
+-6 |
+-Car, consumer (gas or EV) |
+- |
+-
+-
+-7 |
+-Truck, consumer (gas or EV) |
+- |
+-
+-
+-8 |
+-Fire engine |
+- |
+-
+-
+-9 |
+-Forklift |
+- |
+-
+-
+-10 |
+-Garbage truck |
+- |
+-
+-
+-11 |
+-Helicopter |
+- |
+-
+-
+-12 |
+-Jet |
+- |
+-
+-
+-13 |
+-Lawnmower, riding (gas or EV) |
+- |
+-
+-
+-14 |
+-Motorcycle (gas or EV) |
+- |
+-
+-
+-15 |
+-Bicycle (pedal or EV‑pedal) |
+- |
+-
+-
+-16 |
+-Police car |
+- |
+-
+-
+-17 |
+-Scooter |
+- |
+-
+-
+-18 |
+-Tractor (gas or EV) |
+- |
+-
+-
+-19 |
+-Train engine |
+- |
+-
+-
+-20 |
+-Van |
+- |
+-
+-
+- |
+-
+-
+-75-78 |
+-Firearm (usually found with about 10 bullets or shells)
+-
+-
+-
+-
+-
+-
+-
+-
+-d10 |
+-Specific Firearm |
+- |
+-
+-
+-1–2 |
+-Handgun (light, short range) |
+- |
+-
+-
+-3–4 |
+-Handgun (medium, long range) |
+- |
+-
+-
+-5 |
+-Rifle (medium, long range) |
+- |
+-
+-
+-6 |
+-Shotgun (heavy, immediate range) |
+- |
+-
+-
+-7 |
+-Handgun, big (heavy, long range) |
+- |
+-
+-
+-8 |
+-Assault rifle (heavy, rapid‑fire, long range) |
+- |
+-
+-
+-9 |
+-Heavy rifle (heavy, very long range) |
+- |
+-
+-
+-10 |
+-Submachine gun (medium, rapid‑fire, short range) |
+- |
+-
+-
+- |
+-
+-
+-79 |
+-Hand grenade (4 points of damage in immediate range) |
+-
+-
+-80 |
+-Ammunition cache (100 shells or bullets for 1d6 different weapons) |
+-
+-
+-81 |
+-Bolt cutters |
+-
+-
+-82 |
+-Climbing gear |
+-
+-
+-83 |
+-Crowbar |
+-
+-
+-84 |
+-Handcuffs |
+-
+-
+-85 |
+-Firearm cache (1d6+ 4 firearms; a mix of light, medium, and heavy weapons, each usually found with about 10 bullets
+-or shells) |
+-
+-
+-86-87 |
+-Boots |
+-
+-
+-88 |
+-Power
+-
+-
+-
+-
+-
+-
+-
+-
+-d10 |
+-Specific Kind of Power |
+- |
+-
+-
+-1 |
+-Generator (gas) |
+- |
+-
+-
+-2–3 |
+-Batteries, 4‑pack, household |
+- |
+-
+-
+-4 |
+-Batteries, 4‑pack, household (rechargeable) |
+- |
+-
+-
+-5 |
+-Consumer battery recharger |
+- |
+-
+-
+-6 |
+-Battery, car (12 v) |
+- |
+-
+-
+-7 |
+-Battery, portable power station (rechargeable) |
+- |
+-
+-
+-8 |
+-Gasoline (2d6 × 10 gallons) |
+- |
+-
+-
+-9 |
+-Solar panels, portable |
+- |
+-
+-
+-10 |
+-Home battery (often connected to solar) |
+- |
+-
+-
+- |
+-
+-
+-89 |
+-Lantern, kerosene or battery |
+-
+-
+-90 |
+-Electronics, consumer, general (functional, but without power or network connection, normally considered
+-junk)
+-
+-
+-
+-
+-
+-
+-
+-
+-d10 |
+-Specific Device |
+- |
+-
+-
+-1 |
+-Smartphone |
+- |
+-
+-
+-2 |
+-Laptop |
+- |
+-
+-
+-3 |
+-TV |
+- |
+-
+-
+-4 |
+-Headphones, wireless or wired |
+- |
+-
+-
+-5 |
+-Fitness tracker |
+- |
+-
+-
+-6 |
+-Smart speaker |
+- |
+-
+-
+-7 |
+-Game console |
+- |
+-
+-
+-8 |
+-Digital camera |
+- |
+-
+-
+-9 |
+-Tablet |
+- |
+-
+-
+-10 |
+-Smartwatch |
+- |
+-
+-
+- |
+-
+-
+-91 |
+-Art supplies |
+-
+-
+-92 |
+-Mask, dust and particulates |
+-
+-
+-93 |
+-Rope, nylon |
+-
+-
+-94 |
+-Sleeping bag |
+-
+-
+-95 |
+-Tent |
+-
+-
+-96 |
+-Tires, stored |
+-
+-
+-97 |
+-Toilet paper, stored |
+-
+-
+-98 |
+-Turntable and/or CD player (usually found with supply of old records and/or CDs of music) |
+-
+-
+-99 |
+-Loot (stuff people thought was valuable in the before‑times)
+-
+-
+-
+-
+-
+-
+-
+-
+-d6 |
+-Specific Valuable |
+- |
+-
+-
+-1 |
+-Silver dollar coin |
+- |
+-
+-
+-2 |
+-Gold eagle coin |
+- |
+-
+-
+-3 |
+-Book of rare stamps |
+- |
+-
+-
+-4 |
+-Framed art |
+- |
+-
+-
+-5 |
+-Designer wristwatch |
+- |
+-
+-
+-6 |
+-Jewelry |
+- |
+-
+-
+- |
+-
+-
+-00 |
+-Radiation control item
+-
+-
+-
+-
+-
+-
+-
+-
+-d6 |
+-Specific Item |
+- |
+-
+-
+-1 |
+-Radiation tent (prevents radiation damage for three days) |
+- |
+-
+-
+-2 |
+-Radiation pill (pack of five; eases defense rolls against radiation effects for 12 hours) |
+- |
+-
+-
+-3 |
+-Handheld radiation detector |
+- |
+-
+-
+-4 |
+-Radiation badge |
+- |
+-
+-
+-5–6 |
+-Manual describing radiation remediation best practices |
+- |
+-
+-
+- |
+-
+-
+-
+-
+-### JUNK
+-
+-Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to
+-function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But
+-some PCs might have a use for it. That includes PCs with the Scavenges focus, as well as any character that decides to
+-take advantage of the Repairing and Building section described in this optional rule.
+-
+-When to Consult the Table: All characters gain up to three results from the Junk table each time they successfully
+-scavenge for food and water, or a safe place to stay. Junk can sometimes be repaired. It can also be disassembled,
+-warped, melted, or otherwise used to craft or repair something else.
+-
+-How Much Junk PCs Get: Each time PCs roll on the Junk table or otherwise obtain a specific kind of junk, the amount they
+-get is called a "load." Load is an intentionally vague amount, because it represents a variable amount of junk of a
+-particular kind. A PC that finds some electronic junk could grab a single broken electric fan or leave a ruined house
+-with a shopping cart full of stereo parts. Either way, it's considered one load of electronic junk.
+-
+-Tracking Loads: It's only important to track the number and kinds of loads a PC acquires if they're going to use the
+-Repairing and Building optional rules presented later in this section. A PC can carry one load of junk along with their
+-equipment. To carry more than that, they need a plan, such as using a toy wagon, shopping cart, sled, vehicle, or mount;
+-asking an ally for help; or something else.
+-
+-Junk
+-
+-| | |
+-|-----|-------------------------------------------------------------------------------------------------|
+-| D10 | Variety of Junk |
+-| 1 | Electronic (stereo, DVD/Blu‑ray player, smartphone, electric fan, printer, router, etc.) |
+-| 2 | Plastic (lawn furniture, baby seat, simple toys, inflatable pool, etc.) |
+-| 3 | Chemical (cleaning solution, fuel, paint, rat poison, solvents, industrial chemicals, etc.) |
+-| 4 | Metal (old playsets, grills, empty barrels, frying pan, metal siding, etc.) |
+-| 5 | Glass (vases, windows, bowls, decorative pieces, etc.) |
+-| 6 | Textile (coats, pants, shirts, bathing suits, blankets, rugs, paper currency, etc.) |
+-| 7 | Vehicle (car/airplane/watercraft bodies, scavenged electronics, tires, seats, etc.) |
+-| 8 | Construction (cinder blocks, lumber, siding, wiring, pipes, bricks, insulation, shingles, etc.) |
+-| 9 | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.) |
+-| 10 | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft) |
+-
+-### REPAIRING AND BUILDING
+-
+-Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair,
+-craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more rough‑and‑ready look
+-to them. A new or repaired home could be covered in scavenged street signs. Clothing is probably a mishmash of textiles,
+-salvaged bits from costume stores, and plastic bags. A suit of armor might be made of trash can lids. And so on. Second,
+-even if something looks rough‑and‑ready, such as armor made of trash can lids, if PCs succeed on the task to create
+-medium armor (or heavy armor, if they're feeling ambitious), the resulting armor is functionally equivalent to armor of
+-the same grade made before the apocalypse. It just looks less polished.
+-
+-Improving the Odds: If PCs scavenge exactly the right tools for the job (such as a hammer instead of a rock) and/or the
+-perfect construction and repair supplies (such as steel screws instead of pegs carved from wood), they may gain an asset
+-to their task.
+-
+-Junk Required for Building vs. Repairing: The "Loads of Junk Required" column in the Repairing and Crafting Difficulty
+-and Time table is calibrated for repair. If a PC builds something from scratch (as opposed to repairing something
+-previously built), the junk requirements are twice to ten times the indicated number of loads. Something small to
+-moderate (like an article of clothing or a wheelbarrow) requires double the loads, while something large, like a
+-structure or large motorized vehicle, could require up to ten times the indicated junk loads. You, the GM, decide what's
+-reasonable.
+-
+-Other Projects: If the character wants to try to repair or build something from the ground up that isn't on the table,
+-use your best judgment, comparing to what is on the table as a baseline. Some things just can't be built with the tools,
+-materials, and knowledge the PCs have available. For instance, they probably can't build a spacecraft. On the other
+-hand, perhaps they can repair one if they find an old government base containing a secret orbital craft that was never
+-used, as long as they find specialized tools and instructions to go with it.
+-
+-Repair and Build Time: PCs who reduce the difficulty of a project cannot, generally speaking, reduce the repair or build
+-time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted
+-in the Cypher System Rulebook.
+-
+-### EQUIPMENT MAINTENANCE
+-
+-When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
+-a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
+-the larger optional rule for scavenging, repairing, and building, because if something breaks due to lack of
+-maintenance, PCs should have a chance to fix it.
+-
+-Effect: Sometimes, a piece of equipment a PC relies on breaks. Use a GM intrusion to let the character know. PCs who
+-know—or who learn—that equipment wear and breakage is a possibility can be proactive. They can spend about an hour on
+-equipment maintenance each week. Maintenance requires the PC to expend 1 load of metal or construction junk each week,
+-or to break down a few related items of scavenged useful stuff to get what they need. If PCs put in the time to keep
+-their gear in good condition, they should face fewer, if any, GM intrusions related to their equipment failing them. No
+-roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time
+-thereafter, unless a special circumstance occurs.
+-
+-Repairing and Crafting Difficulty and Time
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-Difficulty |
+-Project |
+-Repair Time |
+-Build Time |
+-Loads of Junk Required* (for repair) |
+-
+-
+-0 |
+-Tying a rope, finding a rock, etc. |
+-— |
+-Minutes |
+-— |
+-
+-
+-1 |
+-Torch |
+-1 minute |
+-5 minutes |
+-1 construction |
+-
+-
+-2 |
+-Spear, piece of simple furniture |
+-10 minutes |
+-1 hour |
+-1 construction |
+-
+-
+-2 |
+-Lean‑to shelter |
+-10 minutes |
+-1 hour |
+-Deadfall or 1 construction |
+-
+-
+-3 |
+-Bow, door, steps, simple bridge |
+-1 hour |
+-1 day |
+-1 construction |
+-
+-
+-3 |
+-Simple article of clothing |
+-10 minutes |
+-3 hours |
+-1 textile |
+-
+-
+-3 |
+-Light armor |
+-1 hour |
+-10 hours |
+-1 textile |
+-
+-
+-3 |
+-Wheelbarrow |
+-10 minutes |
+-1 hour |
+-1 vehicle |
+-
+-
+-4 |
+-Desk with drawers, other complex furniture |
+-1 hour |
+-1 day |
+-1 construction, 1 plastic, 1 textile |
+-
+-
+-4 |
+-Single plumbing project |
+-3 hours |
+-1 day |
+-1 construction, 1 plastic |
+-
+-
+-4 |
+-Wiring small structure for electricity |
+-3 hours |
+-2 days |
+-1 construction, 1 electronic |
+-
+-
+-4 |
+-Ammunition, 25 rounds |
+-— |
+-2 days |
+-1 chemical, 1 metal |
+-
+-
+-4 |
+-Medium armor |
+-1 hour |
+-1 day |
+-1 metal, 1 textile |
+-
+-
+-5 |
+-Cabin, small |
+-1 day |
+-1 week |
+-2 construction |
+-
+-
+-5 |
+-Motorcycle |
+-1 day |
+-2 months |
+-1 metal, 1 vehicle |
+-
+-
+-5 |
+-Car or truck |
+-2 days |
+-5 months |
+-1 electronic, 1 vehicle |
+-
+-
+-5 |
+-Firearm |
+-3 hours |
+-1 month |
+-1 metal, 1 plastic |
+-
+-
+-5 |
+-Bulb, radio, common electronic items |
+-3 hours |
+-1 month |
+-3 electronic |
+-
+-
+-5 |
+-Heavy armor |
+-1 day |
+-1 month |
+-1 metal, 1 textile, 1 plastic |
+-
+-
+-6 |
+-Generator, transmitter, watch, other
+-complex electronic items |
+-1 day |
+-2 months |
+-5 electronic, 1 vehicle |
+-
+-
+-6 |
+-Cabin, multiple rooms, with amenities |
+-1 week |
+-6 months |
+-4 construction, 2 electronic, 1 plastic, 1 glass, 1 metal |
+-
+-
+-6 |
+-Medicine |
+-1 week |
+-1 month |
+-1 medical |
+-
+-
+-7 |
+-Computer, smartphone, TV, other intricate electronic items |
+-1 week |
+-1 year |
+-2 electronic, 1 plastic, 1 metal |
+-
+-
+-7 |
+-Medical device |
+-1 week |
+-1 year |
+-2 electronic, 1 plastic, 1 metal, 1 medical |
+-
+-
+-7 |
+-Airplane, military vehicle |
+-1 month |
+-2 years |
+-4 electronic, 4 plastic, 4 chemical, 6 metal, 2 vehicle |
+-
+-
+-8 |
+-Spacecraft, chemical rocket propelled |
+-1 month |
+-20 years |
+-8 electronic, 8 plastic, 12 chemical, 20 metal |
+-
+-
+-9–10 |
+-Advanced unearthly technology |
+-Months |
+-Many years |
+-5 unearthly |
+-
+-
+-
+-
+-\*Load requirements for buildings (vs. repairing) are two to ten times the indicated values.
+-
+-Handloading Tool Set
+-
+-A set of handloading tools includes a variety of instruments such as lubricant, powder funnel, and a small press, used
+-to create ammunition for a firearm. To fashion ammunition, the user must spend an uninterrupted hour using the
+-handloading tools, at the end of which time they have created about 25 bullets.
+-
+-If treated as a Pre‑Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set
+-can be recharged with 1 load of metal junk and 1 load of chemical junk).
+-
+-### IRONMAN
+-
+-This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular
+-people.
+-
+-When to Use: To really drive home the brutality of a post‑apocalyptic survival one‑shot game or short scenario, you can
+-subject your players to this hardcore optional rule.
+-
+-Effect: There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as
+-recovery rolls and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character making a
+-recovery roll would get only 3 points (as if they rolled a 1 on a d6, plus 2 for their tier) to add to their Pools. This
+-results in a gritty, dire scenario where the only way PCs can restore their Pools is with recovery rolls and character
+-abilities that heal.
+-
+-Cypher System characters are tough and resilient, even at tier 1, but the ironman rule brings them down to a more
+-realistic power level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge
+-for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
+-allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
+-
+-### FRAGILITY
+-
+-This optional rule prevents power creep in PCs.
+-
+-When to Use: If you want your players to have a gritty game experience after the apocalypse, this optional rule keeps
+-them physically humble.
+-
+-Effect: Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that
+-permanently increases their Pools, they can
+-
+-add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other points left over (if any) must go to
+-their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra points the
+-player can divide among their Pools at character creation. This rule creates a more "realistic" scenario in which the
+-PCs are more like normal people who don't get much more powerful physically over the course of a campaign but still can
+-learn new skills, advance their minds, and so on. This module does not affect abilities like Enlarge (which temporarily
+-adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
+-Front (which permanently increase one or more Pools).
+-
+-### ADVANCED AND ALIEN TECH
+-
+-Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology.
+-
+-When to Use: If the apocalypse that ended your world featured a time rip, alien invaders, a catastrophic alien ship
+-crash, a starting date that is several decades into our own future, or an alternate timeline where things happened
+-differently in the past than in the real world, this rule is applicable. You can also use it if you just want to
+-introduce a bit of mystery to your game that will confound PCs' expectations on how their world really ended.
+-
+-Effect: Fantastic and advanced devices exist in the setting, and PCs can find them. If something is advanced and/or
+-alien enough, PCs may have to develop special skills to use it, as noted hereafter. The existence of this tech in your
+-setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens,
+-but the tech could just as easily stand alone or be part of an End of Days theme.
+-
+-### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
+-
+-In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could
+-discover unusual objects in the form of fantastic cyphers and unusual post‑apocalyptic artifacts.
+-
+-### UNDERSTANDING ADVANCED AND ALIEN TECH
+-
+-Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
+-harder.
+-
+-Identifying and Using Advanced and Alien Tech: When a character finds a manifest cypher or an artifact that falls into
+-this category, they must identify it before they can use it. Identification takes from one to ten minutes and a
+-successful Intellect roll, usually against a difficulty of 5. Identifying an object grants PCs the ability to use the
+-object, whether it's a manifest cypher or an artifact.
+-
+-However, without training or specialization in alien technology, advanced technology, or something similar (which most
+-starting characters don't have), a character has an inability in understanding advanced and alien tech.
+-
+-Failing to Understand: Sometimes a failed roll to understand an object of advanced or alien tech simply means the
+-character can't figure it out, but they can try again (as usual, each task retry requires that the PC expend Effort).
+-Other times, there's a chance of something going wrong, either because you intrude or because the character triggers an
+-intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
+-advanced or alien device in a PC's possession.
+-
+-### ADVANCED AND ALIEN TECH GM INTRUSIONS
+-
+-Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to
+-understand how to use it again after resolving the intrusion.
+-
+-| | |
+-|-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
+-| d10 | Result of Intrusion |
+-| 1 | Ooze sprays the character, then hardens, trapping them until they can escape a level 4 "shell." |
+-| 2 | Device becomes stuck in midair, immovable as if caught in invisible, otherwise intangible cement. |
+-| 3 | Device grows increasingly hot over the course of one minute, then fuses into a nonfunctional lump. |
+-| 4 | Device shoots like a bullet in a random direction for a long distance, lodging itself in a structure or tree. |
+-| 5 | Very bright light flashes from the device, blinding the PC for a few minutes. |
+-| 6 | A blue light on the device begins flashing; if device is not destroyed, an alien enthraller investigates. |
+-| 7 | Device function is triggered, as are any other devices (cyphers and/or artifacts) the PC carries. |
+-| 8 | Mutagenic energy pulse; character develops a distinctive mutation over the course of ten hours. |
+-| 9 | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character. |
+-| 10 | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. |
+-
+-### INCREDIBLE MUTATIONS
+-
+-Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and
+-death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic
+-engineering, or some other mutagen) can instill strange new abilities in previously normal creatures, plants, NPCs, and
+-even PCs, though often with a few drawbacks, too.
+-
+-When to Use: If you'd like your setting to include incredible mutations, this section is for you. Why does your game
+-have such mutations? Maybe because of an X‑factor in some survivors' DNA, inscrutable nanites that have permeated the
+-environment, magical contamination, or multiple different timelines collapsing into one.
+-
+-Effect: This section describes several ways to introduce incredible mutations to your game, including letting the
+-environment evoke the concept, PC opt‑in, transitory mutations PCs have less control over, and transitory mutations
+-based on cyphers. You can pick one or two, or use them all at different times and for different needs in your game.
+-
+-Mutated Creatures, Plants, and NPCs
+-
+-The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance
+-of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have
+-only harmful mutations, but others could have adaptive mutations.
+-
+-Harmful Mutations: Some creatures, plants, trees, fungus, and NPCs could present with disturbing, harmful mutations,
+-such as the following examples. Their tasks are usually hindered.
+-
+-- An animal with one or more additional, vestigial, limp limbs, or an additional vestigial head that appears almost as a
+- tumor‑like growth
+-
+-- Oozing a smelly, rotting fluid that stains and slightly burns exposed skin
+-
+-- Lack of fur combined with albinism, making them sensitive to light and subject to skin cancer
+-
+-- Too many extra fingers or arms, making them slow and heavy
+-
+-- Too many extra branches, or too spindly, making the branches prone to breaking
+-
+-- Feathers growing where they normally wouldn't, in ragged, uncomfortable clumps
+-
+-- Fishlike scales growing where they normally wouldn't, like itchy, reflective sores
+-
+-- Single limb or other body part is radically larger than normal, making the creature clumsy
+-
+-- Big clumps of fungal growth that are obviously intrusive and painful
+-
+-Adaptive Mutations
+-
+-A disturbing mutation might only look strange and not be an impediment to the animal, plant, or NPC. It might even
+-provide some benefit, as follows.
+-
+-- Fur, hair, or leaves growing in strange fractal patterns. Maybe it glows visibly to attract prey, or glows at a
+- frequency normally invisible to the human eye, but which they can see, allowing them to act in the dark.
+-
+-- Tentacle‑like arms that work like the regular limb replaced, or an extra tentacle‑like arm that gives the creature a
+- method to grasp, use tools, or otherwise gain an additional benefit over other creatures or plants of its type.
+-
+-- Feathers growing on an animal or plant they normally wouldn't, thick enough to provide additional warmth, protection,
+- and possibly limited flight options.
+-
+-- Insects, like ants or beetles, that learn how to spin webs, or spiders that begin spinning wildly strong fractal webs
+- that glow and change, maybe serving as a mode of communication.
+-
+-- Fungal growths that seem to connect the minds of creatures that have the same kind of growth.
+-
+-### OPTIONAL RULE: MUTANT DESCRIPTOR
+-
+-If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character
+-with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the
+-resulting PC is one that the player wants to play.
+-
+-### OPTIONAL RULE: TRANSITORY MUTATIONS
+-
+-Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
+-that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
+-triggered, replacing the specific benefit (or drawback) of the volatile mutation previously granted to the PC.
+-
+-You can use this optional rule instead of the mutant descriptor optional rule, or allow both in the same game. If using
+-transitory mutations, not every PC in your game needs to have a volatile mutation.
+-
+-Volatile Mutations
+-
+-A character can begin the game with one volatile mutation that changes during play, one distinctive mutation that
+-usually does not change, and, at their option, one or two cosmetic mutations.
+-
+-Alternatively, the PC could gain a volatile mutation (and one distinctive mutation) after their first encounter with
+-radiation or some other mutagenic agent. Additional encounters with radiation don't give a PC further volatile mutations
+-but could cause the one they have to mutate into something else.
+-
+-Effect: If the PC gains a volatile mutation, roll randomly on the Beneficial Mutations table. That mutation lasts until
+-a triggering event occurs, at which time their volatile mutation is replaced, as indicated. A character normally cannot
+-trigger replacement simply by willing it to occur, but they could choose to fail the Intellect defense roll that some
+-triggers require to maintain their current volatile mutation.
+-
+-Adjusting the Volatility: Choose which triggering events apply to determine how volatile you'd like transitory mutations
+-to be in your setting. For instance, if you prefer that volatile mutations change only when PCs encounter radiation,
+-choose that option and ignore the others. Alternatively, you might prefer more variability and use most or even all the
+-triggering events noted.
+-
+-Triggering Events:
+-
+-- The character finishes a ten‑hour recovery; replace with a randomly rolled beneficial mutation.
+-
+-- A character takes damage for the first time in ten hours and fails a difficulty 3 Intellect defense roll; replace with
+- a randomly rolled beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
+-
+-- The character triggers or receives a GM intrusion; replace with a random roll on the Harmful Mutations table.
+-
+-- The character gains a minor effect on a d20 roll and decides the effect is that their volatile mutation changes;
+- replace with two randomly rolled beneficial mutations. Both are replaced the next time the character gains a new
+- volatile mutation.
+-
+-- The character gains a major effect on a d20 roll and decides the effect is that their volatile mutation changes;
+- replace with a random result from the Powerful Mutations table. It is replaced the next time the character gains a new
+- volatile mutation.
+-
+-- The character takes damage from radiation (or other established mutagen in your setting) for the first time in ten
+- hours and fails an Intellect defense roll against a difficulty equal to the attack; replace with a randomly rolled
+- beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
+-
+-Cyphers as Volatile Mutations
+-
+-If a character has volatile mutations, one way to handle it is to give them an additional subtle cypher slot, and their
+-volatile mutation is whatever subtle cypher is in that slot. A character can begin the game with one cypher volatile
+-mutation that changes during play (or gain it after surviving radiation damage) and one distinctive mutation that
+-usually does not change, plus—at their option—one or two cosmetic mutations.
+-
+-Effect: A cypher volatile mutation operates almost entirely like regular volatile mutations, except as follows.
+-
+-- Any random roll on the Beneficial Mutations table should instead be a random roll on the Subtle Cypher table. That
+- includes the two rolls granted to PCs who use a special minor effect to replace their volatile mutation's effect.
+-
+-- A roll of 1 still replaces the PC's volatile mutation with a randomly rolled harmful mutation.
+-
+-- A roll of 20 still replaces the PC's volatile mutation with a randomly rolled powerful mutation.
+-
+-- A cypher volatile mutation can be used more than once before it is replaced, but each additional attempt to use it
+- requires that the character succeed on an Intellect task. The difficulty of the task begins at the level of the cypher
+- and increases by one step each additional time the character attempts to reuse the mutation. On a failed roll, the
+- mutation is replaced.
+-
+-- When the cypher volatile mutation is replaced, roll the level for the new mutation.
+-
+-Other Consequences of Volatile Mutations
+-
+-If a character gains a mutation that grants them points to a Pool (such as strengthened bones, which gives +5 Might),
+-then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect
+-their current Pool value, depending on whether they were completely healthy or not.
+-
+-### D100 BENEFICIAL MUTATIONS
+-
+-The following mutations do not require any visible changes or distinctions in the character. In other words, people who
+-have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
+-and never requires an action to "activate."
+-
+-01–05 Strengthened bones: You gain +5 to your Might Pool.
+-
+-06–10 Improved circulation: You gain +5 to your Might Pool.
+-
+-11–15 Improved musculature: You gain +5 to your Might Pool.
+-
+-16–20 Improved nervous system: You gain +5 to your Speed Pool.
+-
+-21–25 Improved neural processes: You gain +5 to your Intellect Pool.
+-
+-26–30 Thick hide: You gain +1 to Armor.
+-
+-31–33 Increased lung capacity: You can hold your breath for five minutes.
+-
+-34–36 Adhesion pads: Your hands and feet have naturally adhesive pads and thus are assets in tasks involving climbing,
+-keeping your footing, or retaining your grip.
+-
+-37–39 Slippery skin: You secrete a slippery oil, giving you an asset in any task involving slipping from another's grip,
+-slipping from bonds, squeezing through a small opening, and so on.
+-
+-40–45 Telekinetic shield: You reflexively use telekinesis to ward away attacks, giving you an asset in Speed defense
+-tasks.
+-
+-46–50 Suggestive voice: Your voice is so perfectly modulated that it is an asset in all interaction tasks.
+-
+-51–53 Processor dreams: When you sleep, you process information so that after you wake, you have an asset in any
+-Intellect actions held over from the previous day. For example, if you have to determine whether an unknown plant is
+-poisonous, you could "sleep on it" and make the determination the next day with an asset on the action.
+-
+-54–60 Poison immunity: You are immune to all poisons.
+-
+-61–65 Disease immunity: You are immune to all diseases.
+-
+-66–70 Fire resistance: You have +3 to Armor against damage from fire.
+-
+-71–75 Cold resistance: You have +4 to Armor against damage from cold.
+-
+-76–80 Psychic resistance: You have +3 to Armor against Intellect damage.
+-
+-81–85 Acid resistance: You have +5 to Armor against damage from acid.
+-
+-86–88 Puncture resistance: You have +2 to Armor against damage from puncturing attacks.
+-
+-89–91 Slicing resistance: You have +2 to Armor against damage from slicing attacks.
+-
+-92–94 Bludgeoning resistance: You have +2 to Armor against damage from crushing attacks.
+-
+-95–96 No scent: You cannot be tracked or located by scent, and you never have offensive odors.
+-
+-97–99 Scent: You can sense creatures, objects, and terrain by scent as well as a normal human can by sight. You can
+-detect scents with that degree of accuracy only in short range, but you can sense strong odors from much farther away
+-(far better than a normal human can). Like a hound, you can track creatures by their scent.
+-
+-00 Sense material: You can sense the presence of any single substance within short range, although you don't learn
+-details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
+-granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
+-
+-### D100 HARMFUL MUTATIONS
+-Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
+-
+-01–10 Deformed leg: All movement tasks are hindered.
+-
+-11–20 Deformed face/appearance: All pleasant interaction tasks are hindered.
+-
+-21–30 Deformed arm/hand: All tasks involving the arm or hand are hindered.
+-
+-31–40 Malformed brain: All memory‑ or cognitive‑related tasks are hindered.
+-
+-41–45 Mentally vulnerable: All Intellect defense tasks are hindered.
+-
+-46–50 Slow and lumbering: All Speed defense tasks are hindered.
+-
+-51–60 Sickly: All Might defense tasks are hindered.
+-
+-61–63 Horrible growth: A large goiter, immobile tendril, or useless extra eye hangs from your face, hindering all
+-pleasant interactions (with most creatures, particularly humans).
+-
+-64–66 Useless limb: One of your limbs is unusable or missing.
+-
+-67–71 Useless eye: One of your eyes is unusable or missing. Tasks specifically involving eyesight (spotting, searching,
+-and so on) are hindered.
+-
+-72–76 Useless ear: One of your ears is unusable or missing. Tasks specifically involving hearing are hindered.
+-
+-77–84 Weakness in Might: Any time you spend points from your Might Pool, the cost is increased by 1 point.
+-
+-85–92 Weakness in Speed: Any time you spend points from your Speed Pool, the cost is increased by 1 point.
+-
+-93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point.
+-
+-### CRIPPLING MUTATIONS
+-
+-A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation.
+-Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain,
+-and so on. Such mutations prevent a character from being viable.
+-
+-### D100 POWERFUL MUTATIONS
+-
+-The following mutations do not require any visible changes in the character until used. People who have these mutations
+-are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
+-points. Some are actions.
+-
+-01–05 Darksight: You can see in complete darkness as if it were light. Enabler.
+-
+-06–10 No breath: You do not need to breathe. Enabler.
+-
+-11–15 No water: You do not need to drink water to survive. Enabler.
+-
+-16–20 Chameleon skin: Your skin changes colors as you wish. This is an asset in tasks involving hiding. Enabler.
+-
+-21–24 Savage bite: Your mouth widens surprisingly, and hidden, pointed teeth emerge when you wish it. You can make a
+-bite attack that inflicts 3 points of damage. Enabler.
+-
+-25–26 Gluey globs: You can produce gluey globs at your fingertips. This is an asset in tasks involving climbing or
+-keeping your grip. You can also fling these globs in immediate range, and if they hit, they hinder the target's physical
+-tasks for one round. Enabler to use in a task; action to use as an attack.
+-
+-27–30 Face dancing: You can alter your features enough to give you an asset in all tasks involving disguise. Enabler.
+-
+-31–35 Sense oddity: You can sense the presence of an object or creature possessing fantastic abilities (because of alien
+-technology, transdimensional interference, nanites, or similar) within short range. You do not learn details or the
+-precise location. Action.
+-
+-36–40 Stinger in finger: You can make an attack with your hand that inflicts 1 point of damage. If you make a second
+-successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).
+-Action.
+-
+-41–44 Stinger in elbow: You can make an attack with your elbow that inflicts 2 points of damage. If you make a second
+-successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).
+-Action.
+-
+-45–47 Spit needles: You can make an attack with immediate range. You spit a needle that inflicts 1 point of damage. If
+-you make a second successful attack roll, the needle also injects a poison that inflicts 4 points of Speed damage
+-(ignores Armor). Action.
+-
+-48–50 Spit acid: You can make an attack with immediate range. You spit a glob of acid that inflicts 2 points of damage.
+-Action.
+-
+-51–53 Spit webs: You can make up to 10 feet (3.5 m) of a strong, ropelike material each day at the rate of about 1 foot
+-(30 cm) per minute. The webbing is level 3. You can also spit globs of webbing in immediate range, and if they hit, the
+-target's physical tasks are hindered for one round. Action.
+-
+-54–59 Filtered lungs: You have an asset to Might defense rolls against vapors or noxious gases. You can survive in a
+-hostile breathing environment (such as underwater or in a vacuum) for up to ten minutes. Enabler.
+-
+-60–62 Disruptive field (electronics) (2 Intellect points): When you wish it, you disrupt devices within immediate range
+-(no roll needed). All devices operate as if they were 3 levels lower while in range of your field. Devices reduced to
+-level 0 or below do not function. Action.
+-
+-63–65 Disruptive field (flesh) (2 Intellect points): When you wish it, you disrupt flesh within immediate range. All
+-creatures within range of your field take 1 point of damage. If you apply a level of Effort to increase the damage
+-rather than affect the difficulty, each target takes 2 additional points of damage. If your attack fails, targets in the
+-area still take 1 point of damage. Action.
+-
+-66–68 Disruptive field (thoughts) (1 Intellect point): When you wish it, you disrupt thoughts within immediate range.
+-Intellect actions for all creatures within range are hindered. Action.
+-
+-69–70 Magnetic flesh: You attract or repel metal when you desire. Not only do small metal objects cling to you, but this
+-mutation is an asset in tasks involving climbing on metal or keeping your grip on a metal item. This mutation is an
+-asset to Speed defense tasks when being attacked by a metal foe or a foe with a metal weapon. Enabler.
+-
+-71–73 Gravity negation (2 Intellect points): You float slowly into the air. If you concentrate, you can control your
+-movement at half your normal speed; otherwise, you drift with the wind or with any momentum you have gained. This effect
+-lasts for up to ten minutes. Action to initiate.
+-
+-74–80 Telepathy (2 Intellect points): You can speak telepathically with others who are within short range. Communication
+-is two‑way, but the other party must be willing and able to communicate. You don't have to see the target, but you must
+-know that it's within range. You can have more than one active contact at once, but you must establish contact with each
+-target individually. Each contact lasts up to ten minutes. In addition to the normal options for
+-
+-using Effort, you can use a level of Effort to increase the duration of contact to a full day. Action to establish
+-contact.
+-
+-81–85 Pyrokinesis (1 Intellect point): You can cause a flammable object you can see within immediate range to
+-spontaneously catch fire. If used as an attack, this power inflicts 2 points of damage. Action.
+-
+-86–90 Telekinesis (2 Intellect points): You can exert force on objects within short range. Once activated, your power
+-has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit,
+-capable, adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift
+-and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10
+-feet (3.5 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most
+-situations, it's not a means of attack. You can't use this ability on your own body. The power lasts for one hour or
+-until its Might Pool is depleted, whichever comes first. Action.
+-
+-91–92 Phase shifting (2 Intellect points): You can pass slowly through solid barriers at a rate of 1 inch (3 cm) per
+-round (minimum of one round to pass through the barrier). You can't act (other than moving) or perceive anything until
+-you pass entirely through the barrier. You can't pass through energy barriers. Action.
+-
+-93–94 Power device (1+ Intellect points): You can charge an artifact or other device (except a cypher) so that it can be
+-used once. The cost is 1 Intellect point plus 1 point per level of the device. Action.
+-
+-95–96 Drain power: You can drain the power from an artifact or device, allowing you to regain 1 Intellect point per
+-level of the device. You regain points at the rate of 1 point per round and must give your full concentration to the
+-process each round. The GM determines whether the device is fully drained (likely true of most handheld or smaller
+-devices) or retains some power (likely true of large machines). Action to initiate; action each round to drain.
+-
+-97–99 Regeneration: In addition to regaining points through normal recovery rolls, you regain 1 point to your Might Pool
+-or Speed Pool per hour, regardless of whether you rest, until both Pools are at their maximum. Enabler.
+-
+-00 Feed off pain: Any time a creature within immediate range suffers at least 3 points of damage (after Armor
+-subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
+-creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
+-
+-### D100 DISTINCTIVE MUTATIONS
+-The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations
+-are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
+-
+-01–02 Extra eye: You have an extra eye on your forehead that you normally keep closed, but you can open it in dim light
+-and see as if in bright light, and see in total darkness as if in very dim light. Enabler.
+-
+-03–04 Extra mouth: You have an extra mouth on your hand, face, or stomach. This mouth is filled with razor‑sharp teeth
+-and, if used to attack, inflicts 3 points of damage. You can also speak with two voices at once. Enabler.
+-
+-05–06 Proboscis: You have a long, moth‑like proboscis instead of a mouth. You can speak, but your voice is
+-ever‑so‑slightly muffled. You take all your nutrition as a liquid, but you can gain sustenance from most plants by
+-inserting the sharp tip of your proboscis into it. You can also feed on the blood of living (or recently living)
+-creatures. Also roll on the Beneficial Mutations table. Enabler.
+-
+-07–09 Snakelike arm: One of your arms ends in a fanged mouth. You can use it to attack, inflicting 3 points of damage.
+-If you make a second successful attack with the arm, you also inject a poison that inflicts 4 points of Speed damage
+-(ignores Armor). You can't use the snakelike arm for anything other than biting. Enabler.
+-
+-10–12 Tendrils on forehead: Four to six tendrils, each 1 to 2 feet (30 to 60 cm) long, come out of your forehead. They
+-can grasp and carry anything that your hand could, although a large object would block your field of vision. Also roll
+-on the Beneficial Mutations table. Enabler.
+-
+-13–15 Tendrils instead of fingers: Your fingers are tendrils 1 foot (30 cm) long. They are an asset to any task
+-involving climbing, grasping, or keeping your grip. Further, you can effectively pick up and hold two objects in each
+-hand rather than one. You can't wield more than one weapon per hand. Also roll on the Beneficial Mutations table.
+-Enabler.
+-
+-16–18 Tendrils instead of arms: Your arms are tendrils 6 feet (2 m) long (or only one arm is a tendril, if you prefer).
+-Although you lose the fine manipulative ability of fingers and a thumb, you can still grasp objects, have a much longer
+-reach, and have an asset for all tasks involving grappling or wrestling. Also roll on the Beneficial Mutations table.
+-Enabler.
+-
+-19–21 Tendrils instead of eyes: You are blind, but each eye socket has a retractable tendril that is 10 feet (3.5 m)
+-long. These tendrils can feel around rapidly to give you a physical sense of everything within immediate range. Further,
+-they can be used to manipulate very light objects, activate controls, and so forth. Also roll on the Beneficial
+-Mutations table. Enabler.
+-
+-22–24 Tendrils instead of legs/feet: Your legs or feet are tendrils that are 6 feet (2 m) long (or only one leg or foot
+-is a tendril, if you prefer). You can still walk and move normally, and you have an asset for all tasks involving
+-grappling or wrestling. The tendrils are prehensile enough to grasp large objects. Also roll on the Beneficial Mutations
+-table. Enabler.
+-
+-25–26 Roots instead of feet: If you take a minute to burrow your roots into the ground in conjunction with making a
+-recovery roll, add +2 to the points regained from the roll. You can't move from where you rooted for one minute, even if
+-taking what is normally a one‑action recovery roll. Enabler.
+-
+-27–29 Scaly body: You gain +2 to Armor. Enabler.
+-
+-30–32 Shaggy fur: You gain +1 to Armor (+2 against damage from cold) and have an asset on stealth tasks. Enabler.
+-
+-33–35 Covered in spiny needles/spikes: Any creature striking you with its body automatically suffers 1 point of damage.
+-Enabler.
+-
+-36–38 Quills: You have quills that you can launch from your body to attack a foe within short range. This attack
+-inflicts 4 points of damage, and you never run out of ammo. You can also use this attack in melee. Action.
+-
+-39–41 Carapace: You gain +2 to Armor. Enabler.
+-
+-42–44 Mirrored skin: You gain +2 to Armor against heat, radiation, lasers, and similar attacks. Enabler.
+-
+-45–47 Chlorophyll: You gain nutrients from the sun and don't need to eat or breathe if you have daily exposure to
+-sunlight. Your skin, not surprisingly, is green. Enabler.
+-
+-48–50 Covered in bursting pods: Fruit‑like pods grow here and there across your entire body. You can walk and move
+-normally. As your action, you can rupture one pod, creating a burst of color, sound, and odor that dazes all creatures
+-within immediate range on their next turn, hindering their tasks. Enabler.
+-
+-51–53 Extra joint in arms: Your arms are long and jointed so that you have two elbows in each. You have a long reach and
+-can strike foes from unexpected angles. This mutation is an asset when making melee attacks. However, you can modify
+-your attacks only by using Speed, not Might. Enabler.
+-
+-54–56 Extra joint in legs: Your legs are long and jointed so that you have two knees in each. You have a long stride,
+-and this mutation is an asset for all running, climbing, jumping, and balancing tasks. Also roll on the Beneficial
+-Mutations table. Enabler.
+-
+-57–59 Rubbery body: Your bluish‑grey body is rubbery through and through. You can act normally and can stretch just your
+-arms to reach things within immediate range that would normally require you to move. You can ignore up to 2 points of
+-falling damage. Also roll on the Beneficial Mutations table. Enabler.
+-
+-60–62 Spider legs from torso: In addition to your normal limbs, six or eight spiderlike legs, each 6 feet (2 m) long,
+-extend from your sides. They are an asset in any task involving running, keeping your feet, standing your ground, and
+-climbing. Also roll on the Beneficial Mutations table. Enabler.
+-
+-63–65 Extra arms: You have one or two extra arms. They can hold objects, wield weapons, hold a shield, and so on. This
+-mutation does not increase the number of actions you can take in a round or the number of attacks you can attempt.
+-Enabler.
+-
+-66–68 Extra legs: You have two extra legs. They are an asset in any task involving running, keeping your feet, and
+-standing your ground. Also roll on the Beneficial Mutations table. Enabler.
+-
+-69–71 Spider legs: Instead of normal legs, you have a wide torso with six or eight spiderlike legs. They are an asset in
+-any task involving running, keeping your feet, standing your ground, and climbing. Also roll on the Beneficial Mutations
+-table. Enabler.
+-
+-72–74 Spider eyes: Instead of normal eyes, you have a crown of shiny orb‑like spider eyes. They provide an asset to
+-initiative and perception tasks. Also roll on the Beneficial Mutations table. Enabler.
+-
+-75–77 Snake tail: You have a prehensile tail that is 6 feet (2 m) long. It is an asset for all tasks ninvolving
+-grappling or wrestling. The tail can grasp large objects. Also roll on the Beneficial Mutations table. Enabler.
+-
+-78–80 Snake tail instead of legs: Instead of legs, you have a snaky tail that is 8 feet (2.5 m) long. You move at the
+-same speed and have an asset for all tasks involving grappling or wrestling. The tail is prehensile enough to grasp
+-large objects. Also roll on the Beneficial Mutations table. Enabler.
+-
+-81–83 Stinging tendril: You have a prehensile tendril (or tail) that grows from some part of your body and ends in a
+-poisonous stinger. You can make an attack with your stinger that inflicts 2 points of damage. If you make a second
+-successful attack roll, the stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor). The
+-tendril (or tail) can't be used for anything else. Action.
+-
+-84–86 Eyes on stalks: Your eyes are on stalks and can move in any direction, independently of each other. You can peek
+-around corners without exposing yourself to danger. This is an asset in initiative and all perception tasks. Also roll
+-on the Beneficial Mutations table. Enabler.
+-
+-87–89 Extra eyes on hands/fingers: You can peek around corners without exposing yourself to danger. This is an asset in
+-initiative and all perception tasks. Also roll on the Beneficial Mutations table. Enabler.
+-
+-90–93 Abnormally large head: Your head is significantly larger than normal, with a bulging forehead and elongated skull.
+-You gain two assets to any task involving knowledge, memory, lore, understanding, and figuring out puzzles. Enabler.
+-
+-94–96 Aquatic: Your body is streamlined and finned, your fingers and toes webbed. You gain two assets in swimming, and
+-you can see perfectly underwater (as if above water). Although you have lungs, you also have gills, so you can breathe
+-underwater. Enabler.
+-
+-97–98 Wings: You have feathered or fleshy wings on your back that allow you to glide, carried by the wind. They are not
+-powerful enough to carry you aloft like a bird's wings. Enabler.
+-
+-99–00 Cyborg arm: One of your arms is a bulky organo‑metallic arm‑like living machine. You can project a ray of burning
+-light from the arm at a target within short range as your action, inflicting 4 points of damage. You have no sense of
+-touch with the arm or hand, so you are hindered when attempting physical tasks with that arm/hand and for tasks that
+-require you to use both hands. Enabler.
+-
+-\* Mutants aren't just mutated humans. Animals and creatures of all kinds could have mutations in your game setting, as
+-noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
+-human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
+-
+-### COSMETIC MUTATIONS
+-
+-Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character
+-decidedly more or less attractive. They are simply distinguishing alterations.
+-
+-| | |
+-|-------|-------------------------------------------|
+-| d100 | Mutation |
+-| 01–02 | Purple skin |
+-| 03–04 | Green skin |
+-| 05–06 | Red skin |
+-| 07–08 | Yellow skin |
+-| 09–10 | White skin |
+-| 11–12 | Black skin |
+-| 13–14 | Blue skin |
+-| 15 | Purple hair |
+-| 16 | Green hair |
+-| 17 | Red hair |
+-| 18 | Yellow hair |
+-| 19 | White hair |
+-| 20 | Blue hair |
+-| 21 | Striped hair |
+-| 22 | Horns |
+-| 23 | Antlers |
+-| 24 | Extremely hirsute |
+-| 25 | Entirely hairless |
+-| 26 | Scaly skin |
+-| 27 | Leathery skin |
+-| 28 | Transparent skin |
+-| 29 | Skin turns transparent in sunlight |
+-| 30 | Skin changes color in sunlight |
+-| 31 | Very tall |
+-| 32 | Very large |
+-| 33 | Very short |
+-| 34 | Very thin |
+-| 35 | Very long neck |
+-| 36 | Hunched back |
+-| 37 | Long, thin tail |
+-| 38 | Short, broad tail |
+-| 39 | Long arms |
+-| 40 | Short arms |
+-| 41 | Long legs |
+-| 42 | Short legs |
+-| 43 | Bony ridge on face |
+-| 44 | Bony ridge on back |
+-| 45 | Bony ridge on arms |
+-| 46 | Purple eye(s) |
+-| 47 | Red eye(s) |
+-| 48 | Yellow eye(s) |
+-| 49 | White eye(s) |
+-| 50 | Black eye(s) |
+-| 51 | Large eyes |
+-| 52 | Bulbous eyes |
+-| 53 | Two pupils in one eye |
+-| 54 | Large ears |
+-| 55–56 | Pointed ears |
+-| 57–58 | Webbed fingers |
+-| 59–60 | Webbed toes |
+-| 61–62 | Four fingers on each hand |
+-| 63–64 | Six fingers on each hand |
+-| 65 | Long fingers |
+-| 66 | Purple nails |
+-| 67 | Green nails |
+-| 68 | Yellow nails |
+-| 69 | White nails |
+-| 70 | Black nails |
+-| 71 | Blue nails |
+-| 72 | Odd lumps on flesh |
+-| 73 | Useless antennae (like an insect) |
+-| 74 | Extra useless limb |
+-| 75 | Extra useless eye |
+-| 76 | Fleshy frills or useless flagella (small) |
+-| 77 | Useless tendrils (large) |
+-| 78 | Mandibles |
+-| 79–80 | Pointed teeth |
+-| 81 | Tusks |
+-| 82 | Black teeth |
+-| 83 | Red teeth |
+-| 84 | Purple teeth |
+-| 85 | Green teeth |
+-| 86 | Purple lips |
+-| 87 | Green lips |
+-| 88 | Yellow lips |
+-| 89 | White lips |
+-| 90 | Black lips |
+-| 91 | Blue lips |
+-| 92 | Purple spittle |
+-| 93 | Red spittle |
+-| 94 | Yellow spittle |
+-| 95 | White spittle |
+-| 96 | Black spittle |
+-| 97–98 | Distinctive odor |
+-| 99 | Feathers |
+-| 00 | Head crest |
+-
+-**POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS**
+-
+-Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging,
+-attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table.
+-
+-Realistic Threats and Hazards
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-01-03 |
+-Blocked road: The road ahead is so filled
+-with abandoned, rusted before‑times vehicles that
+-the PCs must walk if they want to take that route.
+-Walkers are unable to see more than an immediate
+-distance in any direction between the cars. If PCs
+-have a vehicle larger than a bicycle, they'll have to
+-find another way or leave it behind. |
+-
+-
+-04-06 |
+-Setting‑specific element: Choose a hazard
+-from a set piece or optional rule you're using, or if
+-you want to shake things up, roll on the Fantastic
+-Threats and Hazards table. Or just choose the next
+-result on this table. |
+-
+-
+-07-10 |
+-Angry ants (level 2): Thousands of biting
+-ants pour from cracks in the pavement, attacking
+-everything in an immediate area, inflicting 2 points
+-of damage if they hit a target and, on a failed Might
+-defense roll, dazing targets with pain for one round.
+-Even if a target succeeds on its initial Speed defense
+-roll, it takes 1 point of damage because the ants are
+-everywhere. |
+-
+-
+-11-14 |
+-Enraged wasps (level 3): This wasp swarm acts
+-as a single level 3 creature whose stinging attacks
+-ignore Armor. Attacks on the swarm that don't deal
+-area damage inflict only 1 point of damage. |
+-
+-
+-15-17 |
+-Cannibal convoy: A before‑times RV pulls
+-up. It's the current property of a group of four to
+-ten people who make the biofuel the vehicle runs
+-on. They seem nice, but they're actually cannibals
+-thinking of inviting the PCs for dinner. |
+-
+-
+-18-20 |
+-Earthquake, minor (level 3): The ground
+-within long range of an epicenter heaves and shakes
+-for one or more minutes. Each round, creatures in
+-the area take either 3 points of damage due to the
+-general shaking on a failed Speed defense roll, or
+-6 points of damage if they are in or adjacent to a
+-structure or terrain feature shedding debris on a
+-failed Speed defense roll. |
+-
+-
+-21-23 |
+-Radioactive crater (level 3): Inflicts 3 points
+-of ambient damage per round and moves the
+-character one step down the damage track each day
+-they fail a difficulty 5 Might defense task. |
+-
+-
+-24-26 |
+-Radioactive storm (level 3): Treat as a
+-radioactive crater, but one that moves. |
+-
+-
+-27-29 |
+-Exposed electrical wiring, minor (level 3):
+-Inflicts 3 points of damage per round of contact,
+-and the character is stunned and unable to take
+-their next action until they succeed on a difficulty 3
+-Might defense task. |
+-
+-
+-30-33 |
+-Dilapidated infrastructure, minor (level 3):
+-The floor gives way beneath a character who falls
+-30 feet (9 m) on a failed Speed defense roll, taking
+-3 points of ambient damage and moving one step
+-down the damage track. |
+-
+-
+-34-40 |
+-Poisoned waters, minor (level 3): Whether
+-it's water flooding a structure, a stream, a swamp,
+-or a lake, drinking it inflicts 3 points of damage per
+-round for three rounds on a failed Might defense
+-task, and merely getting wet inflicts 1 point of
+-damage per round for three rounds on a failed
+-Might defense task. |
+-
+-
+-41-48 |
+-Bridge, dangerous (level 4+): PCs on an
+-overpass, train trestle, or other bridge must make a
+-Speed defense roll as a section gives way beneath
+-their feet, potentially dropping them 40 to 200 feet
+-(12 to 60 m). |
+-
+-
+-49-53 |
+-Burning structure (level 4): Everything in or
+-within immediate range of this fire takes 4 points of
+-damage each round on a failed Speed defense roll.
+-If PCs can't get away, choking smoke in the area
+-means they must succeed on Might defense rolls
+-each round or suffer 2 points of ambient damage
+-and lose their next action. |
+-
+-
+-54-57 |
+-Choking pollution (level 4): Asbestos and
+-other substances once safely bound up in the
+-infrastructure are loose, sometimes as clouds of
+-dangerous particulate matter inflicting 4 points
+-of damage per round for three rounds on a failed
+-Might defense roll. |
+-
+-
+-58-67 |
+-Raider patrol: Whether on scavenged trucks
+-or motorcycles, or riding mutant pigs bred as war
+-mounts (war pigs), a group of three to six fell riders
+-is bad news. |
+-
+-
+-68-72 |
+-Avalanche (level 5): A rumble precedes the
+-falling snow as an avalanche of snow threatens to
+-bury the PCs. (The avalanche could be debris or
+-rubble instead of snow.) |
+-
+-
+-73-75 |
+-Dilapidated infrastructure, major (level 5):
+-The building, underpass tunnel, or cave collapses,
+-or the bridge over which the vehicle is passing
+-crumbles. Characters suffer 5 points of damage,
+-and on a failed difficulty 5 Speed task are buried
+-under suffocating rubble until they can escape
+-or are rescued. For additional danger, treat as an
+-unstable structure. |
+-
+-
+-76-78 |
+-Disease (level 5+): Even if the world didn't
+-end because of a pandemic, disease threatens the
+-PCs when they meet a group of especially unlucky
+-(and diseased) survivors. |
+-
+-
+-79-80 |
+-Flooded region (level 5): A failed Speed
+-defense roll means the rushing waters envelop
+-the character, inflicting 5 points of damage and
+-moving them a short distance in the direction of the
+-water's flow. A serious flood could further endanger
+-the character. |
+-
+-
+-81 |
+-Firenado (level 5): Fire generates a vortex of
+-flame and smoke, creating a rotating column of
+-air that draws in flames and debris, resulting in a
+-powerful whirlwind of fire. The vortex moves an
+-immediate distance (on a roll of 1–3 on a d6) or a
+-short distance (on a roll of 4–6 on a d6) each round
+-in a random direction, persisting for 1d6 + 2
+-rounds before dispersing. Anyone intersected by
+-the firenado's immediate‑radius area takes 5 points
+-of damage each round on a failed Speed defense
+-roll. The PC must also succeed on a Might defense
+-roll or be pulled up into the firenado, burned
+-for another 5 points of damage, and hurled in a
+-random direction a short distance, which inflicts
+-another 5 points of damage from falling and/or
+-impacting other structures. |
+-
+-
+-82-84 |
+-Poisoned waters, major (level 5): Drinking
+-this slightly glowing water inflicts 5 points of
+-damage per round for three rounds on a failed
+-Might defense task, and merely getting wet inflicts
+-3 points of damage per round for three rounds on a
+-failed Might defense task. |
+-
+-
+-85-86 |
+-Just a bear, but a big one: A regular grizzly
+-bear is always frightening, before or after the end. |
+-
+-
+-87-88 |
+-Nuclear fallout (level 5): Radioactive dust
+-drifts to the ground or precipitates out as rain. PCs
+-in the area suffer 1 point of ambient damage each
+-minute, and if they remain for an hour or longer,
+-they're subject to radiation sickness. |
+-
+-
+-89-91 |
+-Toxic spill (level 5): Sticky orange goo bursts
+-from rusted ancient barrels. Characters who fail a
+-Speed defense task are caught and held in place
+-until they can escape the morass, taking 5 points of
+-damage each round they remain stuck. |
+-
+-
+-92-94 |
+-Unexploded ordnance (level 5): A buried
+-land mine inflicts 5 points of damage to everything
+-within short range if trod upon or otherwise set off. |
+-
+-
+-95-97 |
+-Superstorm (level 6): With the climate
+-destabilized, storms of unprecedented strength
+-sometimes blow, creating winds that inflict 6 points
+-of damage each round targets are exposed. |
+-
+-
+-98-99 |
+-Radiation, extreme (level 8): This area was
+-recently hit by a nuclear bomb or other extreme
+-radioactive event, and those in the area for more
+-than a minute who fail a Might defense roll suffer
+-from radiation sickness. |
+-
+-
+-00 |
+-Unexploded nuclear warhead (level 10): If not
+-defused, it could kill everything in a several‑mile
+-radius and is likely radioactive to boot. |
+-
+-
+-
+-
+-\* Grizzly bear: level 5; health 20; Armor 1
+-
+-\* War pig: level 3; rider has asset on melee attacks, or pig can make a separate tusk attack when rider attacks
+-
+-Fantastic Threats and Hazards
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-1 |
+-Hallucinatory flowers (level 3): The
+-ground floor of the ruin hosts a handful
+-of purplish flowers growing up out of the
+-rubble. A character who gets a puff of the
+-pollen hallucinates their allies are actually
+-cannibals trying to eat the affected character
+-each round until the character succeeds on
+-a Might defense roll. |
+-
+-
+-2 |
+-AI instance, minor (level 3): An artificial
+-intelligence in an old facility attempts to
+-install itself in the wetware (the brain)
+-of humans and any other nearby sapient
+-creatures. Anyone within immediate range
+-of a video screen playing carefully crafted
+-symbols and sounds who fails an Intellect
+-defense roll is stunned, losing their next
+-turn as they stare in rapt attention. If
+-they fail a subsequent defense roll, they
+-come under the control of the AI for one
+-minute, or until they succeed on an Intellect
+-defense roll on their turn. A PC under AI
+-control might stand and do nothing, fall
+-mysteriously unconscious, or take an action
+-to advance the AI's goals. |
+-
+-
+-3-4 |
+-Voracious cockroach swarm (level 3):
+-This swarm, easily covering an area a
+-short distance in diameter, doesn't shrink
+-from the light or from people. Indeed, it
+-seems eerily intelligent, and if threatened,
+-it attacks, inflicting 3 points of damage
+-each round on everything in its area that
+-fails a Speed defense roll, or 1 point on a
+-successful roll. |
+-
+-
+-5 |
+-Animate vegetation (level 4): Kudzu got a
+-lot worse in the aftermath. Characters that
+-fail a Speed defense roll take 4 points of
+-damage each round from strangulation and
+-vine constriction until they can escape |
+-
+-
+-6 |
+-Ashy tide (level 4): A series of powerful
+-wind gusts in the area kicks up a lot of
+-fine grey ash. Except it's not ash—it's a
+-collection of nanobots, each the size of a
+-grain of sand or smaller, called ashy tide. |
+-
+-
+-7-8 |
+-Glowing roach infestation: Four to ten
+-glowing roaches the size of dogs have truly
+-come into their own now that they've grown
+-in stature and intelligence. They have little
+-use for survivors, except as food. |
+-
+-
+-9 |
+-Psychic lichen (level 4): Psychic lichen
+-gently attacks the minds of nearby
+-creatures, causing them to grow tired and
+-nap if they fail an Intellect defense roll. If
+-not awakened, the dozing body serves as
+-food for a new psychic lichen colony. |
+-
+-
+-10 |
+-Strike from the heavens (level 4): A
+-before‑times war satellite becomes active
+-and fires a focused microwave beam at
+-the PCs in the area, inflicting 4 points of
+-damage each round they remain in the area
+-without solid cover and fail a Might defense
+-roll, or 2 points on a successful roll. |
+-
+-
+-11 |
+-Abomination lair: The abomination was
+-a person once, or its ancestors were. Not
+-anymore. |
+-
+-
+-12 |
+-Fiery fissure (level 5): A crack splinters
+-the ground along a newly forming fire‑filled
+-fissure that stretches a long distance,
+-zigging and zagging to catch several more
+-targets than it might otherwise. PCs who fail
+-a Speed defense roll fall in and are burned
+-for 5 points of damage each round until
+-they can climb out or be pulled out with a
+-successful Might task as an action. |
+-
+-
+-13 |
+-Glowing tide (level 5): Veins of
+-yellow‑gold light branching across surfaces
+-(roads, buildings, and bare earth) indicate
+-that nanites are probably active, creating a
+-dangerous area of glowing tide. |
+-
+-
+-14 |
+-Time anomaly (level 5): The PCs
+-encounter a wall of golden light whose
+-interior ripples with lightning. It's a
+-time storm, and either it blocks the PCs'
+-path, or worse, it's gradually sweeping
+-toward the characters. |
+-
+-
+-15 |
+-AI instance, major (level 6): An artificial
+-intelligence in a powered facility attempts
+-to install itself in the wetware (the brain)
+-of humans and any other nearby sapient
+-creatures. Anyone within immediate range
+-of a video screen playing carefully crafted
+-symbols and sounds who fails an Intellect
+-defense roll is stunned, losing their next
+-turn as they stare in rapt attention. If
+-they fail a subsequent defense roll, they
+-come under the control of the AI (because
+-an instance of the AI is running in their
+-head). A target can make a new Intellect
+-defense roll each day to try to reject the
+-control. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to
+-advance the AI's goals. |
+-
+-
+-16 |
+-Hungry tide (level 6): A greyish‑green
+-mist of nanobots a short distance in
+-diameter drifts in the wind, until the
+-hungry tide senses living organisms
+-and moves a short distance each round
+-toward them. |
+-
+-
+-17 |
+-Quantum singularity (level 6): Attempts
+-to change the past to avert the apocalypse
+-have consequences, including these points
+-of unstable space‑time. Characters who fail
+-an Intellect defense task are teleported a
+-short distance in a random direction and
+-possibly several hours forward in time. |
+-
+-
+-18-19 |
+-Rampaging wardroid (level 6): Wardroids may be what caused the apocalypse in the first place; whatever the case, one
+-has wandered directly into the PCs' path. |
+-
+-
+-20 |
+-Mutant bear: The house‑sized
+-radioactive bear, whose roar can be heard
+-for miles, is something to avoid. |
+-
+-
+-
+-
+-### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
+-
+-If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
+-complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
+-settlement or recently secured shelter, or traveling across the wasteland.
+-
+-Select a GM intrusion appropriate to the situation, roll one randomly, or use the list to inspire an intrusion of your
+-own.
+-
+-01–02 (group): Roll on the preceding Realistic Threats and Hazards table, or on the Fantastic Threats and Hazards table
+-if your game includes fantastic elements.
+-
+-03–04: The character is surprised by a diseased feral cat, which bites them and runs off, infecting the PC with a level
+-4 disease that drops them one step on the damage track each day they fail a Might defense roll.
+-
+-05–06 (group or character): The PCs' mode of transport breaks (or someone's boot heel snaps off), requiring about an
+-hour of repair, possibly meaning that they have to duck into nearby ruins to find parts.
+-
+-07–08: A weirdly gnarled hand emerges from the ground or ruin, grabs the character, and pulls them down into an ancient
+-bunker containing a zombie hulk.
+-
+-09–10 (group): The PCs discover their food and water supplies have become contaminated with poisonous mold or dangerous
+-levels of radiation (level 4).
+-
+-11–12 (group): An unseasonal blizzard forces the PCs to seek shelter in an abandoned train yard, which shows signs of
+-being claimed by another group of survivors.
+-
+-13–14: The character treads on a sticky slurry of ooze leaking from a ruined factory that holds them in place unless
+-they give up their footwear and/or succeed on a difficulty 5 Might task to pull free.
+-
+-15–16: A radioactive spider bites the character, inflicting 3 points of Speed damage (ignores Armor), and on a failed
+-difficulty 3 Might defense roll, the character develops one harmful mutation. Each day the PC can attempt another Might
+-defense roll; with a success, the mutation subsides.
+-
+-17–18 (group): A wildfire or structural fire (level 5) moves through the area; PCs must run before it to survive.
+-However, when the fire has burnt out several hours later, the PCs are lost.
+-
+-19–20 (group): A sinkhole opens beneath the PCs' vehicle, which becomes hopelessly stuck in loose earth until they can
+-succeed on a difficulty 7 Might roll to push it out. If PCs don't have a vehicle, the sinkhole sucks down one character
+-and threatens to smother them unless the others succeed on a difficulty 7 Might roll to extract them.
+-
+-21–22: The PC discovers they are infested with mutant green lice (level 5); Might tasks (including defense rolls) are
+-hindered until the PC is treated with appropriate cleansing chemicals.
+-
+-23–24 (group): High winds, acidic precipitation, or a drift of grey goo eats through the PCs' shelter's roof.
+-
+-25–26: The character wakes to discover that some of their equipment has been pilfered, but the PC on watch didn't see
+-anything (and isn't responsible for the theft). Investigation reveals that weirdly smart termites (level 4) working
+-together made off with the item.
+-
+-27–28 (group): Yellow mushrooms with black speckles (level 4) grow profusely in the area and ooze weirdly blood‑like
+-fluid when brushed or trod upon, or simply as PCs pass by. The mushrooms are poisonous, inflicting 4 points of Speed
+-damage (ignores Armor) if ingested, but they also grant PCs a one‑time asset on any knowledge tasks they attempt during
+-the next ten hours.
+-
+-29–30 (group): That buzzing noise that's been getting louder and louder is revealed as a swarm of aggressive, stinging
+-radioactive bees.
+-
+-\* Radioactive bees, swarm: level 5; stings inflict 6 damage and, on failed Might defense roll, an allergic reaction
+-dealing 1 Speed damage (ignores Armor) each minute until target is tended
+-
+-31–32 (group): The PCs enter a region threatened by pockets of explosive gas (level 5), visible before they detonate as
+-low‑lying banks of thin, yellowish mist. If agitated, a gas pocket detonates, inflicting 5 points of damage on
+-everything in the area, or 2 points on PCs who succeed on a Speed defense roll.
+-
+-33–34: The character trips or is thrown from their vehicle or mount by a jolt or similar accidental incident, risking a
+-broken bone on a failed difficulty 4 Speed defense roll.
+-
+-35–36 (group): A before‑times radio transmission is received, asking anyone, anywhere, for aid.
+-
+-37–38 (group): Mosquitos the size of hummingbirds attack.
+-
+-\* Mosquitos, giant, swarm: level 3; bite inflicts damage and, on failed Might defense roll, target contracts Nipah
+-
+-39–40: The character steps in a bear trap left by other survivors. The PC takes 6 points of damage and is caught in a
+-painful clamp until an ally succeeds on a difficulty 6 Might task to remove it.
+-
+-41–42: The character stumbles over a decaying human corpse apparently killed by invasive fungus (level 3) eating through
+-their brain.
+-
+-43–44: The character ate something that didn't agree with them, and becomes so afflicted with nausea that their tasks,
+-attacks, and defense rolls are hindered by two steps for the next few hours.
+-
+-45–46 (group): A mushroom cloud from a nuclear detonation blooms on the horizon. Are the PCs far enough away to survive?
+-Maybe, if they find shelter pronto.
+-
+-47–48: A mutated animal with unhealthy skin lesions and bulbous growths (with giant rat stats) scurries from the
+-character's backpack or other container when they stow or retrieve equipment. The animal runs off unless attacked, in
+-which case it fights to the death.
+-
+-49–50 (group): The PCs encounter a survivor claiming to be looking for a source of water that's not radioactive. Maybe
+-they're telling the truth and could use some help. Or maybe they're a spy from a nearby raider camp.
+-
+-51–52: The thin trickle of water running through the ruins must be intermittently in contact with live electrical wires,
+-as the character discovers when they take 5 points of Speed damage (ignores Armor) and are stunned, losing their next
+-turn.
+-
+-53–54: A lurking rattlesnake bites the PC, then slithers off.
+-
+-55–56 (group): When the PCs return to their camp or place of refuge, they find that someone else has stolen all their
+-carefully hoarded stores and wrecked part of the camp.
+-
+-57–58 (group): A pack of seven rabid dogs appears, growling and snarling.
+-
+-\* Rabid dog: level 3, attacks as level 4; Armor 1
+-
+-59–60: The character falls partly (or completely) through the rotting floor, trapping their foot until they succeed on a
+-difficulty 4 Might roll, or dropping them to a lower floor (and separating them from the others).
+-
+-61–62 (group): It's hot outside today, due to a combination of aberrant weather conditions. PCs without some means of
+-cooling themselves off suffer 1 point of ambient damage each minute in the "heat dome" covering the region.
+-
+-63–64 (group): Eroded earth and dead vegetation in the region create perfect conditions for a sandstorm, which blows
+-through the area for several hours, reducing visibility to an immediate distance.
+-
+-65–66 (group): An electromagnetic storm rips through the area, knocking out any electronic devices the PCs might have,
+-and potentially threatening PCs without shelter with a lightning strike (level 7).
+-
+-67–68: An automatic defense system comes back online as PCs pass, deploying a metal‑clad pop‑up turret (level 5). Each
+-minute, it targets the character with a mini‑missile attack that inflicts 10 points of damage (or 3 points even with a
+-successful Speed defense roll).
+-
+-69–70 (group): A group of three to six zombies (or cannibals, if your game has no zombies) stumbles out of the hospital,
+-bunker, or old military facility.
+-
+-71–72: The character's trusty weapon finally rusts through or otherwise breaks.
+-
+-73–74 (group): Seeping gas (level 4) in the area causes the PCs to begin hallucinating. Each is certain the other is
+-some kind of threat—such as a raider, a zombie, or something else dangerous—until they succeed on a difficulty 3
+-Intellect defense roll on their turn to realize what's going on.
+-
+-75–76 (group): The characters are caught in a stampede of rewilded giraffes, elephants, buffalo, or other large animals.
+-Each PC suffers 3 points of damage, descends one step on the damage track, and on a failed difficulty 3 Speed defense
+-roll, is borne along for a while and separated from their allies.
+-
+-77–78 (group): The heavy rain and lightning storm suddenly births a tornado. PCs must seek shelter or suffer 7 points of
+-damage each round they are exposed. If a PC takes enough damage to descend three steps on the damage track, they are
+-pulled up into the vortex and lost.
+-
+-79–80: The character discovers they've started growing a sixth finger on their left hand. Why? Maybe due to their
+-previous exposures to whatever mutagen exists in the world, or for a reason yet to be learned.
+-
+-81–82 (group): A before‑times jet appears in the sky, engines spewing smoke, before it crashes close enough to deal 4
+-points of damage to PCs that fail a difficulty 4 Speed defense roll.
+-
+-83–84 (group): It begins to hail ice chunks the size of golf balls, inflicting 3 points of damage each round on PCs
+-without shelter. The event also knocks any exposed vehicles or shelter the PCs rely on one step down the object damage
+-track.
+-
+-85–86: The character steps on a plant that releases spores blinding them for about a minute.
+-
+-87–88: The character walks through a hidden trip wire set by other survivors, causing an alarm to blare.
+-
+-89–90 (group): A group of people (level 2) with glazed eyes appear with gifts of food. They want to introduce the PCs to
+-their AI benefactor (or warlord, if your game has no AIs) via an old‑time communications device they have with them.
+-
+-91–92: The character has been pushing too hard and they're exhausted; they move down one step on the damage track until
+-after their next ten‑hour recovery.
+-
+-93–94: Through misadventure, the character falls from the vehicle or mount, and no one else immediately notices.
+-
+-95–96: A mutant skunk with two heads (or regular skunk, if your game doesn't feature mutations) sprays the character.
+-The character's pleasant social interaction tasks are hindered by two steps for two to five days.
+-
+-97–98 (group): NPC survivors demand PCs pay a toll to pass, equal to enough food and water to sustain one person for
+-five days.
+-
+-99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
+-but someplace completely different.
+-
+-### OPTIONAL RULES FOR FAIRYTALE
+-
+-Optional Rule: I Have That!
+-
+-In fairy tales, characters often have exactly the right mundane piece of equipment
+-
+-that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
+-on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
+-to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
+-Item" in
+-
+-that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
+-say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
+-one of their Pocket Items for the appropriate price category.
+-
+-Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
+-less expensive counterparts.
+-
+-The GM has veto power over items that they don't think you could have found or carried.
+-
+-Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
+-who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
+-into a Pocket Item; it remains a thimble.
+-
+-Example Pocket Items
+-
+-Inexpensive
+-
+-• Apple
+-
+-• Ashes (handful)
+-
+-• Breadcrumbs
+-
+-• Butter
+-
+-• Candy
+-
+-• Chalk
+-
+-• Cricket in a cage
+-
+-• Cup
+-
+-• Egg
+-
+-• Fabric
+-
+-• Flyswatter
+-
+-• Glass jar
+-
+-• Glue
+-
+-• Honey
+-
+-• Leather
+-
+-• Magnets
+-
+-• Marbles
+-
+-• Nails
+-
+-• Needle and thread
+-
+-• Paper
+-
+-• Plait of hair
+-
+-• Pot of fat
+-
+-• Pot of grease
+-
+-• Ribbon
+-
+-• Rice (handful)
+-
+-• Straw
+-
+-• Tacks
+-
+-• Wax
+-
+-• Wool
+-
+-Moderate
+-
+-• Bird in a cage
+-
+-• Sewing shears
+-
+-• Thimble
+-
+-### OPTIONAL RULES FOR SCIENCE FICTION
+-
+-### SPACE HAZARDS
+-
+-A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
+-more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
+-
+-### GRAVITY WELL
+-
+-All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
+-hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
+-associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
+-purposes, that's either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
+-
+-Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
+-error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
+-
+-Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
+-trajectory on a failed piloting task, the difficulty determined by the situation.
+-
+-Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
+-the craft to expend additional power to get free (power it may or may not have)
+-
+-### BLACK HOLE
+-
+-Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
+-couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
+-dilation, and being swallowed.
+-
+-Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole's
+-event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
+-thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
+-fantastic tech-rated gravity nullifier isn't in use) suffer 1 point of ambient damage each round.
+-
+-A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
+-Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
+-dilation.
+-
+-Relativistic Time Dialation: From a mechanical perspective, spacecraft that survive close encounters with black holes
+-and return to normal space discover that more time has passed than expected, which could range from fairly
+-inconsequential minutes or hours, to far more serious days, months, years, centuries, or more.
+-
+-Past the Event Horizon: The event horizon is the point of no return, where not even light can escape the clutch of
+-gravity. If a spacecraft falls into a black hole, assuming it is not spaghettified by tidal forces, it is still lost
+-from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
+-post-singularity AI or ancient ultra.
+-
+-### RADIATION BELT/SOLAR FLARE
+-
+-Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
+-causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
+-unexpected exposure.
+-
+-Ship Damage: The ship suffers minor or major damage, requiring repair and perhaps even replacement of parts. This damage
+-is as serious as you require for the purposes of creating an interesting story.
+-
+-Radiation Sickness: When PCs are exposed to intense radiation, they suffer 3 points of ambient radiation damage for each
+-minute the character fails a difficulty 3 Might defense task. If the character fails three such defense rolls during any
+-single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
+-the damage track for each day they fail a Might defense roll until they expire.
+-
+-### ASTEROID/DEBRIS FIELD
+-
+-Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
+-to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
+-fantastic settings, or possibly in solar systems other than Earth's.
+-
+-Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
+-pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
+-collision occurs. Each time a collision occurs, the ship (and possibly its crew) is damaged according to the track laid
+-out below. Collisions are assumed to be major rocks or pieces of debris, or possibly a series of smaller pieces of
+-debris all impacting nearly simultaneously, with one getting through the shielding.
+-
+-Finding Shelter: The best way to find shelter in order to effect repairs, or hide from pursuers, is to try to find an
+-asteroid or piece of debris large enough for the spacecraft to land on or find a crevice to slide into. To land a
+-spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
+-spin, then slide into the cramped space.
+-
+-### CRAFTING MAGIC ITEMS
+-
+-Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
+-
+-### CRAFTING CYPHERS
+-
+-1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
+-what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
+-System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
+-could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
+-particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
+-its level range, and should always be treated as a level 6 cypher when crafted by a PC.
+-
+-2\. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and
+-exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how
+-expensive these materials are, according to the following table.
+-
+-| Cypher Level | Materials Cost |
+-|--------------|--------------------------|
+-| 1 | One inexpensive item |
+-| 2 | Two inexpensive items |
+-| 3 | One moderate item |
+-| 4 | Two moderate items |
+-| 5 | Three moderate items |
+-| 6 | One expensive item |
+-| 7 | Two expensive items |
+-| 8 | Three expensive items |
+-| 9 | One very expensive item |
+-| 10 | Two very expensive items |
+-
+-3\. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The
+-crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized
+-in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a
+-formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an
+-activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this
+-skill) to do this sort of crafting; the character cannot attempt the task at all.
+-
+-4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
+-difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that
+-they have to spend less time on crafting it. See the table below.
+-
+-For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
+-on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
+-potion to cook for a few hours, stirring to make sure the ingredients don't congeal, allowing ink on a scroll to dry,
+-and so on. In other words, the character is able to perform other actions in the vicinity of the crafting (such as
+-studying, resting, eating, and so on), but couldn't craft on the road or in the middle of a dungeon.
+-
+-| Assessed Difficulty | Time to Craft |
+-|---------------------|---------------|
+-| 1 | Ten minutes |
+-| 2 | One hour |
+-| 3 | Four hours |
+-| 4 | Nine hours |
+-| 5 | One day |
+-| 6 | Two days |
+-| 7 | One week |
+-| 8 | Three weeks |
+-| 9 | Two months |
+-| 10 | Six months |
+-
+-5\. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the
+-process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a
+-crafting task assessed as difficulty 5 requires five subtask successes.
+-
+-The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the
+-crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
+-intervals over the course of the full time required to craft the item.
+-
+-> If at any point the crafter fails on a subtask, the item isn't ruined. Instead, the character only wasted the time
+-> spent on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter
+-> fails twice in a row on the same subtask, the character can continue crafting, but in addition to losing another
+-> interval of crafting time, more crafting material (equal to one of the kind of item needed to craft it) is destroyed
+-> in a mishap and must be replaced before crafting can continue.
+->
+-> A player may ask to apply Effort to each subtask. Applying Effort is something they do in the moment, not over the
+-> course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
+-> day
+-
+-### CRAFTING ARTIFACTS
+-
+-Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
+-select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
+-their other character abilities. The main difference is that most artifacts don't cost Pool points to activate, and
+-character abilities don't have a depletion stat that eventually removes the item from play. Crafting artifacts is
+-handled as a long-term benefit of character advancement; the character and GM agree on the artifact to be crafted, and
+-the character spends 3 XP. If the item is fairly simple, the GM can skip the crafting details and just say that after a
+-period of time, the PC creates the artifact. For an item that significantly alters gameplay—granting the character vast
+-telepathic powers or giving them the ability to teleport at will—the GM can give the item an assessed difficulty equal
+-to 3 + the artifact level and require the character to follow the crafting steps for creating a magical cypher. Crafting
+-this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
+-the same assessed difficulty
+-
+-### RITUAL MAGIC
+-
+-### TIME
+-
+-Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
+-it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
+-ritual takes from start to finish, once the preparations (if any) are complete.
+-
+-### DIFFICULTY AND SUBTASKS
+-
+-Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
+-a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
+-from the dead don't have an obvious task level. In these cases, the GM should choose a level for the ritual based on
+-what would make an interesting experience for the players. Instead of having the success or failure of this sort of
+-magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
+-subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
+-a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
+-at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
+-
+-If at any point the PC fails a subtask, the ritual isn't automatically ruined, but it costs time—a failure means the
+-time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
+-subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
+-the ritual (perhaps equal to half the ritual's overall level) means the whole thing needs to be started again. Skills,
+-assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
+-the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
+-
+-### POOL INVESTMENT
+-
+-Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
+-vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
+-could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
+-necessary to prevent a participating PC from dying during the ritual).
+-
+-### ACCELERATED PERFORMANCE
+-
+-The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
+-reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
+-a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
+-time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
+-
+-### EXAMPLE RITUALS
+-
+-The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
+-may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
+-might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
+-ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
+-
+-### UNDERSTANDING THE EXAMPLES
+-
+-Each ritual is described in the following format.
+-
+-Level: The overall level of the ritual, which determines how many subtasks it has.
+-
+-Time: The preparation time (if any) and performance time.
+-
+-Roles: Things other characters can do to participate and help.
+-
+-Side Effects: Negative consequences for failed rolls or GM intrusions.
+-Reagents: Resources that can help success.
+-
+-Pool: What kind of Pool points the ritual costs.
+-
+-Other Assets: Kinds of abilities that can help success.
+-
+-### BESEECH
+-
+-Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
+-that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
+-makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information,
+-for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the
+-ritual merely gains its attention and gives the characters the opportunity to speak their case.
+-
+-Level: The level of the entity
+-
+-Time: Four hours of preparation, one hour of performance
+-
+-Roles: Chanting, lighting candles, holding gifts/reagents
+-
+-Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the
+-entity will consider answering)
+-
+-Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
+-
+-Pool: Might or Intellect
+-
+-Other Assets: Knowledge or control of similar entities
+-
+-Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
+-space to talk in person.
+-
+-### CONJURE THE DEAD
+-
+-Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
+-prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
+-them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
+-the living or unfulfilled tasks completed). If the characters don't comply, they must magically threaten or compel the
+-spirit to obey.
+-
+-Level: The level of the dead spirit
+-
+-Time: Three hours of preparation, one hour of performance
+-
+-Roles: Chanting, holding hands in a circle, manipulating a spirit device
+-
+-Side Effects: Haunting, possession
+-
+-Reagents: Mementos of the spirit's life, the spirit's former physical remains, a person or creature to possess
+-
+-Pool: Might or Intellect
+-
+-Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
+-
+-A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
+-accordingly.
+-
+-### CONJURE DEMON
+-
+-Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
+-perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
+-about a minute, during which time the summoners must bargain with or command it to perform a deed that takes no longer
+-than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property
+-are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get
+-it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge
+-for the unwanted summoning).
+-
+-Level: The level of the demon
+-
+-Time: Three hours of preparation, one hour of performance
+-
+-Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
+-
+-Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
+-
+-Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects
+-representing anger, destruction, or hatred (according to the desired service)
+-
+-Pool: Might or Intellect
+-
+-Other Assets: Knowledge or control of similar entities, secret name of the demon
+-
+-### CONJURE DEVIL
+-
+-Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
+-perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
+-it to perform a deed that takes no longer than an hour and requires the devil to travel no more than about 50 miles (80
+-km)—spying, stealing, guarding, and murdering are common tasks. The devil usually wants something in return (even if
+-just an agreement for a later favor); otherwise, the characters must threaten it or have some way to force it to obey.
+-If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the
+-interruption).
+-
+-Level: The level of the devil
+-
+-Time: Three hours of preparation, one hour of performance
+-
+-Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
+-
+-Side Effects: Bad smell, curse, infernal mark, possession
+-
+-Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing
+-betrayal, deception, or greed (according to the desired service)
+-
+-Pool: Might or Intellect
+-
+-Other Assets: Knowledge or control of similar entities, secret name of the devil
+-
+-### CONJURE ELEMENTAL
+-
+-Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
+-remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
+-elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than
+-about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
+-its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
+-water, and so on. If the summoners can't come to an agreement with the elemental, it might make one attack before it
+-leaves.
+-
+-Level: The level of the elemental
+-
+-Time: Three hours of preparation, one hour of performance
+-
+-Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
+-
+-Side Effects: Damage, weakness toward one kind of attack
+-
+-Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or
+-creatures
+-
+-Pool: Might, Speed, or Intellect, depending on the kind of elemental
+-
+-Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental
+-
+-Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
+-playing up their strengths are the key to bargaining with them.
+-
+-### CONSECRATION
+-
+-Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
+-very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
+-use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
+-enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
+-area are hindered by two steps.
+-
+-Level: The level of the effects to protect against
+-
+-Time: One hour of preparation, two hours of performance
+-
+-Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
+-other suitable markers)
+-
+-Side Effects: Lights, sounds, weak spots or "back doors" in the barrier
+-
+-Reagents: Silver dust, sacred oil, buried blessed gemstones
+-
+-Pool: Intellect
+-
+-Other Assets: Warding magic, religious knowledge
+-
+-### ENCHANT WEAPON
+-
+-Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
+-next day.
+-
+-Level: 3 or 4
+-
+-Time: Thirty minutes of preparation, one hour of performance
+-
+-Roles: —
+-
+-Side Effects: Weapon attack hindered, higher GM intrusion rate
+-
+-Reagents: Rare oils, gem dust
+-
+-Pool: Speed or Intellect
+-
+-Other Assets: Battle tactics, weapon crafting
+-
+-In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
+-rolls, grant extra damage, affect multiple weapons at once, or all of the above.
+-
+-### ENTOMBMENT
+-
+-Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
+-the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
+-forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the
+-vessel.
+-
+-Level: The level of the creature
+-
+-Time: Sixteen hours of preparation, one hour of performance
+-
+-Roles: Chanting, carrying or protecting the vessel
+-
+-Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
+-
+-Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
+-
+-Pool: Intellect
+-
+-Other Assets: Control magic, grappling, imprisoning magic, wards
+-
+-### EXORCISM
+-
+-Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
+-out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
+-comes). Completing the ritual doesn't prevent other spirits from entering or inhabiting the area, but it is likely that
+-they can sense that an exorcism happened there, and most choose to avoid such an area so they don't suffer the same
+-fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning
+-for a year and a day. As with using the ritual to cleanse a location, this doesn't prevent other spirits from afflicting
+-the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
+-
+-Level: The level of the most powerful hostile presence to be exorcised
+-
+-Time: Two hours of preparation, two hours of performance
+-
+-Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with
+-incense
+-
+-Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
+-
+-Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
+-
+-Pool: Intellect
+-
+-Other Assets: Warding magic, religious knowledge
+-
+-Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
+-possessing a creature— throwing objects, causing nightmares, making noises, and so on.
+-
+-### FLESH FOR KNOWLEDGE
+-
+-Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
+-permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
+-they see fit). The character experiences painful hallucinations that give them insight and understanding. They
+-immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
+-advancement).
+-
+-Level: Twice the tier of the ability the character wishes to learn
+-
+-Time: One hour of preparation, one hour of performance
+-
+-Roles: Chanting, restraining the subject of the ritual
+-
+-Side Effects: Lasting damage, permanent damage, scarring
+-
+-Reagents: Silver knife, silver vessel
+-
+-Pool: See above
+-
+-Other Assets: Pain tolerance, surgery
+-
+-Instead of permanently reducing a character's Pools by 4 points, the GM could allow other permanent penalties such as
+-reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
+-points gained through recovery rolls by 2.
+-
+-### PURIFICATION
+-
+-Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
+-or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
+-creature or object, which is then discarded or safely destroyed.
+-
+-Level: The level of the affliction or effect to remove
+-
+-Time: One hour of preparation, two hours of performance
+-
+-Roles: Applying reagents, chanting
+-
+-Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
+-
+-Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on
+-the target, scapegoat, silver dust
+-
+-Pool: Might
+-
+-Other Assets: Healing magic, resistance to the target's affliction
+-
+-### RESURRECTION
+-
+-Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
+-completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
+-anything that happened after they died.
+-
+-Level: The level of the deceased (at least tier 6 if a PC)
+-
+-Time: Five hours of preparation, two hours of performance
+-
+-Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
+-
+-Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
+-damage
+-
+-Reagents: Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
+-items of importance to the deceased, parchment extolling the deceased's history and deeds, soul-sympathetic items
+-
+-Pool: Might or Intellect
+-
+-Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy,
+-spirit knowledge, secret name of the deceased
+-
+-A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
+-impaired state on the damage track instead of hale, requiring further rest or healing.
+-
+-### SACRIFICIAL RITE
+-
+-A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
+-the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
+-the final destination for the soul (such as placing it in a sword to create a magic item).
+-
+-Level: The level of the creature (at least tier 6 if a PC)
+-
+-Time: One hour of preparation, one hour of performance Roles: Chanting, playing instruments, bearing the soul object,
+-restraining the creature, slaying the creature
+-
+-Side Effects: Creature rages or escapes, damage, dying curse, haunting
+-
+-Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
+-high as the creature's level)
+-
+-Pool: Might or Intellect
+-
+-Other Assets: Death spells, instant-kill abilities, soul manipulation
+-
+-### MAGICAL TECHNOLOGY
+-
+-To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
+-regular (nonmagical) items.
+-
+-### MAGIC PLUS TECHNOLOGY
+-
+-Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
+-certainly be manifest cyphers or artifacts. Here's an example cypher:
+-
+-### FROZEN TIMEPIECE
+-
+-Level: 1d6 + 2
+-
+-Effect: Creates or transforms into a pocketwatch that seems to be made of ice. Upon activation of the cypher, the user
+-can take normal actions, but everything and everyone around them is frozen in time. The user cannot affect anything
+-else, but they can move through the world and take actions that affect themselves or their own belongings (bandage a
+-wound, repair a broken item, and so on). The effect lasts for one round per cypher level.
+-
+-And here's an example artifact:
+-
+-### TRUTH BINOCULARS
+-
+-Level: 1d6 + 2
+-
+-Form: Pair of binoculars with a large runic symbol on them
+-
+-Effect: Not only do these make it easy to see things far away, but looking through them also allows the viewer to see
+-through illusions and see things that are normally invisible, assuming the effect has a level lower than that of the
+-binoculars.
+-
+-Depletion: 1–2 in 1d100 (check each use)
+-
+-To craft items that are both technological and magical, either you need to make the device first and then enchant it, or
+-you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
+-very different.
+-
+-### TECHNOLOGY THAT INTERACTS WITH MAGIC
+-
+-In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
+-interact and cope with it. Technological devices that are not magical but deal with magic could include:
+-
+-Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something
+-magical, it does not function again.
+-
+-Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
+-suit. However, all of the wearer's tasks to resist magical effects are eased. If the wearer takes even 1 point of
+-physical damage, the suit rips and no longer functions until it is repaired and resealed.
+-
+-Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
+-signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
+-impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
+-
+-### MAGIC THAT INTERACTS WITH TECHNOLOGY
+-
+-In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
+-blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
+-
+-### FINDING PRYING EYES
+-
+-Level: 1d6 + 3
+-
+-Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
+-source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
+-this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
+-the location of the listener.
+-
+-### POWER DEVICE
+-
+-Level: 1d6 + 2
+-
+-Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
+-powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
+-flashlight, the battery is fully charged.
+-
+-### SCREEN CONTROL
+-
+-Level: 1d6 + 2
+-
+-Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
+-whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
+-and colors.
+-
+-Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
+-though the technology involved might not have any common principles
+-
+-### MIND CONTROL
+-
+-From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
+-takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
+-such as attacking friends). But what's happening inside the controlled creature's head—whether during the effect or
+-afterward—often isn't specified. There are several options for the GM to consider, either for all kinds of mind-control
+-magic or on a case-by-case basis.
+-
+-- Confusion: The controlled creature doesn't understand why they're doing things they normally wouldn't do, but they
+- aren't aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
+- that they don't know why they did those things, or come up with an explanation justifying (to themselves and others)
+- their reasons for those actions.
+-
+-- Dream: The controlled creature is aware of what's going on but perceives it in a dreamlike state. They may believe
+- that they're in control of themselves the entire time, or somewhat aware that they're not fully in control (similar to
+- being intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about
+- the events but may not realize that someone else was controlling them.
+-
+-- Trapped: The active thoughts in the controlled creature's head come from the controller, but the creature still has a
+- small voice or awareness in the background, like they're a prisoner in their own mind. This horrible situation usually
+- means the controlled creature reverts to normal once the control is gone, and is probably very upset that their mind
+- and body autonomy were violated.
+-
+-One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control.
+-For example, being charmed by a vampire might mean the PC can't attack the vampire (or its allies) or run away, but is
+-still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the
+-character can be given a specific command, and until they comply with that command their other actions are hindered by
+-one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an
+-additional 1 XP (or, to approach it from the opposite direction, the GM can offer them a GM intrusion that the mind
+-control is happening, and allow the player to spend 1 XP to refuse it, or go into XP debt if they want to refuse it but
+-have no XP to spend).
+-
+-A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
+-For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
+-
+-### MYSTICAL MARTIAL ARTS
+-
+-If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
+-portray the kinds of things characters in such stories can accomplish.
+-
+-- Running and climbing speeds and jumping distances are doubled. For those trained in running, climbing, or jumping, the
+- speeds and distances are tripled instead of doubled. For those specialized, they are quintupled. For all intents and
+- purposes, this means that everyone can run up a wall or jump very high in the air, and masters can practically fly or
+- run across water.
+-
+-- Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
+- and powerful martial arts styles. This doesn't change anything in the game mechanically—no one gets the ability to use
+- weapons that they wouldn't normally have under the rules. But it does change the flavor, suggesting that no PC is
+- entirely ignorant of weapons or close combat.
+-
+-- Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
+- attack, perhaps it is "The Three-Flower Fist," and instead of Fury, a character uses "The Rage of the Sevenfold." It
+- is reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described
+- with a magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character,
+- and so on.
+-
+-- Materials and objects are easier to destroy. For the purpose of attacking objects, subtract 2 from the level of any
+- material (minimum of 0). It should be relatively simple for any character to smash through a plain wooden door with
+- little effort, and true warriors can shatter stones with their blows.
+-
+-- Wounds heal faster. Everyone gains +1 to all recovery rolls.
+-
+-- Superhuman abilities exist. Consider adopting some of the superhero rules from the Cypher System Reference Document,
+- in particular the power shift optional rules. These may derive from almost supernatural levels of training in various
+- techniques (such as dianxue) but probably mostly from neili.
+-
+-> Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
+-> building up and cultivating the energy known as qi and using it for supernatural effects.
+-
+-### POSSESSION
+-
+-Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
+-person, taking over a character's body as if it were the creature's own. The creature must touch the character to
+-attempt possession (even if the creature's touch normally inflicts damage, the possession attempt doesn't inflict
+-damage). The character must make an Intellect defense roll or become possessed, whereupon the creature's immaterial form
+-disappears into the character.
+-
+-The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
+-possessing creature can try to control the actions of the host, but the character can attempt an Intellect defense roll
+-to resist each suggested action. Successful resistance means that the character does nothing for one round. When the
+-creature isn't trying to control the host, the character can act as they choose. Usually, a possessing creature's
+-actions are limited to controlling its host and leaving the host (the creature's own abilities are unavailable to it
+-while in someone else's body).
+-
+-While it possesses a character, the creature is immune to most direct attacks (though not so the host; killing the host
+-will eject the creature). For example, hitting a demon-possessed human with a sword hurts only the human, not the demon
+-controlling them. Mental attacks and special abilities that only affect possession or the type of possessing creature
+-usually work normally
+-
+-A possessed character is allowed an Intellect defense roll to eject the creature once per day. The defense roll is
+-hindered by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised
+-demon is powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that
+-has power over the demon. This can be attempted once per day and grants the possessed character an additional Intellect
+-defense roll to eject the demon.
+-
+-Possession is like mind control in that it takes away a player's ability to control their character, and that can make
+-some players very uncomfortable. See the section on mind control and consent for more information (page 67).
+-
+-### SECRET AND TRUE NAMES
+-
+-Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
+-including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
+-defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
+-enough to convince it to perform a service without compensation. A creature doesn't automatically know if someone has
+-learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
+-informed opponent has some kind of advantage against them and deduce that their secret name is involved.
+-
+-Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
+-the Uncover a Secret character arc to do so.
+-
+-### WISHES
+-
+-Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
+-them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
+-do so as a GM intrusion— that way, the character still gets a reward, and they can either accept the twisted wish (which
+-isn't as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight
+-wording that can't be twisted).
+-
+-Second, consider the level of the creature granting the wish—that's basically the level of the wish, as the creature
+-shouldn't be able to grant a boon more powerful than itself. Therefore, it's reasonable that a level 6 creature could
+-create a level 6 effect. The GM could look at the creature's other abilities (or abilities of other creatures of its
+-level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
+-result downward until it's appropriate for the creature's power.
+-
+-Wishing for more wishes doesn't work because a creature shouldn't be able to create something more powerful than
+-itself—at least not without some investment of time and other resources, like a character using XP to acquire an
+-artifact.
+-
+-### FANTASY RULES 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.
+-
+-### GOLD
+-
+-The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
+-characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
+-a typical fantasy campaign, the characters should become wealthier as they advance.
+-
+-### MANIFEST CYPHERS
+-
+-The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
+-can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
+-might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the
+-premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The
+-key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold.
+-
+-The PCs can have opportunities to trade their cyphers with NPCs in town, whether that's at a magic item shop, the tower
+-of a mentor wizard, a thieves' guild, a temple, other adventurers, or the local government. The kinds of cyphers these
+-NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other
+-useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level
+-are generally considered to be about the same value, although local biases and NPC interests may affect their
+-willingness to trade certain items despite or because of a level disparity
+-
+-### ARTIFACTS
+-
+-Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
+-not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
+-artifact of about the same level. Unlike cyphers, the game doesn't assume that PCs have frequent opportunities to gain
+-new artifacts or replace the ones that deplete.
+-
+-In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
+-what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very
+-expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
+-could be worth about the same as an exorbitant item.
+-
+-### DUNGEONS, CASTLES, AND KEEPS
+-
+-This section describes several kinds of common physical features and their game stats. Any of these levels can be
+-adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
+-reinforced by magic so its level is higher, and so on.
+-
+-### WALLS
+-
+-Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
+-by a creature). Anything describing walls in this section also applies to ceilings and floors.
+-
+-- Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
+- blindly (hindered by four steps), but it's usually easier to break a hole in the wall and attack through the hole.
+- Paper walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a
+- paper wall, and a cloth wall is probably level 2.
+-
+-- Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a
+- partition within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might
+- be level 5. Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing
+- weapons (attacks are hindered).
+-
+-- Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold
+- them in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a
+- cave wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to
+- suit their needs for a living space. Some constructed stone walls are reinforced with metal bars on the surface or
+- built inside, increasing its level to 7. Stone walls are vulnerable to piercing weapons (attacks are eased) but
+- resistant to bashing and slashing weapons (attacks are hindered).
+-
+-- Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
+-
+-### DOORS
+-
+-Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
+-their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
+-the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
+-
+-- Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to
+- keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple
+- planks nailed together on a frame or with support struts. Wooden doors of all strengths are vulnerable to fire
+- (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
+-
+-- Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or
+- shop.
+-
+-- Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An
+- especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
+-
+-- Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a
+- center point. They are common in places like dungeons where wood and metal are scarce. Stone doors are vulnerable to
+- piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
+-
+-- Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
+- king's tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
+-
+-- Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
+- archers to fire at the creatures trapped by it. They're also useful in closing access to a waterway without impacting
+- its flow. A wooden portcullis is relatively fragile and usually isn't meant to keep anyone out for long.
+-
+-- Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
+- necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
+- lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
+-
+-### TRAPS
+-
+-One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
+-
+-### TRIGGERING TRAPS
+-
+-Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
+-Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
+-activates.
+-
+-### FINDING TRAPS
+-
+-Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
+-presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
+-dangers are present.
+-
+-Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
+-before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
+-traps the GM has in their path. Allowing characters to passively search in this way means the players don't have to keep
+-stating over and over that they're looking for traps. The drawback for them is that it takes them more time to get
+-anywhere (which means time-based special abilities and cyphers will run out sooner).
+-
+-Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it.
+-Active searching takes about one round for each immediate area searched. Rather than having the players make separate
+-rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the
+-trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
+-they've resolved the first trap.
+-
+-### DISABLING, DAMAGING, AND BYPASSING TRAPS
+-
+-A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
+-same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
+-and much harder to disable. Traps are objects and use the object damage track. Characters can attack a trap with weapons
+-or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of
+-sabotage (such as hammering a piton into a groove where a blade springs out). Magical traps can be damaged or disabled
+-with special abilities.
+-
+-Instead of disabling a trap, a character can try to bypass it so they and their allies can get past it without
+-triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is
+-hindered by two steps
+-
+-Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap's target is the acting
+-character, and the trap's attack is eased because the character placed themselves in harm's way
+-
+-Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
+-hindered by two additional steps).
+-
+-### UNDERSTANDING THE LISTINGS
+-
+-The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
+-standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
+-from the listing.
+-
+-Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
+-reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
+-(always three times the trap's level).
+-
+-Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
+-it has a limited number of uses, and so on.
+-
+-Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
+-attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
+-if it's the normal amount for a trap of its level.
+-
+-Modifications: Use these numbers when a trap's information says to use a different target number. For example, a level 4
+-trap might say "defends as level 5," which means PCs attacking it or trying to disable it must roll a target number of
+-15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap's attacks, defenses, and
+-stealth (how hard or easy it is to notice the trap).
+-
+-GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
+-possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
+-
+-### COMMON TRAP POISONS
+-
+-- Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
+- and one hour.
+-
+-- Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute,
+- ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
+-
+-- Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
+-
+-- Debilitating: The poison hinders all of the creature's actions by one or two steps if they fail a defense roll. (Some
+- poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
+- are ten minutes, one hour, and ten hours.
+-
+-- Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense
+- roll.
+-
+-- Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has
+- passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The
+- ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a
+- defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point
+- every round.
+-
+-- Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might
+- leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten
+- minutes, one hour, and ten hours.
+-
+-- Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
+- hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
+- time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and
+- then making them groggy for an hour, even if they're awakened early).
+-
+-### ARROW 4 (12)
+-
+-Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
+-hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
+-for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be
+-triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap
+-releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
+-
+-Damage Inflicted: 4 points
+-
+-Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
+-
+-GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
+-or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
+-
+-### CRUSHING WALL 6 (18)
+-
+-A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
+-could be built in its place).
+-
+-A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks)
+-falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
+-so that triggering the trap makes the area impassible.
+-
+- A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
+-Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
+-difficult terrain.
+-
+-Damage Inflicted: 6 points (ignores Armor)
+-
+-GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they
+-can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
+-and can now reach the characters.
+-
+-### DISINTEGRATION 7 (21)
+-
+-A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
+-any object destroyed by it) turns to dust.
+-
+-Damage Inflicted: 15 points
+-
+-GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
+-ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
+-
+-### EXPLOSIVE GLYPH 4 (12)
+-
+-A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
+-acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
+-unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of
+-electrified salt water, or a gout of burning oil.
+-
+-Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if
+-they make their defense roll.
+-
+-Modifications: Stealth as level 5
+-
+-GM Intrusion: The glyph marks the character's face with a symbol indicating they are a thief. The glyph makes the
+-character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
+-curse is removed.
+-
+-### FLOODING ROOM 4 (12)
+-
+-Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
+-creatures in it begin to drown.
+-
+-A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
+-or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
+-starting to suffocate. (Restoring the air allows the characters to awaken, but doesn't move them back up the damage
+-track.)
+-
+-Damage Inflicted: None until drowning starts
+-
+-Modifications: Defends as level 7
+-
+-GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
+-fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
+-
+-### MANGLER 3 (9)
+-
+-A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
+-hindering all actions requiring that hand by one or two steps.
+-
+-A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
+-trapdoor, reducing their movement speed by half.
+-
+- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
+-character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
+-lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
+-instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
+-have a glue pot stuck on their hand or foot.
+-
+-Damage Inflicted: 3 points, plus lasting damage
+-
+-Modifications: Stealth as level 4
+-
+-GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they
+-fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
+-poison.
+-
+-### NET 3 (9)
+-
+-A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
+-traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
+-
+-A variant of this trap is a snare made of sturdy cord or wire.
+-
+-Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense
+-roll to break or escape the net)
+-
+-Modifications: Attacks as level 5, defends as level 2
+-
+-GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The
+-net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
+-round.
+-
+-### PIT 4 (12)
+-
+-A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
+-multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
+-areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other
+-debris.
+-
+-A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when
+-enough weight reaches the middle section.
+-
+-Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
+-
+-GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor
+-closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased,
+-hindering attempts to climb out by two steps. A dangerous creature is at the bottom of the pit (or in a room adjacent to
+-it). The pit is filled with poison gas. The trapdoor detaches and falls into the pit, inflicting 1 point of ambient
+-damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
+-falls in.
+-
+-### POISON GAS 3 (9)
+-
+-The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
+-harm, it is likely that the character won't realize at first that they've sprung a trap.
+-
+-A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
+-torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap's level.
+-
+-A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
+-creatures.
+-
+-Damage Inflicted: As poison
+-
+-Modifications: Stealth as level 5
+-
+-GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after
+-exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
+-companions for enemies, until they make an Intellect defense roll. The gas is flammable.
+-
+-### POISON NEEDLE 5 (15)
+-
+-A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
+-mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
+-
+-Damage Inflicted: 1 point (plus poison)
+-
+-Modifications: Stealth as level 6
+-
+-GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap
+-releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
+-instead of a poisoned needle, affecting all nearby characters.
+-
+-### PORTCULLIS 5 (15)
+-
+-An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
+-creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
+-hindered. Otherwise, it is even chances what side they end up on.
+-
+-A variant of this trap is a solid wall. A magical variant is a force field.
+-
+-Damage Inflicted: 5 points
+-
+-GM Intrusion: The portcullis impales the character, trapping them beneath it until it is lifted or destroyed. The
+-portcullis is electrified, inflicting 1 point of damage each time it is touched or attacked with flesh or a metal
+-object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
+-enemies to make ranged attacks on the trapped character.
+-
+-### ROLLING BOULDER 6 (12)
+-
+-A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
+-the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
+-
+-A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several
+-times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and
+-becomes an obstacle.
+-
+-Damage Inflicted: 6 points
+-
+-Modifications: Defends as level 7
+-
+-GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character's
+-location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
+-is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
+-which jump out as it moves and attack nearby creatures.
+-
+-### SLICING BLADE 5 (15)
+-
+-A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
+-(such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
+-the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
+-nearby that allows a creature to reset it manually.
+-
+-Damage Inflicted: 5 points
+-
+-Modifications: Attacks as level 6
+-
+-GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The
+-blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
+-the initial attack until it is healed.
+-
+-### SLIDING STAIR 4 (12)
+-
+-A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
+-near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
+-resets after a minute or has a manual reset lever at the top or bottom of the stairs.
+-
+-Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
+-
+-GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out
+-between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
+-the stairs after the sliding character, inflicting an additional 3 points of damage.
+-
+-### SNAKE PIT 4 (12)
+-
+-The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
+-immediately attack the character and perhaps others in the area.
+-
+-Damage Inflicted: As per the swarm of snakes
+-
+-GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
+-Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
+-
+-### SPEAR 4 (12)
+-
+-The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
+-version of an arrow trap, and the same suggestions for that trap apply to this one.)
+-
+-Damage Inflicted: 6 points
+-
+-Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
+-
+-GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points
+-of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
+-falling block or an electrical shock
+-
+-### TELEPORTER 6 (18)
+-
+-The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
+-oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
+-usually reserved for trapping creatures for interrogation.
+-
+-Damage Inflicted: None
+-
+-GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage
+-(1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
+-shark tank, or a boulder in a lava lake.
+-
+-#### 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
+-
+-### DESCRIPTORS
+-
+-Most of these descriptors are for characters who are or become significantly nonhuman
+-
+-nonhuman; for example, the Dragon descriptor means you're a four-legged, winged dragon who can breathe flame. These
+-descriptors include suggestions for how to advance or improve your inherent nature as that sort of creature (becoming
+-even more dragonish if you are a Dragon, for example). The GM should allow a character with such a descriptor to choose
+-any of these abilities (and any others the GM feels are appropriate for the descriptor) in place of a type ability,
+-either upon advancing to a new tier or selecting them as an other option of character advancement by spending 4 XP.
+-
+-It's Only Magic Descriptors: Chimera, Dragon, Ghost, Hunter, Nix, Sylph, Unmagical
+-
+-Chimera
+-
+-You have a blend of animal attributes; you may be a well-known mythological creature,
+-
+-like a satyr or minotaur, or you may have a unique combination of features. Bison horns,
+-
+-boar tusks, bear paws, a wolf's tail, a lion's mane: take your pick. Your thickened skin offers
+-
+-protection from attacks and the elements. Depending on your dexterity—and whether you
+-
+-have opposable thumbs—you may use adaptive weapons and tools, like a dagger modified
+-
+-to be held in a paw instead of a hand. You're eager to protect the ones closest to you, and
+-
+-usually more likely to run toward conflict than away from it.
+-
+-You gain the following characteristics:
+-
+-Fur and Hide: +1 to Armor.
+-
+-Animal Strength: +1 to your Might Pool.
+-
+-Charging Ahead: You're trained in initiative.
+-
+-For the Gang: You stick up for your friends. When you draw the attack, your defense is only hindered by one step.
+-
+-Ham-fisted: Tasks requiring fine motor skills are hindered.
+-
+-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
+-adventure.
+-
+-1\. A herd, a pride, a pack, a flock: whatever the collective noun for chimeras is, you're looking to build (or join)
+-one.
+-
+-2\. You need supplies to adapt a legendary weapon perfectly to your physique.
+-
+-3\. The other PCs were in the wrong place at the wrong time, and you protected them from harm.
+-
+-4\. You were held hostage by someone running a chimera fighting ring, and the other PCs freed you.
+-
+-Chimera Advancement:
+-
+-Athlete
+-
+-Dual Light Wield
+-
+-Enhanced Might
+-
+-Enhanced Speed
+-
+-Fists of Fury
+-
+-Frenzy
+-
+-Dragon
+-
+-You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In
+-your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You're drawn
+-to treasure and shiny things, but you're willing to share your hoard with those you trust. Though you can speak human
+-languages, you can't ignore the fact that you're a wild part of your local ecosystem—at least some of the time. You're
+-an apex predator, driven to fly and to hunt, and you brumate in cold temperatures like other reptiles.
+-
+-Brumation is a state of sluggishness and inactivity entered by reptiles in response to low temperatures.
+-
+-You gain the following characteristics:
+-
+-Dragon Form: You have both a humanoid form and a dragon form, and you can switch forms up to four times in a 24-hour
+-period. In dragon form, your Speed defense tasks are hindered due to your size. Enabler.
+-
+-Tough: +2 to your Might Pool.
+-
+-Fireproof: +2 Armor against damage inflicted by fire or heat.
+-
+-Wings (1 Might point): When you have wings, you can fly a long distance as your action, or a short distance as part of
+-another action, for up to ten minutes total. Enabler.
+-
+-Teeth: You are skilled in making unarmed bite attacks, which are a medium weapon in your dragon form and a light weapon
+-in. your humanoid form. Enabler.
+-
+-Spitting Flames (1+ Might point): You can breathe a ball of fire at a target within short range, inflicting 3 points of
+-fire damage. In addition to the normal options for using Effort, you can use Effort to affect more targets; each level
+-of Effort affects one additional target. Action.
+-
+-Inability: Cold weather makes you want to burrow somewhere cozy and go dormant. Speed tasks are hindered when the
+-temperature falls below 50°F (10°C).
+-
+-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
+-adventure.
+-
+-1\. The other PCs were hired as dragon hunters, but once they met you they realized their mission was misguided.
+-
+-2\. You're hoping to find a specific discontinued currency to add to your hoard.
+-
+-3\. You got stuck in your dragon form while molting, and the other PCs helped remove your shed skin.
+-
+-4\. You're gathering ingredients for a difficult spell that will increase the range and intensity of your fire-breathing
+-attacks.
+-
+-Dragon Advancement:
+-
+-Danger Sense
+-
+-Defensive Field
+-
+-Enhanced Might
+-
+-Enhanced Might Edge
+-
+-Enlarge
+-
+-Training in Spitting Flames
+-
+-Ghost
+-
+-Unfortunately, you're dead. But hey, it's not all bad! Your spirit has remained in the mortal world. You can still walk
+-among the living, but you no longer need pesky things like food or sleep. It's up to you how long you've been dead,
+-whether you remember your death, and why you've stuck around: seeking revenge, settling a debt, protecting your
+-descendants, perfecting your great-grandma's pecan pie recipe, or something else entirely.
+-
+-You gain the following characteristics:
+-
+-Ghostly Wisdom: +2 to your Intellect Pool.
+-
+-Sneaky: You're trained in stealth and intimidation.
+-
+-Incorporeal: You're trained in Speed defense.
+-
+-Calling the Dead: You're trained in communicating with other ghosts, wraiths, undead, and so on. You can also serve as a
+-catalyst for communication with the dead, providing an asset to a living character attempting such a task (such as a
+-séance or summoning).
+-
+-Insubstantial: All physical attacks are hindered.
+-
+-Dead: Positive social interaction tasks with living creatures are hindered.
+-
+-Uniform: You're permanently wearing the clothes you had on when you died. This can hinder social interactions if you're
+-inappropriately dressed for the setting (wearing a bathrobe and slippers to a formal party, for example).
+-
+-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
+-adventure.
+-
+-1\. You're on a journey to make amends with someone you wronged in life.
+-
+-2\. You're looking for the resting place of your physical body so you can be resurrected.
+-
+-3\. One of the other PCs is a distant relative, and you need to keep them alive so your bloodline continues.
+-
+-4\. You're studying the secrets of reincarnation and suspect that one of the other PCs has vital information.
+-
+-Ghost Advancement:
+-
+-Duplicate
+-
+-Question the Spirits
+-
+-See the Unseen
+-
+-Speaker for the Dead
+-
+-Surprise Attack
+-
+-Walk Through Walls
+-
+-Hunter
+-
+-You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls
+-of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are
+-your own. You're mortal again, too, but it's impossible to forget the terrifying freedom and power you once held. Maybe
+-you've let nostalgia make you bitter, or maybe you don't miss the Hunt at all, instead living in fear of being
+-conscripted once more.
+-
+-You gain the following characteristics:
+-
+-Agile: +2 to your Speed Pool.
+-
+-Equestrian: You're trained in handling and riding horses.
+-
+-Sword Hand: You're proficient with two-handed swords and can use them without penalty.
+-
+-Hearing the Dead: You're skilled in all social interactions with ghosts.
+-
+-The Call of the Hunt: You're often distracted by sounds that remind you of the Wild Hunt, such as horns and baying
+-hounds. Tasks requiring concentration are hindered.
+-
+-Lost Years: In the years you belonged to the Wild Hunt, you lost touch with advancing technology. Tasks involving
+-computers, pop culture, and recent history are hindered.
+-
+-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
+-adventure.
+-
+-1\. You ferried the soul of a PC's relative to the afterlife. When you left the Wild Hunt, you found the PC to tell them
+-of their relative's brave deeds.
+-
+-2\. The living only see the Wild Hunt cross the sky if they're destined for disaster. A PC saw the Wild Hunt years ago,
+-and you've taken it upon yourself to protect them.
+-
+-3\. You're afraid that the leader of the Wild Hunt will summon you, and you need help concealing yourself.
+-
+-4\. You're searching for the horse you remember riding—a massive undead stallion with flaming hooves.
+-
+-Nix
+-
+-You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you're submerged, you gain a
+-tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also
+-have a general affinity for nature and a knack for identifying useful plants. Your playful and upbeat disposition
+-doesn't mean you're passive or helpless. Though you may prefer to talk your way out of tough situations, you're quick to
+-react to threats—especially in water, where you maneuver with deadly accuracy.
+-
+-You gain the following characteristics:
+-
+-Transformation: When submerged in water, you transform into a fish/human hybrid with gills, fins, sharp teeth, and a
+-tail. This transformation is automatic. Enabler.
+-
+-Unchillable: +2 Armor against damage caused by cold or ice.
+-
+-Sharp Teeth: You are skilled in making an unarmed bite attack, which is a medium weapon in your aquatic form and a light
+-weapon in your humanoid form. Enabler.
+-
+-Quick Swimming: You can swim a long distance as your action, or a short distance as part of another action.
+-
+-Close to Nature: You're skilled in identifying plants and animals.
+-
+-Siren Song: You're extremely charismatic. You're skilled in persuasion and deception.
+-
+-Distractible: You have a hard time focusing. You're hindered in tasks involving knowledge or lore, as well as resisting
+-mental attacks.
+-
+-Inability: When you're in water, attacks using weapons are hindered.
+-
+-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
+-adventure.
+-
+-1\. The other PCs were stranded in a shipwreck, and you saved them.
+-
+-2\. A factory is polluting your local body of water, and you're looking for revenge.
+-
+-3\. You played a prank on the other PCs while they were swimming; after a good laugh, they invited you to join them.
+-
+-4\. You've been sent to search for a rare plant, believed by many to be extinct.
+-
+-Nix Advancement:
+-
+-Calm Stranger
+-
+-Enhanced Speed
+-
+-Restful Presence
+-
+-Ruin Lore
+-
+-Soothe the Savage
+-
+-Wilderness Life
+-
+-Sylph
+-
+-You're an air spirit, with the gift of wingless flight and hawklike eyes. You're happiest when you have an aerial view;
+-you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to air
+-currents and atmospheric pressure means you're able to predict weather patterns, which you incorporate into your
+-machinations.
+-
+-You gain the following characteristics:
+-
+-Master Plans: +2 to your Intellect or Speed Pool.
+-
+-Sylph Flight (2 Intellect or Speed points): You can fly a long distance as your action, or a short distance as part of
+-another action, for up to ten minutes total. Enabler.
+-
+-Top-Down Strategy: You're skilled in logistics and planning.
+-
+-Sharp Vision: You're trained in visual perception.
+-
+-Oncoming Storm (1 Intellect point): You can predict weather patterns (approaching storm systems, cloud cover, wind
+-direction) for the next twelve hours. Action.
+-
+-Fragile: Might defense tasks are hindered.
+-
+-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
+-adventure.
+-
+-1\. You saw the other PCs headed toward danger and called out a warning before the situation turned sour.
+-
+-2\. You got in trouble for flying in restricted airspace, and the other PCs helped cover for you.
+-
+-3\. You need help with a spell that will enable you to communicate with birds of prey.
+-
+-4\. You helped the other PCs recover a kite that became tangled in tree branches and power lines.
+-
+-Sylph Advancement:
+-
+-Enhanced Intellect
+-
+-Enhanced Speed
+-
+-Eyes Adjusted
+-
+-Influence Swarm
+-
+-Precision
+-
+-Shock
+-
+-Unmagical
+-
+-You're not good at using magic. In fact, it's clear that you're inherently unmagical—magic is as confusing, difficult,
+-and awkward for you as learning lava spells would be for a frost giant. It's not that you don't believe in magic (though
+-maybe you don't) or that you don't like magic (though maybe you don't). It's just that you and magic are incompatible.
+-You've learned to compensate for this problem and even turn it into an advantage in some cases.
+-
+-An Unmagical character shouldn't be able to overcome their inability by becoming trained in magic. The GM might allow
+-them to train away part of the inability with training in specific skills, such as "Onslaught" or "magical weapons."
+-
+-Playing an Adept or Speaker character with the Unmagical descriptor is a challenge, as their abilities mostly stem from
+-supernatural power and therefore all of them would be hindered. This descriptor is mainly for Warriors and Explorers who
+-want to play up their not inherently magical nature.
+-
+-You gain the following characteristics.
+-
+-Make Do With the Mundane: +1 to each of your Pools.
+-
+-Resistant to Magic: You are trained in all defense rolls against magic, spells, and magical effects.
+-
+-Inability: All actions using magic (including casting spells and using magic objects) are hindered.
+-
+-Magical Failure: Your unmagical nature means magic goes awry more often. For any task relating to or interacting with
+-magic, you trigger a GM intrusion on a d20 roll of 1 or 2.
+-
+-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
+-adventure.
+-
+-1\. One of the other PCs initially diagnosed you as unmagical, which made a lot of your life suddenly make sense.
+-
+-2\. You think this group of PCs might be on track to figuring out why some people are unmagical and perhaps "fixing"
+-them.
+-
+-3\. You and the other PCs have the same rival or foe—someone who once tried using magic on you and failed spectacularly.
+-
+-4\. You volunteered because you knew your inherent resistance to magic would be useful to the group.
+-
+-### FOCI AND CHARACTER ABILITIES
+-
+-This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded
+-description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions
+-suitable for other genres). The GM and player should adjust these details to suit the specific campaign they'll be
+-playing.
+-
+-Codes Magic Apps
+-
+-You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit
+-boards. Like anyone who's spent a lot of time working on a computer, you've learned some strange secrets, not all of
+-them entirely legal, and you know a lot about games, people, and how things work. More than just a computer nerd, you're
+-a developer and (although you might not admit it) a hacker. Most of your specialized gear is hardware or software for
+-your computer or smart device, so you can dress however you want. You're probably used to wearing comfortable clothes,
+-sitting for hours at a time, and enjoying many caffeinated beverages (that have permanently discolored some of your
+-clothing).
+-
+-Connection:
+-
+-1\. Pick one other PC. You once created a magical app to help get them out of a sticky situation (parking ticket,
+-failing grade, clingy relationship, and so on).
+-
+-2\. Pick one other PC. You know they know an embarrassing or incriminating secret about you.
+-
+-3\. Pick one other PC. Something about this person annoys or distracts you so that when they're within immediate range,
+-your tasks with computers and magical lore are hindered.
+-
+-4\. Pick one other PC. Every now and then, you're able to copy a magical app cypher and send it to them (effectively
+-creating a duplicate of one of yours).
+-
+-Additional Equipment: Computer (laptop or desktop) and a smartphone or tablet.
+-
+-Minor Effect Suggestion: Your next use of a magical app cypher within the next hour is eased.
+-
+-Major Effect Suggestion: Your next use of a magical app cypher within the next day is eased.
+-
+-Tier 1:
+-
+-Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
+-one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
+-
+-Tier 2:
+-
+-App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
+-higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
+-Enabler.
+-
+-Connected
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Confidence Artist or Master Magical Programmer as your tier 3 ability.
+-
+-Confidence Artist
+-
+-Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
+-Enabler.
+-
+-Tier 4:
+-
+-Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
+-tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
+-had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
+-magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
+-
+-Tier 5:
+-
+-Knowing the Unknown
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Call in Favor or Usurp Cypher as your tier 6 ability.
+-
+-Call in Favor
+-
+-Usurp Cypher
+-
+-Conjures Bullets
+-
+-You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost
+-interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer,
+-a magical member of the armed forces, or an outlaw with a flair for arcane power. Gun nuts and wizard purists might look
+-down on your blended technique, but you can do things that nobody else can do. You might call yourself a guncaster,
+-spellshooter, or triggermage. You wear clothing that leaves your arms and hands free to use your weapon and cast spells,
+-preferring something more flashy than a gunslinger's long coat and more intimidating than typical magician or witch
+-clothing.
+-
+-Connection:
+-
+-1\. Pick one other PC. You once grazed this character with one of your spell bullets; it's up to them whether they've
+-forgiven you or still resent you for it.
+-
+-2\. Pick one other PC. You've accidentally discovered that you can shoot their spells out of your gun just like you do
+-with your own spells, but the PC must be touchingyour gun while you fire it.
+-
+-3\. Pick one other PC. Based on your interactions, you think this character resents your use of guns, magic, or both.
+-
+-4\. Pick one other PC. This character can barely hear your gunshots (magical or otherwise), which are no louder than a
+-whisper to them.
+-
+-Additional Equipment: Medium or heavy handgun.
+-
+-Minor Effect Suggestion: The attack hits the side of the foe's head, deafening them for a few minutes.
+-
+-Major Effect Suggestion: The foe's major blood vessel is hit, causing them to bleed 1 point of damage each round until
+-someone succeeds at a difficulty 3 Intellect or Speed task to bind the wound.
+-
+-Tier 1:
+-
+-Practiced With Guns
+-
+-Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
+-standard bullet for it as part of your attack action with that weapon.
+-
+-Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
+-a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
+-the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
+-Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
+-ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
+-damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
+-
+-You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
+-times or the one shot is passing through or ricocheting off each target.
+-
+-Tier 2:
+-
+-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
+-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
+-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
+-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
+-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
+-more firearms; each level of Effort affects one additional target. Action or enabler.
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
+-
+-Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
+-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
+-of Intellect Effort to it. Enabler.
+-
+-Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
+-
+-Tier 4:
+-
+-Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
+-a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
+-
+-Tier 5:
+-
+-Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
+-Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
+-place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
+-within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
+-fire a bullet and teleport along its path.
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
+-
+-Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
+-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
+-levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
+-
+-Special Shot
+-
+-Hunts Witches
+-
+-You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
+-pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
+-to regular folks, and it's up to people like you to find and eliminate those threats. Sure, some witches claim to be
+-good and even act friendly, but you've seen it go bad all too often, and you won't be fooled again. You always carry
+-weapons for fighting witches, or at least know what common tools will do as a weapon in a pinch. You wear clothing
+-appropriate to the region and era (especially if regular people don't know about magic or witches and you have to hide
+-what you do). You may have a token, icon, or other reminder of your purpose, such as a lucky coin, a holy book, or a
+-pouch of magic-thwarting herbs given to you by your mentor.
+-
+-What a "witch" is depends on the setting. In a setting where magic is rare or secret, superstitious people might
+-consider anyone who uses magic to be a dangerous witch. In a different setting, "witch" might refer to a specific
+-organization of people who know how to use magic.
+-
+-Connection:
+-
+-1\. Pick one other PC. You are friends, and you'd hate to see anything bad happen to them.
+-
+-2\. Pick one other PC. You know that some mysterious quality about them makes witches tend to choose them as targets
+-over other people.
+-
+-3\. Pick one other PC. You know they've had a run-in with a witch before, and you want to hear how that played out.
+-
+-4\. Pick one other PC. You've known this person quite a while, and in fact it was a witch attack against them that
+-convinced you to start hunting witches.
+-
+-Additional Equipment: A book of lore about witches, passed down to you from past witch hunters and updated over the
+-years (or decades or centuries) with their advice and discoveries about witches.
+-
+-Minor Effect Suggestion: You intimidate your foe so much that they pause, taking no action on their next turn (but
+-they're still able to defend themselves).
+-
+-Major Effect Suggestion: You are so intimidating that your foe chooses to flee, or at least retreat a bit to recover its
+-courage and think of a new strategy.
+-
+-Tier 1:
+-
+-Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
+-intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
+-
+-Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
+-of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
+-yourself understood to them. Enabler.
+-
+-Tier 2:
+-
+-Will of Legend
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability.
+-
+-Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
+-additional points of damage. Enabler.
+-
+-Misdirect
+-
+-Tier 4:
+-
+-Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
+-curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
+-early are eased by two steps until you break free. Enabler.
+-
+-Tier 5:
+-
+-Greater Skill with Attacks
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Hard to Kill or Heroic Witch Bane as your tier 6 ability.
+-
+-Hard to Kill
+-
+-Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
+-additional points of damage. Enabler.
+-
+-Inks Spells on Skin
+-
+-Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
+-is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
+-to create intricate spell tattoos across your body. Each tattoo you inscribe on yourself is not merely a design, but the
+-keystone of a spell, giving you the ability to cast it. Because your tattoos are magical, you can continually add to
+-those you've already accumulated without ruining the designs, allowing your mastery over magic to grow. You often wear
+-clothing that bares your arms and perhaps other parts of your body to expose your tattoos, so that others know you for a
+-spellcaster.
+-
+-Readying Spell Tattoos: You learn two abilities (spells) at every tier of this focus, and each of them becomes a tattoo
+-on your body. However, for each tier's spells, you can only have one of the two readied (available for casting) at any
+-given time, and the other is merely an interesting design until you change your readied spell for that tier. To change
+-one readied spell, immediately after using a one-hour or ten-hour recovery roll, you must spend one minute in
+-meditation, after which you can swap one readied spell.
+-
+-The Inks Spells on Skin focus works similarly to the Masters Spells focus. The GM may consider allowing characters with
+-either of these foci to choose abilities from either focus when they advance to a new tier.
+-
+-Connection:
+-
+-1\. Pick one other PC. They once broke a bottle of one of your magical tattoo inks. It's up to you if you've forgiven
+-them or not.
+-
+-2\. Pick one other PC. You think they could learn your tattoo magic, and you'd like to teach them. They may or may not
+-be interested in learning it.
+-
+-3\. Pick one other PC. Whenever you ready your spells for the day, this character feels faint pain on their body where
+-your corresponding tattoo is.
+-
+-4\. Pick one other PC. This character asked you to give them a tattoo, so you did. Somehow, now you can always sense
+-their general direction and distance from you.
+-
+-Additional Equipment: Special ink, a tattooing needle, and a clay, stone, or wooden tablet marked with strange glyphs.
+-
+-Minor Effect Suggestion: Exposed skin on the target creature is marked with a glowing glyph of your choice for one hour.
+-
+-Major Effect Suggestion: The foe is cursed, hindering all their actions for one minute.
+-
+-Tier 1:
+-
+-Fleet of Foot
+-
+-Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
+-of Speed damage (ignores Armor) and are hindered on their next turn. Action.
+-
+-Tier 2:
+-
+-Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
+-day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
+-becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
+-is enclosed in a light-proof container or wrapping. Action.
+-
+-Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
+-gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
+-through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
+-immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
+-explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
+-speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
+-closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
+-
+-Tier 3:
+-
+-Ability Choice: Choose any two of the following as your tier 3 ability: Command, Lightning Flash, or Outwit.
+-
+-Command
+-
+-Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
+-points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
+-area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
+-eased against targets wearing, carrying, or made of a significant amount of metal. Action.
+-
+-Outwit
+-
+-Tier 4:
+-
+-Elemental Protection
+-
+-Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
+-unable to take actions for one round. Action.
+-
+-Tier 5:
+-
+-Bypass Barrier
+-
+-Granite Wall
+-
+-Tier 6:
+-
+-Ability Choice: Choose any two of the following as your tier 6 ability: Divide Your Mind, Petrify, or Summon Demon.
+-
+-Divide Your Mind
+-
+-Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
+-be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
+-track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
+-creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
+-living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
+-target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
+-Action.
+-
+-Summon Demon
+-
+-Is A Car Wizard
+-
+-Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
+-that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
+-finely tuned engine augmented by sorcery. You love pushing yourself (and your vehicle) to the limit, even if it's
+-dangerous—better to die a legend than live a long, dull life driving something boring. You enjoy drawing attention to
+-yourself, so you tend to wear sleek clothing, stylish sunglasses, and borderline-gaudy jewelry, but never anything that
+-interferes with your ability to control a car or cast a spell.
+-
+-Connection:
+-
+-1\. Pick one other PC. To repay a favor they did for you a while ago, you promised to drive them somewhere. They haven't
+-taken you up on it yet.
+-
+-2\. Pick one other PC. You were the getaway driver for them once in the past— perhaps for something criminal, a car
+-stunt for a viral video, or to avoid a bad situation.
+-
+-3\. Pick one other PC. You know they were once in a very bad car collision that left the vehicle a wreck, but they
+-somehow weren't hurt at all.
+-
+-4\. Pick one other PC. They used to associate with someone who was trying to hunt you down, but they haven't been in
+-contact with that person in a while.
+-
+-Additional Equipment: A reasonably fast car.
+-
+-Minor Effect Suggestion: The foe you hit (with your spell or car) is moved horizontally an immediate distance in a
+-direction of your choice.
+-
+-Major Effect Suggestion: The foe is knocked prone and loses their next action.
+-
+-Tier 1:
+-
+-Driver
+-
+-Tier 2:
+-
+-One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
+-
+-Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
+-as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
+-float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
+-only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
+-added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
+-affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
+-the car. Enabler.
+-
+-The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
+-magic, or Hollywood special effects.
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Expert Driver or Perfect Parking Space as your tier 3 ability.
+-
+-Expert Driver
+-
+-1Perfect Parking Space (3 Intellect points):
+-
+-You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than
+-you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is
+-a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation
+-cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over
+-one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed
+-at a level 4 Intellect task. Action to initiate.
+-
+-Tier 4:
+-
+-Enhanced Intellect
+-
+-Tier 5:
+-
+-Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
+-levels of Intellect Effort to it. Enabler.
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Spells Have No Speed Limit or Trick Driver as your tier 6 ability.
+-
+-Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
+-allowing you to mentally give it orders from a long distance away. This control
+-
+-includes any aspect of driving the car (such as steering, accelerating, and braking) and any moveable parts on the car
+-(such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in
+-combat or when it takes actions. You can only control one car at a time with this ability (although you could manually
+-drive one car and magically
+-
+-control another car at the same time). If you are driving the car you're controlling with this ability, your driving
+-tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on
+-another vehicle, and so on) are eased. Enabler.
+-
+-Trick Driver
+-
+-Learned From the Classics
+-
+-Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
+-comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
+-You spent years studying and practicing, and you taught yourself everything you know. Now you're a skilled magician
+-who's always eager to learn more—evidenced by your lengthy reading list.
+-
+-Connection: Choose one of the following or choose one of the Focus Connections in the Cypher System Rulebook.
+-
+-1\. Pick one other PC. They appreciate (but do not necessarily share) your obsession with books, libraries, and
+-research.
+-
+-2\. Pick one other PC. You once owed this character a lot of money (or vice versa), although that debt is now paid.
+-
+-3\. Pick one other PC. They remind you about an obscure author whose books you enjoy, and you can't help but like them.
+-
+-4\. Pick one other PC. You think this person is woefully ignorant about a lot of important topics (history, magic,
+-ethics, and so on).
+-
+-Minor Effect Suggestion: You gain a burst of insight, easing your next action by one step.
+-
+-Major Effect Suggestion: Your knowledge lets you tap into an obscure current of magic and make a free recovery roll as
+-part of your current action.
+-
+-Tier 1:
+-
+-Enhanced Intellect
+-
+-Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
+-in research. Enabler.
+-
+-Tier 2:
+-
+-Flex Skill
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Enhanced Intellect Edge or Repeated Rituals as your tier 3 ability.
+-
+-Enhanced Intellect Edge
+-
+-Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
+-eased by two steps. Enabler
+-
+-Tier 4:
+-
+-Knowing the Unknown
+-
+-Tier 5:
+-
+-Mind of a Leader
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Greater Enhanced Intellect or Mental Magic as your tier 6 ability.
+-
+-Greater Enhanced Intellect
+-
+-Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
+-This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
+-
+-Practices Moon Magic
+-
+-The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
+-makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
+-friend, an inspiration, and a constant reminder that someone is watching over you. You wield her magic to create beams
+-of dangerous light, influence others, travel, and sense the underlying truth and reality of things. The day is not your
+-foe (after all, the moon is often visible during the day), but you prefer the night when the moon can be the brightest
+-light in the sky. You might call yourself a moonchild or a moon witch. You probably prefer black, white, or grey
+-clothing, with flowing portions such as long sleeves, a cape, or a long coat. You might have one or more tattoos or
+-tokens representing the moon, either full, crescent, or in multiple phases. Your favorite jewelry and adornments (like
+-buttons) usually have moonstones.
+-
+-Connection:
+-
+-1\. Pick one other PC. You can harmlessly bounce your moon spells off them, increasing your range by a short distance
+-and even allowing you to shoot around corners.
+-
+-2\. Pick one other PC. You know they think your obsession with the moon is weird, pointless, or superstitious, and you
+-feel the need to prove them wrong.
+-
+-3\. Pick one other PC. Sometimes you can't detect them with any of your senses or affect them with your magic, even when
+-they're right in front of you.
+-
+-4\. Pick one other PC. Your power and theirs have an unusual connection; instead of using your one-action recovery roll
+-on yourself, you can use it on them (and vice versa).
+-
+-Minor Effect Suggestion: Your foe is dazzled by a burst of moonlight, hindering them for one round.
+-
+-Major Effect Suggestion: A surge of lunar power knocks your foe prone and disarms them of an object they're holding,
+-which lands an immediate distance away.
+-
+-Tier 1:
+-
+-Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
+-distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
+-can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
+-damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
+-shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
+-form is. Action.
+-
+-Tier 2:
+-
+-Eyes Adjusted
+-
+-Inspire Aggression
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Nightstrike or Spur Effort as your tier 3 ability. Whichever one you choose, you also gain
+-Moon Adaptation.
+-
+-Nightstrike
+-
+-Spur Effort
+-
+-Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
+-
+-Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
+-lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
+-
+-Tier 4:
+-
+-Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
+-within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
+-minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
+-a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
+-
+-werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
+-Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
+-(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
+-
+-Tier 5:
+-
+-Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
+-is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
+-to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
+-with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
+-targets. Action.
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Precognition or True Senses as your tier 6 ability.
+-
+-Precognition
+-
+-True Senses
+-
+-Steers The Coven
+-
+-Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader,
+-and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and
+-responsibilities, or maybe you serve as an informal mentor. Maybe you run a coven with bylaws and a charter, or maybe
+-you host gatherings where your friends and family can perform rituals together. Regardless, you're responsible for a
+-coalition of magicians who look to you for guidance, protection, and problem-solving.
+-
+-Connection:
+-
+-1\. Pick one other PC. You have a friendly rivalry with this person, perhaps due to philosophical differences or
+-belonging to another coven with contrary goals.
+-
+-2\. Pick one other PC. You want to learn more about this person so you can decide if they should join your coven or are
+-somehow a threat to it.
+-
+-3\. Pick one other PC. Long ago you were very close to this character, but you drifted apart. You'll need to decide if
+-you're starting anew or trying to rekindle the old friendship.
+-
+-4\. Pick one other PC. This character or someone they care about is in your coven, and you feel responsible for
+-protecting them.
+-
+-Minor Effect Suggestion: The evident power of the support from your coven intimidates a foe, who retreats a short
+-distance away on their next turn.
+-
+-Major Effect Suggestion: Your opponent respects your commitment to your coven so much that they withdraw from the
+-conflict (although they may return later).
+-
+-Tier 1:
+-
+-Community Activist
+-
+-Community Knowledge
+-
+-Tier 2:
+-
+-Shepherd's Fury
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Inspire Action or True Guardian as your tier 3 ability.
+-
+-Inspire Action
+-
+-True Guardian
+-
+-Tier 4:
+-
+-Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
+-participants are eased by two steps. Enabler
+-
+-Tier 5:
+-
+-Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
+-can attack up to five different foes with a single action as long as they are within immediate range of each other. All
+-the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
+-from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
+-for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
+-Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
+-the number of foes you can attack, with one additional foe per level of Effort. Enabler.
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Deep Consideration or Drawing on Life's Experiences as your tier 6 ability.
+-
+-Deep Consideration
+-
+-Drawing on Life's Experiences
+-
+-Transmits Energy
+-
+-Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together.
+-Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow
+-of power, the way some people can hear currents running through wire. In a crisis, you attack by draining a foe's
+-energy. Otherwise, you focus on helping others by catalyzing and enhancing their magic abilities.
+-
+-Connection:
+-
+-1\. Pick one other PC. This character thinks you're some sort of energy vampire, either dangerous or just annoying.
+-
+-2\. Pick one other PC. You believe they have insight about how to master your magic, if you can just convince them to
+-trust you with their secrets.
+-
+-3\. Pick one other PC. You once knocked out this character with your power, but were able to jolt them back awake again.
+-At the time they seemed to think it was funny.
+-
+-4\. Pick one other PC. You once recharged one of their powerful cyphers, although you're not sure how you managed it.
+-
+-Minor Effect Suggestion: You gently drain 2 points of energy from your foe, which you can divide between your Might and
+-Speed Pools.
+-
+-Major Effect Suggestion: You gently drain 5 points of energy from your foe, which you can divide between your Might and
+-Speed Pools.
+-
+-Tier 1:
+-
+-Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
+-You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
+-
+-Tier 2:
+-
+-Drain Creature
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Buddy System or Tap Currents as your tier 3 ability.
+-
+-Buddy System
+-
+-Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
+-you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
+-use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
+-Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
+-roll.) Action to initiate.
+-
+-Tier 4:
+-
+-Store Energy
+-
+-Tier 5:
+-
+-Share the Power
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Explosive Release or both Continuous Transfer and Drain at a Distance at tier 6.
+-
+-Explosive Release
+-
+-Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
+-creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
+-seamlessly, as part of the same action. Enabler.
+-
+-Drain at a Distance
+-
+-Turns Decay to Growth
+-
+-You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
+-you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
+-something new. Maggots, mushrooms, and mold are actors in your process, not unlike familiars. You probably keep a
+-garden, nourished by your meticulously maintained compost pile. Your community might express discomfort with your
+-methods, leading to friction. If you react to criticism by isolating yourself, you won't be lonely for very long—what
+-you have to offer is vital and rare, and it's inevitable that someone will ask you for help.
+-
+-Connection:
+-
+-1\. Pick one other PC. This character dislikes the smell that your spells make and tries to be at least an immediate
+-distance away when you cast them.
+-
+-2\. Pick one other PC. This character is fascinated by your powers and wants to make use of them (or just thinks you can
+-provide them with medicinal mushrooms).
+-
+-3\. Pick one other PC. This character believes you are a member of a mushroom cult (which to them might be a good, bad,
+-or neutral thing).
+-
+-4\. Pick one other PC. You and this character have a magical connection, and you each add +1 to your recovery rolls when
+-within a short distance of each other.
+-
+-Minor Effect Suggestion: Your foe is dazed (hindered) for the next round.
+-
+-Major Effect Suggestion: Your foe is stunned for one round, or you restore 2 points to any one of your Pools.
+-
+-Tier 1:
+-
+-Wilderness Lore
+-
+-Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
+-attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
+-of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
+-Action.
+-
+-Tier 2:
+-
+-Wilderness Explorer
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Reading Decomposition or both Grasping Foliage and Necromancy at tier 3.
+-
+-Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
+-and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
+-the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
+-this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
+-performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
+-questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
+-
+-Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
+-area to allow you to use Reading Decomposition.
+-
+-Grasping Foliage
+-
+-Necromancy
+-
+-Tier 4:
+-
+-If you have Necromancy, your tier 4 ability is Greater Necromancy. If you have Reading Decomposition, your tier 4
+-ability is Rewind Rot.
+-
+-Greater Necromancy
+-
+-Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
+-hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
+-return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
+-
+-Tier 5:
+-
+-Insect Eruption
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Restore Life or Word of Death as your tier 6 ability.
+-
+-Restore Life
+-
+-Word of Death
+-
+-### NEW ABILITIES (MODERN MAGIC)
+-
+-Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
+-can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
+-streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
+-across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
+-The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
+-ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
+-
+-Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
+-Intellect-based attack roll against the network's level (typically level 4) to watch them.
+-
+-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
+-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
+-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
+-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
+-
+-Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
+-electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
+-still work. Any standby generator connected in this area functions normally, activating emergency power within a few
+-rounds. The blackout otherwise lasts for one minute. Action.
+-
+-Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
+-magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
+-Edge instead of your Intellect Edge. Enabler.
+-
+-Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
+-or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
+-use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
+-homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
+-is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
+-for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
+-next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
+-within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
+-of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
+-attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
+-can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
+-dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
+-familiar.
+-
+-Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
+-
+-Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
+-immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
+-must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
+-without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
+-as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
+-most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
+-example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
+-wild bird that got inside your house. Action.
+-
+-Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
+-move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
+-When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
+-object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
+-until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
+-
+-Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
+-of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
+-ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
+-vanishes. Action.
+-
+-Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
+-such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
+-within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
+-In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
+-increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
+-Action.
+-
+-Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
+-of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
+-can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
+-perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
+-another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
+-
+-Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
+-AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
+-out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
+-Action.
+-
+-Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
+-through a Network Dead Zone spell.
+-
+-Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
+-of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
+-target by 1. Action.
+-
+-Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
+-slap a creature. The target must be actively using a device making use of this connection, such as being on the other
+-end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
+-closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
+-creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
+-Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
+-
+-Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
+-the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
+-courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
+-target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
+-memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
+-
+-Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
+-interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
+-for you like the best combination of a pet and a close friend.
+-
+-The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
+-rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
+-skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
+-them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
+-(avian, swimmer, and so on).
+-
+-You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
+-this range, you can only sense each other's general level of well-being.
+-
+-Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
+-activate or maintain.
+-
+-If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
+-your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
+-within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
+-you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
+-
+-Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
+-touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
+-attacks and defenses against you are eased.
+-
+-If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
+-instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
+-damage track. If you die, your familiar instantly dies.
+-
+-You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
+-1d6 days.
+-
+-Enabler.
+-
+-Soul familiar: level 2, Speed defense as level 4 due to size
+-
+-A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
+-anything other than what they appear to be.
+-
+-Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
+-period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
+-don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
+-forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
+-the stasis effect immediately ends. Action.
+-
+-### SUPERHERO CHARACTER OPTIONS
+-
+-### NEW FOCI
+-
+-This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
+-are as follows:
+-
+-Copies Superpowers: You can copy others' skills, abilities, and superpowers.
+-
+-Has a Thousand Faces: You can change your appearance to look like anyone else.
+-
+-Ignores Physical Distance: You can teleport from one place to another by briefly passing through a parallel dimension.
+-
+-Sculpts Hard Light: You create physical objects out of hard light that you can use for offense and defense.
+-
+-Shrinks to Minute Size: You can shrink down to the size of a bug and, with enough experience, even smaller.
+-
+-Soars on Amazing Wings: Many superheroes can fly, and some even have wings. You can use your wings for movement,
+-attacks, and defense.
+-
+-Stretches: Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
+-
+-> Takes Animal Shape: You can transform yourself into an animal.
+-
+-Touches the Sky: You can summon storms or break them apart.
+-
+-> Wields an Enchanted Weapon: You have a weapon with strange abilities, and your knowledge of its powers has allowed you
+-> to create a unique style of combat with it.
+->
+-> Wields Invisible Force: You bend light and manipulate beams of force for offense and defense.
+-
+-### COPIES SUPERPOWERS
+-
+-You can copy others' skills, abilities, and superpowers.
+-
+-Tier 1: Flex Skill
+-
+-Tier 1: Flex Skill
+-
+-Tier 2: Copy Power
+-
+-Tier 3: Steal Power or Wildcard Powers
+-
+-Tier 4: Improved Copying
+-
+-Tier 5: Power Memory
+-
+-Tier 6: Amazing Copying or Multiple
+-
+-Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary
+-powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
+-own fire bolts).
+-
+-### HAS A THOUSAND FACES
+-
+-You can change your appearance to look like anyone else.
+-
+-Tier 1: Face Morph
+-
+-Tier 1: Interaction Skills
+-
+-Tier 2: Body Morph
+-
+-Tier 2: War Flesh
+-
+-Tier 3: Disguise Other or Resilience
+-
+-Tier 4: Ageless
+-
+-Tier 4: Think Your Way Out
+-
+-Tier 5: Memory Becomes Action
+-
+-Tier 6: Divide Your Mind or Infer Thoughts
+-
+-GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
+-
+-### IGNORES PHYSICAL DISTANCE
+-
+-You can teleport from one place to another by briefly passing through a parallel dimension.
+-
+-Tier 1: Dimensional Squeeze
+-
+-Tier 2: Opportunist
+-
+-Tier 3: Defensive Blinking or Teleportation Burst
+-
+-Tier 4: Short Teleportation
+-
+-Tier 5: Medium Teleportation
+-
+-Tier 6: Teleportation or Teleportive Wound
+-
+-GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
+-continues through the teleport, injuring the character.
+-
+-### SCULPTS HARD LIGHT
+-
+-You create physical objects out of hard light that you can use for offense and defense.
+-
+-Tier 1: Automatic Glow
+-
+-Tier 1: Temporary Light
+-
+-Tier 2: Entangling Force
+-
+-Tier 3: Harder Light or Sculpt Light
+-
+-Tier 4: Greater Enhanced Intellect
+-
+-Tier 5: Improved Sculpt Light
+-
+-Tier 6: Defensive Field or Flight
+-
+-GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
+-
+-### SHRINKS TO MINUTE SIZE
+-
+-You can shrink down to the size of a bug and, with enough experience, even smaller.
+-
+-Tier 1: Shrink
+-
+-Tier 1: Beneath Notice
+-
+-Tier 2: Smaller
+-
+-Tier 2: Advantages of Being Small
+-
+-Tier 3: Enlarge or Quick Switch
+-
+-Tier 4: Small Flight
+-
+-Tier 5: Shrink Others
+-
+-Tier 6: Bigger or Tiny
+-
+-GM Intrusions: A creature thinks the small character is potential food. The small character gets trapped in a tiny space
+-or under a falling object.
+-
+-A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
+-Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
+-
+-### SOARS ON AMAZING WINGS
+-
+-Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
+-
+-Tier 1: Hover
+-
+-Tier 1: Flight Exertion
+-
+-Tier 2: Wing Weapons
+-
+-Tier 3: Acrobatic Attack or Flying Companion
+-
+-Tier 4: Hard to Hit
+-
+-Tier 5: Up to Speed
+-
+-Tier 6: Hard Target or Defense Master
+-
+-GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
+-target for an unexpected foe.
+-
+-### STRETCHES
+-
+-Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
+-
+-Tier 1: Contortionist
+-
+-Tier 1: Far Step
+-
+-Tier 2: Elastic Grip
+-
+-Tier 2: Safe Fall
+-
+-Tier 3: Bypass Barrier or Misdirect
+-
+-Tier 4: Resilience
+-
+-Tier 5: Free to Move
+-
+-Tier 6:Break the Ranks or Not Dead Yet
+-
+-GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
+-weak.
+-
+-### TAKES ANIMAL SHAPE
+-
+-You can transform yourself into an animal.
+-
+-Tier 1: Animal Shape
+-
+-Tier 2: Communication
+-
+-Tier 2: Soothe the Savage
+-
+-Tier 3: Bigger Animal Shape or Greater Beast Form
+-
+-Tier 4: Animal Scrying
+-
+-Tier 5: Hard to Kill
+-
+-Tier 6: Blurring Speed or Lend Animal Shape
+-
+-GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
+-The transformation takes longer than expected.
+-
+-Greater Beast Form applies to using Animal Shape.
+-
+-### TOUCHES THE SKY
+-
+-You can summon storms or break them apart.
+-
+-Tier 1: Hover
+-
+-Tier 2: Wind Armor
+-
+-Tier 3: Bolts of Power or Storm Seed
+-
+-Tier 4: Windrider
+-
+-Tier 5: Cold Burst
+-
+-Tier 6: Control Weather or Wind Chariot
+-
+-GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
+-The weather is seeded by a much smaller effect, and a storm grows out of control.
+-
+-### WIELDS AN ENCHANTED WEAPON
+-
+-You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
+-combat with it.
+-
+-Tier 1: Enchanted Weapon
+-
+-Tier 1: Innate Power
+-
+-Tier 1: Charge Weapon
+-
+-Tier 2: Power Crash
+-
+-Tier 3: Rapid Attack or Throw Enchanted Weapon
+-
+-Tier 4: Defending Weapon
+-
+-Tier 5: Enchanted Movement
+-
+-Tier 6: Deadly Strike or Spin Attack
+-
+-GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
+-action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
+-
+-### WIELDS INVISIBLE FORCE
+-
+-You bend light and manipulate beams of force for offense and defense.
+-
+-Tier 1: Vanish
+-
+-Tier 2: Entangling Force
+-
+-Tier 2: Sharp Senses
+-
+-Tier 3: Force Field Barrier or Multi-Vanish
+-
+-Tier 4: Invisibility
+-
+-Tier 5: Defensive Field
+-
+-Tier 6: Concussion or Generate Force Field
+-
+-GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
+-or unexpected attack.
+-
+-### NEW ABILITIES
+-
+-The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
+-
+-Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
+-damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
+-
+-Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
+-infection), you will never die. Enabler.
+-
+-Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
+-can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
+-than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
+-anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
+-
+-Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
+-Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely
+-resembles that power (instead of a low-tier ability). Enabler.
+-
+-Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or
+-across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have
+-three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts
+-in strength, your leaping range increases to 1,000 feet (300 m). Action.
+-
+-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
+-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
+-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
+-establish.
+-
+-Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
+-immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
+-short range. Enabler.
+-
+-Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
+-attempt are eased. Enabler.
+-
+-Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
+-identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
+-to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
+-retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face
+-Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
+-morphing into a humanoid alien). Action.
+-
+- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
+-can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
+-example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
+-to open a door, and the illusion of a fireplace hot to the touch.
+-
+-The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
+-attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
+-damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
+-levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
+-
+-You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
+-create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
+-effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
+-minutes pass. Enabler.
+-
+-Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
+-were 2 levels higher. Action.
+-
+-Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you
+-activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or
+-down to one tenth. Action.
+-
+-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
+-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
+-whether to spend the cost for this ability before you make each attack. Enabler.
+-
+-Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
+-with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
+-follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
+-nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
+-you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never
+-count.
+-
+-In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
+-target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
+-Action to initiate.
+-
+-Copy Power (2+ Intellect points): You can copy someone else's superpower
+-
+-for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
+-power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
+-and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
+-battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
+-creates a blast of force.
+-
+-In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
+-ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
+-that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
+-use Onslaught.
+-
+-ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
+-
+-Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
+-
+-In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
+-one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
+-
+-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
+-
+-Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough
+-to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the
+-attack. Your Speed defense rolls are eased for one minute. Action.
+-
+-Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to
+-instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that
+-location. You can pass through an intervening barrier if it has an open space that you could easily fit your head
+-through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose
+-to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum
+-opening size by one-fourth. You land safely when you use this ability. Action.
+-
+-> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel
+-> through it is faster than normal movement.
+-
+-Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller,
+-giving them a form that you are able to assume. This lasts for about ten minutes.
+-
+-In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of
+-Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
+-cannot then change back into the altered form. Action.
+-
+-You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
+-disguising a robot, animal, or crystalline alien
+-
+-Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
+-target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are
+-hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain
+-your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions,
+-automatically inflicting 4 points of damage each round by squeezing. Enabler.
+-
+-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
+-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
+-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
+-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
+-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
+-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
+-that ability and this one increases to very long. Action.
+-
+-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
+-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
+-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
+-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
+-initiate; ten minutes to complete. Enabler.
+-
+-Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
+-medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
+-you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
+-already trained to become specialized. Enabler.
+-
+-Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
+-do is move on your turn, you can fly up to a long distance. Enabler.
+-
+-Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
+-aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
+-familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
+-9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
+-suitable replacement. Enabler.
+-
+-Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
+-
+-Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
+-Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
+-that power (instead of a low-tier ability). Enabler.
+-
+-When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
+-ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
+-
+-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
+-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
+-instead of your Intellect Edge, as appropriate). Enabler.
+-
+-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
+-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
+-Shape ability. For each level of Effort applied,
+-
+-you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can
+-revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you
+-or someone else) changing form does not affect any other creature affected with this ability. Action.
+-
+-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying
+-
+-Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
+-you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
+-teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
+-Effort. Teleporting to
+-
+-a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
+-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
+-an additional long distance away to a location you can't see with two passengers costs a total of three levels of
+-Effort. Action.
+-
+-If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
+-Teleportation with another tier 4 type ability.
+-
+-Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a
+-minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options
+-for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
+-fill a long area, or three to fill a very long area). Action.
+-
+-Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
+-the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
+-before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
+-Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
+-of the original cyphers are temperamental cyphers. Action.
+-
+-Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
+-the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
+-level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
+-levels, and so on). Enabler.
+-
+-Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
+-time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
+-can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
+-on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
+-clearly.
+-
+-The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their
+-presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that
+-creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration;
+-each level of Effort used in this way increases the duration by one round (but creatures can still end it early for
+-themselves). Action.
+-
+-Power Crash (3+ Intellect points): You strike your enchanted weapon against
+-
+-the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from
+-that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the
+-center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for
+-you). Because this is an area attack, adding Effort to increase your damage works differently than it does for
+-single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target,
+-and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
+-
+-Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the
+-past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one
+-hour per level). Enabler.
+-
+-Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an
+-action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an
+-action and once after taking an action. For example, on your turn you could change to small size, make an attack, and
+-then return to your normal size, or you could change to your normal size, use your action to move a short distance, and
+-then return to small size. Enabler.
+-
+-Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
+-see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
+-to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
+-Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
+-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
+-an additional short distance away to a location you can't see with one passenger costs a total of three levels of
+-Effort. Action.
+-
+-> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
+-> Teleportation with another tier 4 type ability.
+-
+-Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches
+-(15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to
+-your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth
+-normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses,
+-Effort, and other damage modifiers). You can return to your normal size as part of another action.
+-
+-When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number
+-of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first
+-from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your
+-next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two
+-levels of Effort for the third use, and so on).
+-
+-Action to initiate.
+-
+-> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of
+-> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch.
+-
+-Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal
+-options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one
+-additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute
+-duration of Shrink ends for them. Enabler.
+-
+-Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
+-accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
+-you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
+-distance if all you do on your turn is move. Action to initiate.
+-
+-Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
+-temporary points to your Speed Pool. Enabler.
+-
+-Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability
+-for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to
+-succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect
+-task. If they succeed, they regain the use of their ability and you lose it. Enabler.
+-
+-If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power
+-ability, or put a power shift in power for it.
+-
+-Teleportation Burst (3 Intellect points): You rapidly teleport multiple times in an immediate area, confusing your
+-opponents and allowing you to make an additional melee attack this round. You can use this ability once per round.
+-Enabler.
+-
+-Teleportive Wound (7+ Intellect points): You touch a creature and, if your attack succeeds, you teleport away (up to
+-your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower,
+-it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the
+-target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using
+-Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level
+-3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.
+-
+-Temporary Light (2 Intellect points): You create an object of solid light in any shape you can imagine that is your size
+-or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears
+-in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action.
+-It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder,
+-
+-and so on. The object has the approximate mass of the real object and is level 2. Action.
+-
+-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
+-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
+-Enabler.
+-
+-Tiny: When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add
+-5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a
+-very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you
+-become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you
+-add 1 more point to your Speed Pool. Enabler.
+-
+-In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to
+-
+-one-thousandth of your normal height may be a means of doing so.
+-
+-War Flesh: You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to
+-your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of
+-light weapons. Enabler.
+-
+-Wildcard Powers: You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a
+-level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.
+-
+-Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
+-wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
+-
+-### FAIRYTALE CHARACTER OPTIONS
+-
+-### FAIRYTALE DESCRIPTORS
+-
+-Bewitched
+-
+-You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to
+-force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are
+-you cursed or blessed by them?
+-
+-You gain the following characteristics:
+-
+-Enchanted: +4 to your Intellect Pool.
+-
+-Skill: You are trained in all tasks involving listening and hearing.
+-
+-Insight: The voices have many things to tell you and some of them are beneficial. Once after each ten-hour recovery
+-roll, you can use a player intrusion without spending an XP.
+-
+-Inability: The voices in your head are sometimes so loud it's hard to make sense of the real world. You have an
+-inability in navigation, tracking, and identifying plants and animals.
+-
+-Initial Link to the Starting Adventure:
+-
+-From the following list of options, choose how you became involved in the first adventure.
+-
+-1\. You listened to one of your voices, which suggested that this would be a good thing to embark upon.
+-
+-2\. One of the other PCs sounds an awfullot like one of your voices, and you'd like to spend time with them to find out
+-if there's a connection.
+-
+-3\. You have reason to believe that being with the other PCs could help you gain a better understanding of the thoughts
+-and voices you hear.
+-
+-4\. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good
+-fit.
+-
+-Changeling
+-
+-Early on you discovered—or perhaps you knew all along—that you weren't really who everyone thought you were. Perhaps
+-when you were still very young, the child whose name you have now was stolen, and you were put in their place. Or
+-perhaps you are the same person you've always been, but you've never felt like yourself, and you know that the real you
+-is nothing like the one that everyone else knows. More than once in your life, you've been abandoned, distrusted, and
+-rejected by those you loved most, which means that sometimes you fall into deep funks. However, you are just as
+-
+-adept at pulling yourself out of them when the situation demands it. If nothing else, you're supremely adaptable.
+-
+-You gain the following characteristics:
+-
+-Innovator: +4 to your Intellect Pool.
+-
+-Face-taker: When you spend 1 XP, you can change your appearance over the course of one minute to look like someone else
+-of about your size who you've had direct contact with or from whom you have a piece of hair or flesh, or an object they
+-handled often. You cannot return to your previous
+-
+-appearance unless you have the same components at hand for that appearance to initiate the change. Action to initiate,
+-one minute to complete.
+-
+-Changeable (2 Intellect points): When you fail at a task and try again using a different method, you roll twice on the
+-second attempt and use the higher result. For example, if guards catch you in the queen's
+-
+-chamber after dark and you fail to convince them that you're there on legitimate business, you can instead decide to
+-flee, rolling twice on your roll to get away and taking the higher result. Enabler.
+-
+-Skill: People never know what to think about you. You are trained in deception.
+-
+-Inability: Your fluid nature leaves you less resistant to physical threats. Your Might defense tasks are hindered.
+-
+-Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
+-
+-Additional Equipment: You have an amulet with a strange symbol on it, a link to your truest, deepest self.
+-
+-Initial Link to the Starting Adventure:
+-
+-From the following list of options, choose how you became involved in the first adventure.
+-
+-1\. The PCs discovered you weren't who they thought you were, but it doesn't matter—they're still your friends.
+-
+-2\. You want to discover your true self, and the PCs offered to help you find it.
+-
+-3\. Everything was fine until you were attacked by a group of "faerie hunters." The PCs helped you fight back or flee.
+-
+-4\. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background.
+-You hope to do more of that.
+-
+-Fragmented
+-
+-Sometimes you feel like you are a single being, and other times you think you mightbe more. You feel torn into pieces,
+-unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way
+-to embrace all of your selves.
+-
+-You gain the following characteristics:
+-
+-Two Minds: +2 to your Intellect Pool.
+-
+-Skill: You're trained in defense rolls to resist mental effects.
+-
+-Skill: You're trained in all interactions involving lies or trickery.
+-
+-Adaptable: At the beginning of a conversation, choose a specific type of interaction skill, such as persuasion, lying,
+-or intimidation. While the conversation lasts, you have an asset in that skill. You cannot choose the same type of
+-interaction skill again until after you make a ten-hour recovery roll. Enabler.
+-
+-Inability: Your memory of events and experiences is spotty. You have an inability in memory-related tasks, such as
+-recalling information, memorizing names, and so on.
+-
+-Inability: Staying centered on a single task is difficult for you. You have an inability in tasks requiring focus or
+-concentration.
+-
+-Additional Equipment: You have a journal that you use to keep notes of your experiences and selves.
+-
+-Initial Link to the Starting Adventure:
+-
+-From the following list of options, choose how you became involved in the first adventure.
+-
+-1\. While avoiding an entirely different concern, you walked into your current situation.
+-
+-2\. You have reason to believe that being with the other PCs will help you better understand your fractured mind.
+-
+-3\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
+-
+-4\. You felt drawn to join the other PCs, but you don't know why.
+-
+-Frumious
+-
+-A furious, fuming anger waits, always, just beneath your surface, swirling under your skin like a caged beast. You might
+-do your best to hide it or control it, or perhaps you have given up trying to tame it and you let it run wild. Either
+-way, it seems to cause you—and those around you—grief more often than not.
+-
+-You gain the following characteristics:
+-
+-Manxome: +2 to your Might Pool and +2 to your Speed Pool.
+-
+-Skill: You are quick to respond to being provoked (or even to the perception that you are being provoked). You are
+-trained in initiative actions (to determine who goes
+-
+-first in combat).
+-
+-Bandersnatch: You extend the reach of your attack, allowing immediate-range character abilities to reach foes a short
+-distance away, and short-range character abilities to reach foes a long distance away.
+-
+-Inability: You find it hard to hold your anger back—it seeps through your skin even when you don't mean it to, causing
+-others to shy away from it. All tasks relating to positive social interactions are hindered.
+-
+-Inability: Sometimes your anger overrides your good senses, causing you to act before you've properly assessed the
+-situation. All tasks relating to perception are hindered.
+-
+-Initial Link to the Starting Adventure:
+-
+-From the following list of options, choose how you became involved in the first adventure.
+-
+-1\. You are trying to get a handle on your anger, and you're hoping that being with the other PCs will help you do so.
+-
+-2\. You let your anger get the best of you recently, and now you're running from the fallout of that experience.
+-
+-3\. You believe that this adventure will provide you with a way to channel your ire, allowing you to use it for good.
+-
+-4\. One of the other PCs invited you to join, after they watched you fight.
+-
+-Haunted
+-
+-The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always
+-discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be
+-filled with a general sense of unease. This constant feeling of being haunted drives you to try to make things feel
+-safer for yourself and those around you.
+-
+-You gain the following characteristics:
+-
+-Fleeting: +4 to your Speed Pool.
+-
+-Skill: You are trained in initiative actions.
+-
+-Skill: You are trained in sensing danger.
+-
+-Prescient: You always see danger coming, whether it's there or not. Once after each ten-hour recovery roll, you can
+-refuse a GM intrusion without spending XP. Alternatively, you can spend 1 XP and work with the GM to turn the intrusion
+-into something positive for your character.
+-
+-Inability: Anxious thoughts are heavy, and carrying them leaves you feeling emotionally weaker than you'd like.
+-Intellect defense tasks are hindered.
+-
+-Initial Link to the Starting Adventure:
+-
+-From the following list of options, choose how you became involved in the first adventure.
+-
+-1\. Being around one or more of the other PCs helps you better handle your thoughts and emotions.
+-
+-2\. You feel that one of the other PCs is in danger in some way, and you'd like to help out or keep an eye on them.
+-
+-3\. One or more of the PCs helped you out when you were having a difficult time.
+-
+-4\. You are trying to learn more about your thoughts and emotions, and you think that trying out your skills on an
+-adventure is a great way to do so.
+-
+-Lost
+-
+-You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through
+-your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering
+-aimlessly, without clear purpose or drive.
+-
+-You gain the following characteristics:
+-
+-Skill: You're trained in three areas of knowledge of your choice.
+-
+-Skill: Being lost has taught you to pay attention to your surroundings. You are trained in perception tasks.
+-
+-Curiouser: You're rarely surprised by strange circumstances and are able to go with the flow more than most. You can
+-choose to automatically succeed on an initiative task without rolling. You can do
+-
+-this one time, although the ability renews each time you make a ten-hour recovery roll.
+-
+-And Curiouser: For being so lost yourself, you are able to help others find things in the world. Anytime you help
+-someone who is searching for a lost object or person, you are able to point them in the right general direction.
+-
+-Inability: Figuring out how to move through the world is not one of your strongpoints. All tasks involving navigation,
+-map reading, geography, and so on are hindered.
+-
+-Inability: Sometimes being directionless makes it hard to get moving. You have an inability in noncombat Speed-related
+-tasks, such as climbing, jumping, and running.
+-
+-Additional Equipment: You carry a broken compass with you. It was a gift from someone you cared about deeply.
+-
+-Initial Link to the Starting Adventure:
+-
+-From the following list of options, choose how you became involved in the first adventure.
+-
+-1\. The PCs came upon you while you were wandering and lost, and invited you to join them.
+-
+-2\. You happened to be in the right place at the right time.
+-
+-3\. You wish to find your path again, and you hope that the PCs will help you do that.
+-
+-4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
+-
+-### FAIRYTALE FOCI
+-
+-Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
+-Cypher System Rulebook.
+-
+-Befriends the Black Dog
+-
+-Everywhere you go, your black dog goes too. They are your best friend and your greatest weakness. Their shadowed
+-presence fills you with a darkness, but it is inside that darkness that you find the strength to shine.
+-
+-Focus Note: Your companion is a black dog of any size or shape. It can be any form— living, dead, crafted (such as a
+-puppet), pure shadow, and so on. Your black dog is a physical manifestation of depression, grief, sadness, or other
+-heavy and dark emotions. But it is also a dog, and thus brings with it the unique companionship, comfort, and bond that
+-only dogs can offer.
+-
+-Tier 1: Beast Companion
+-
+-Tier 2: Ribbons of Dark Matter
+-
+-Tier 3: Dark Matter Shroud or Stronger Together
+-
+-Tier 4: Improved Companion
+-
+-Tier 5: Dark Matter Structure
+-
+-Tier 6: As If One Creature or Embraced by Darkness
+-
+-Curses the World
+-
+-Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no
+-desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.
+-
+-Focus Note: Characters who Curse the World aren't necessarily evil or wicked; they are angry, hurt, and possibly seeking
+-to get even with those who have wronged them or the ones they love (or at least keep themselves and their loved ones
+-from being hurt again).
+-
+-Tier 1: Terrifying Presence
+-
+-Tier 2: Erase Memories
+-
+-Tier 3: Psychosis or Discerning Mind
+-
+-Tier 4: Mind Games
+-
+-Tier 5: Foul Aura
+-
+-Tier 6: Word of Command or Break Their Mind
+-
+-Feigns No Fear
+-
+-Everyone thinks you're brave, intrepid— fearless, even. They tell stories about you, the person who's never felt fear,
+-how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present
+-yourself as someone who is fearless and courageous, but deep down, you are terrified of everything. Fear drives you, and
+-in its face, you stand tall and shout the loudest. Because you are also afraid of being seen for who you truly are.
+-
+-Focus Note: A character who Feigns No Fear can be played in a number of ways, from someone who boasts constantly in
+-their attempts to bolster themselves in front of others to someone who faces their fears through action, showing up
+-first on the battle line to holler "Seven in one blow!"
+-
+-Tier 1: Surging Confidence
+-
+-Tier 2: Impressive Display
+-
+-Tier 3: Flamboyant Boast or Outlaw Reputation
+-
+-Tier 4: Combat Challenge
+-
+-Tier 5: Band of Desperados
+-
+-Tier 6: Finishing Blow or Heroic Monster Bane
+-
+-Lived Among the Fey
+-
+-You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives
+-you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of
+-them came back with you and stay with you to this day.
+-
+-Focus Note: A character who Lived Among the Fey might have spent time among the fairies (or other creatures in a
+-different far-off land) or they may have dreamed, hallucinated, or imagined the whole thing. Do they know the
+-difference? Does it matter? The name of the focus can be changed to something that more appropriately reflects the
+-character's experience, such as Fell Into Wonderland or Crossed Into Narnia.
+-
+-Tier 1: See the Unseen
+-
+-Tier 2: Bestiary Knowledge
+-
+-Tier 3: Dream Becomes Reality or Find the Hidden
+-
+-Tier 4: Pay It Forward
+-
+-Tier 5: Nightmare
+-
+-Tier 6: Explains the Ineffable or Drawing on Life's Experiences
+-
+-Made a Deal With Death
+-
+-Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing
+-figure. You, however, are intimate with Death in all their many forms. Perhaps you are
+-
+-both drawn to and frightened of them. Perhaps you've spent too much time in their company, and have become infatuated
+-with them. Perhaps you've lost friends and loved ones to their dark embrace. Whatever yourfeelings about Death, you've
+-made a deal with them, one you hope will bring you the
+-
+-closure that you seek.
+-
+-Focus Note: Characters who Made a Deal With Death may have done so in order to stave off death eternally, gaining
+-healing abilities for themselves or others. Alternatively, they may be obsessed with the idea of death, and wish to
+-learn how to wield it with precision and focus.
+-
+-Tier 1: Blessing of the Gods (Death)
+-
+-Tier 2: Destined for Greatness
+-
+-Tier 3: Miraculous Health or Quick Death
+-
+-Tier 4: Regeneration
+-
+-Tier 5: Hard to Kill
+-
+-Tier 6: Duel to the Death or Final Defiance
+-
+-Sheds Their Skin
+-
+-You have a secret self. In the quiet andstillness, you become not someone else, but something else. A being of tooth and
+-nail, of flipper and fin, of mane and moon. But you believe that in order to survive and thrive, you must keep your
+-other form secret, safe from prying eyes and listening ears.
+-
+-Focus Note: Your beast form can be anything you choose, such as a selkie, wolf, horse, swan, and so on. Work with your
+-GM to determine the details of your form. A character who Sheds Their Skin may also want to work with the GM to come up
+-with even more suitable abilities for their particular form. For example, a selkie character might choose Aquatic
+-Combatant as their tier 3 ability instead of one of the abilities listed here, particularly if the GM expects the
+-character to be moving through water regularly.
+-
+-Tier 1: Beast Form
+-
+-Tier 2: Controlled Change
+-
+-Tier 3: Greater Beast Form or Hard Choices
+-
+-Tier 4: Greater Controlled Change
+-
+-Tier 5: Total Awareness
+-
+-Tier 6: Escape Plan or Perfect Control
+-
+-Heartwood Character Arcs
+-
+-Characters in the Heartwood should choose a starting character arc, something that they hope to accomplish for their
+-character through time and experience. This can be a Heartwood-specific arc or one from the list of character arcs in
+-the Cypher System Rulebook.
+-
+-Suggested Heartwood Arcs
+-
+-Become an Advocate
+-
+-You desire to help and support others, especially those who are dealing with difficult situations. This might be related
+-to something you've personally experienced, something you're knowledgeable about, or both. You can advocate in any
+-number of ways, including being an emotional support
+-
+-system, helping other voices be heard, defending and safeguarding others' rights, and generally being an ally.
+-
+-Opening: Sizing up Your Skills. You decide what best enables you to be a good advocate, and create a plan.
+-
+-Step(s): Training and Research. You learn about being a good advocate, possibly by finding a mentor or organization that
+-can help you.
+-
+-Step(s): Building Your Skills. You practice the skills you've learned, and review the successes and failures to continue
+-to improve.
+-
+-Climax: Lean on Me. You assist one or more people through a difficult time using your training, skills, and experience.
+-
+-Resolution: You reflect on everything you've learned and decide what to do next.
+-
+-Put Down Roots
+-
+-If you choose this arc, you are hoping to create a strong support system among your friends and fellow travelers. You
+-seek the assistance of those around you to help you through difficult times and you wish to offer assistance back. This
+-connection might be to your fellow PCs, to a group of NPCs that you meet along the way, or as part of an
+-already-established group or organization.
+-
+-Opening: Let's Be Friends. You propose the idea of a support system to those you'd like to include.
+-
+-Step: Reach Out. You do the hard work of making yourself vulnerable to others by being honest and open about who you
+-are. You create a safe space for others to do the same.
+-
+-Step(s): Accept and Give Help. You ask for and accept help and support from the group. You give help and support to
+-others when it's needed.
+-
+-Climax: Strong Bond. During a time of crisis, the group works together to support and uplift you, and you are there for
+-them in return.
+-
+-Resolution: You enjoy the benefits of having a supportive group of people in your life.
+-
+-Develop Coping Strategies
+-
+-You want to develop better ways of moving through the world while living with a mental illness. This isn't a "cure" or a
+-"fix." It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies.
+-
+-Opening: Explore Your Inner Self. You spend time with your emotions and thoughts in order to pinpoint which struggle or
+-symptom you'd like to develop a coping strategy for.
+-
+-Step: Make a Plan. Almost every struggle or symptom has a particular set of steps that you can go through to better cope
+-with it. This will likely involve research and consultation.
+-
+-Step(s): Practice. At every opportunity, practice the coping strategies that you're learning and pay attention to where
+-they work and fail. You might try different strategies and see which ones seem better suited to your particular needs.
+-
+-Climax: Deal With It. You're put into a situation that tests your coping strategies. They don't have to work perfectly
+-in order for you to succeed.
+-
+-Resolution: You reflect on what you've learned and decide where you want to go from here.
+-
+-Take the Wrong Path
+-
+-Much like Fall From Grace, Take the Wrong Path isn't typically an arc that a character intentionally desires. It's
+-something the player chooses on a meta level for the character because it makes for an interesting story and sets up
+-possible future arcs, such as Put Down Roots. In this case, perhaps the character manages their anxiety by drinking too
+-much, becoming isolated, or starting too many fights. Perhaps they attempt to deal with grief by overeating (or
+-undereating), by pushing away loved ones, or by becoming intimate with others without regard for their safety.
+-
+-Opening: The Fork. You take the first steps down the wrong path, even if you don't know it yet.
+-
+-Step(s): Farther Down the Path. Things continue to get worse because of your actions. This may play out over any number
+-of steps.
+-
+-Step: Briars and Thorns. Your actions hurt yourself and those around you.
+-
+-Climax: Dead End. There is no chance for success here. Only failure.
+-
+-Resolution: You wallow in your own misery.
+-
+-### POST-APOCALYPTIC CHARACTER OPTIONS
+-
+-Alternate Character Roles
+-
+-Characters who play out the apocalypse itself or who have just survived it and must pick up a few hours, days, or months
+-after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much
+-more sense to let your players choose roles for characters in a modern game.
+-
+-### DESCRIPTORS
+-
+-In addition to the descriptors in the Cypher System Rulebook, you can widen the options
+-
+-available to the players, allowing them to choose from the descriptors presented here for
+-
+-their characters. A subset of the descriptors in this chapter are species descriptors, which
+-
+-may or may not be appropriate for your players, depending on your setting.
+-
+-Rust and Redemption Descriptors
+-
+-Standard: Bitter, Hopeful, Rusted, Shiny
+-
+-Species: Canien, Felis, Flutter, Mutant
+-
+-Bitter
+-
+-Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or
+-giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe
+-it was an organization or institution that let you down. Whatever it was, you've spent a lot of time pulled into
+-yourself, paranoid and mistrustful of others. But something's happened lately that has at least opened you to the
+-possibility of trusting others again. Maybe you have to work with someone else or die. Alternatively, perhaps you've
+-decided to try one more time, despite your disillusionment. It's either that or fully give in to bitterness.
+-
+-You gain the following characteristics:
+-
+-Skeptical: +4 to your Intellect Pool.
+-
+-Skill: You're always wondering who's going to wrong you next. You are trained in detecting deception.
+-
+-Skill: You are trained in tracking creatures. If a creature has wronged you, the tracking task is eased.
+-
+-Inability: You have a hard time not letting bitterness stain everything you do. Interaction tasks are hindered.
+-
+-Additional Equipment: You have a keepsake from whoever wronged you. It could be an object they once possessed, a picture
+-of them, or something else you associate with what makes you so bitter.
+-
+-Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
+-adventure.
+-
+-1\. You found the other PCs in a situation they couldn't survive. Uncharacteristically, you helped them.
+-
+-2\. You were facing certain death, but the PCs saved you, for no reason other than they saw your need.
+-
+-3\. You want to change your ways, and the PCs seem to offer a chance for you to explore that possibility.
+-
+-4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
+-
+-Canien
+-
+-You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands,
+-and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you
+-decide which kind of canien you are. Most canien clothing and equipment accommodates walking on either two feet or four,
+-so that's normally not an issue. Either way, you've got fur, a tail, and a noble dog visage true to your particular line
+-of descent. And like most caniens, you're loyal to your pack and friends. But you may find strangers a little
+-suspicious, in which case you aren't shy about letting them know. However, you're usually willing to entertain the idea
+-that a newcomer may be a friend you just don't know yet.
+-
+-You gain the following characteristics:
+-
+-Dogged: +2 to your Might Pool.
+-
+-Skill: You are naturally vigilant. You are trained in perception tasks.
+-
+-Skill: You are playful. You are trained in tasks involving playing physical games.
+-
+-Loyal: If an ally within immediate range descends one or more steps on the damage
+-
+-track, you can take an action immediately but in a restricted fashion. You can use this action either to move the
+-willing ally up to an immediate distance or to attempt a healing task on your ally.
+-
+-Bite: You are practiced in making unarmed bite attacks (light weapon). Enabler.
+-
+-Chewer: You are something of an oral fidgeter, like most caniens. After each ten-hour recovery roll, make a difficulty 2
+-Intellect defense roll. If you fail, you discover you've unconsciously been chewing on a piece of your equipment; it's
+-ruined, at least until it is repaired.
+-
+-Inability: You have a hard time seeing disloyalty in others. Tasks that involve detecting falsehoods are hindered.
+-
+-Initial Link to the Starting Adventure:
+-
+-From the following list of options, choose how you became involved in the first
+-
+-adventure.
+-
+-1\. One of the other PCs needed help, and you obliged without a second's hesitation.
+-
+-2\. The other PCs were going somewhere, and you came along even though they didn't ask you to.
+-
+-3\. Aggression got the better of you, and now you're running from the fallout of that experience.
+-
+-4\. You feel that one of the other PCs is in danger in some way, and you'd like to help
+-
+-out or keep an eye on them.
+-
+-Felis
+-
+-You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all
+-fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the
+-elements, but you sometimes wear a harness for your equipment and may adopt boots for rough terrain and hats for fashion
+-or function. Your visage is like that of before-times cats, including piercing, reflective eyes. Like other felis, you
+-are crafty and cautious, unless you feel comfortable with others, in which case you can laze away hours in the sun or a
+-warm spot. But if need be, you are quick to act and are not afraid to use your claws to defend yourself.
+-
+-You gain the following characteristics:
+-
+-Crafty: +2 to your Intellect Pool.
+-
+-Skill: You're innately curious. You are trained in tasks involving knowledge, figuring out problems, or solving puzzles.
+-
+-Skill: You are agile. You are trained in tasks involving balancing and movement.
+-
+-Darksight: You can see in dim light as though it were bright light and see in darkness as though it were dim light.
+-Enabler.
+-
+-Claws: You are practiced in making unarmed claw attacks (light weapon). Enabler.
+-
+-Light on Your Paws: You ignore the first 4 points of damage you would otherwise suffer from a fall. Enabler.
+-
+-Jumpy: Like most felis, you are a bit high-strung. Anytime another creature acts with surprise against you, make a
+-difficulty 2 Intellect defense roll. If you fail, the first action you take on your turn is to flee using your full
+-movement away from whoever surprised you.
+-
+-Inability: You often come across as aloof. Tasks that involve positive social interaction are hindered.
+-
+-Inability: You sometimes get lost in new locations you haven't visited before. You have an inability in navigation.
+-
+-Initial Link to the Starting Adventure:
+-
+-From the following list of options, choose how you became involved in the first adventure.
+-
+-1\. Everything was fine until you were attacked by a raiding band of "cat-skinners." The PCs helped you fight back or
+-flee.
+-
+-2\. You saw the PCs up to something, and your curiosity got the better of you, so you followed them.
+-
+-3\. One of the other PCs invited you to join after they saw you scheme, plot, or solve a difficult problem.
+-
+-4\. You got lost. The PCs found you and invited you to join their group.
+-
+-Flutter
+-
+-You emerged from the chrysalis with your mind awash in skills instilled while you matured, as well as knowledge handed
+-down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
+-"humans" who raised flutters into the light of self-knowledge. That was before humans were lost, leaving the world in
+-ruins. Ruins that are now yours to refurbish and rebuild or, as many prefer, to ignore while you instead go your own
+-way. Humans may have created you, but they're gone, and you can decide what you think you owe them, if anything.
+-
+-As a flutter, you are kin to the much smaller natural moths that still flit by night. But you have an internal skeleton
+-and lungs, and are far larger. For all that, you also have wings, a proboscis, and much thinner limbs than the average
+-animal still roaming the world.
+-
+-You gain the following characteristics:
+-
+-Quick: +2 to your Speed Pool.
+-
+-Skill: You are adept at using your body's natural patterns of camouflage. You are trained in hiding.
+-
+-Darksight: You can see in dim light as though it were bright light and can see in darkness as though it were dim light.
+-Enabler.
+-
+-Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
+-
+-Inability: You are confused by bright light. Perception tasks are hindered in bright light.
+-
+-Erratic Flyer: You can select Hover as if it were on your type's list of tier 1 abilities. Your ability to move as
+-described in Hover is due to your wings. In addition to the base ability described for Hover, if you succeed on a
+-difficulty 2 Intellect roll, you can keep your position in the air instead of drifting with the wind or allowing
+-momentum to move you.
+-
+-On a failure, you fly erratically as your action, possibly into the ground, a wall, or the midst of enemies you were
+-trying to avoid. Enabler.
+-
+-Initial Link to the Starting Adventure:
+-
+-From the following list of options, choose how you became involved in the first adventure.
+-
+-1\. Some piece of knowledge gleaned from your time in the chrysalis made you seek out and join the PCs.
+-
+-2\. The ruins are where knowledge of humans exists, and you heard the PCs were headed there.
+-
+-3\. You overheard the PCs talking about a grand adventure, and you wanted to be part of it.
+-
+-4\. You zigged when you should have zagged and ran headlong into the PCs. They patched you up and you stayed with them.
+-
+-Hopeful
+-
+-Despite civilization's fall, you're optimistic about what the future could bring, confident
+-
+-that it will be bright. In fact, now that all the old institutions and cares of the world are gone, you hope something
+-better can be rebuilt in its place. It's possible that you're bubbly and full of cheer. But you might instead be quietly
+-confident, your hope revealed by the way you always try again if at first you fail. Being hopeful doesn't mean you're
+-blind to others' faults, but you can hope they will do better next time, which might lead you to be more forgiving than
+-other survivors. After all, when you screw up, you hope others will allow you the same luxury of learning from your
+-mistakes.
+-
+-You gain the following characteristics:
+-
+-Spirited: +4 to your Intellect Pool.
+-
+-Skill: Mental malaise doesn't affect you like it does others. You are trained in Intellect defense tasks.
+-
+-Shrug Off Disappointment: When you fail at a noncombat task and try that task again the very next round, you can apply a
+-free level of Effort toward the success of that task. This benefit effectively alleviates the requirement to apply a
+-level of Effort when retrying failed tasks, at least the first time you retry. Enabler.
+-
+-Inability: You have a lightness of being, but you really feel it when you're physically challenged. Might defense tasks
+-are hindered.
+-
+-Inability: You're spirited but not fast. All movement-related tasks are hindered.
+-
+-Initial Link to the Starting Adventure:
+-
+-From the following list of options, choose how you became involved in the first adventure.
+-
+-1\. The PCs were in a bad spot, and one of the other PCs asked you along to add some perspective.
+-
+-2\. You had a spot of bad luck, but you jumped back in to try something new, hopeful it would work out.
+-
+-3\. To make good on a promise to help, you came with the other PCs.
+-
+-4\. You answered a cry for help when another PC got in over their head.
+-
+-Mutant
+-
+-Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from
+-ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some
+-other mutagenic source, you are prone to mutation. You might look relatively similar to others of your species, or you
+-might have one or more obvious physical differences that make it hard to disguise your nature. Not that you necessarily
+-want to hide what you are; you might wish to proudly display what makes you different and, to your mind, better.
+-
+-You gain the following characteristics:
+-
+-Significant Mutations: Choose which option from the following list you'd like for your mutations. Whichever you choose,
+-it is rolled for randomly; you don't select it.
+-
+-• Two beneficial mutations rolled randomly.
+-
+-• Three beneficial mutations plus one harmful mutation, all rolled randomly
+-
+-• One powerful mutation and one harmful mutation, both rolled randomly.
+-
+-• One beneficial mutation, one distinctive mutation, and one harmful mutation, all rolled randomly.
+-
+-Distinctive Mutations: You can choose if you want to have distinctive mutations or not. If you do, choose the number, up
+-to four distinctive mutations, which are rolled for randomly. (If the GM is using the transitory mutations optional
+-rule, you can only choose to have up to three distinctive mutations.)
+-
+-Cosmetic Mutations: You can choose if you want to have cosmetic mutations or not. If you do, choose whether you want one
+-or two cosmetic mutations, which are rolled for randomly. Once all your mutations have been rolled for, work together
+-with the GM to ensure that what's been rolled is a character you want to play.
+-
+-Initial Link to the Starting Adventure:
+-
+-From the following list of options, choose how you became involved in the first adventure.
+-
+-1\. The other PCs found you in some weird "mutant" chrysalis and pulled you out; you were grateful and joined them.
+-
+-2\. The other PCs were "hunting mutants" but when they found you, they realized they had been misguided.
+-
+-3\. You wanted to get away from a bad situation, so you went with the PCs.
+-
+-4\. The PCs asked you to come along, believing that your particular mutations could be harnessed for the benefit of the
+-mission.
+-
+-Rusted
+-
+-Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse
+-itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first
+-seemed like a limitation. If you lost a limb, you use a prosthetic; if an eye, you sometimes quip that binocular vision
+-is overrated. Sure, there are times when you struggle with discomfort, pain, and possibly even self-consciousness.
+-However, overcoming all that only makes you stronger and more determined to succeed. Ultimately, your scars, your
+-prosthetic (if any), and your story represent who you are: a survivor who overcomes whatever is thrown your way.
+-
+-You gain the following characteristics:
+-
+-Resilient: +2 to your Might Pool or +2 to your Intellect Pool or +1 to all three Pools.
+-
+-Skill: Hard knocks have toughened you; you are trained in either Might defense tasks or Intellect defense tasks (choose
+-one).
+-
+-Skill: You had to fake it until you made it; you are trained in one creative skill such as singing, writing, acting,
+-composing, public speaking, painting, sculpture, dancing, or something similar.
+-
+-Inability: You've learned to do everything again and, in truth, better than most people ever could. But your injury is
+-real; it's why you sometimes joke that you're "rusted." If you've lost an eye, your perception tasks involving sight are
+-hindered. If you rely on a prosthetic leg, tasks requiring movement are hindered. If you rely on a prosthetic arm, tasks
+-involving using both hands are hindered.
+-
+-Additional Equipment: You have a prosthetic for one arm or one leg, or you have an eyepatch (and prosthetic eye) for a
+-missing eye.
+-
+-Initial Link to the Starting Adventure:
+-
+-1\. You bragged that there's nothing someone else could do that you couldn't do twice as well, which is how you got
+-involved in your current situation.
+-
+-2\. You're afraid of what might happen if the other PCs fail.
+-
+-3\. You were tailing one of the other PCs for reasons of your own, which brought you into the action.
+-
+-4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
+-heard about the group's task.
+-
+-Shiny
+-
+-You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar
+-sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the
+-effects of the apocalypse. You also tend to fall into the orbit of people who are strong, unbeaten, and possessed of an
+-inner brightness. You believe that they, like you, reflect the light of some greater spiritual purpose in the world.
+-When you believe you are acting in that glow, you are emboldened and may take risks others fear. You don't seek death,
+-but you're confident that death in the pursuit of something shiny is the definition of a life well-lived.
+-
+-You gain the following characteristics:
+-
+-Lithe: +2 to your Speed Pool.
+-
+-Skill: You've had practice driving a before-times vehicle. Choose a motorcycle, car or truck, or long-haul truck; you're
+-trained in driving that kind of vehicle.
+-
+-Skill: You know how to get out of the way. You are trained in Speed defense tasks.
+-
+-Shiny Maneuver: You know how to push yourself harder, at the risk of a more dramatic failure. When you attempt a shiny
+-maneuver, you ease a task, attack roll, or defense roll, but in doing so you increase the intrusion range by two for
+-that roll, to a 1–3 on a d20. If you fail and decide to retry the task (requiring that you spend a level of Effort, as
+-normal), it has the same increased intrusion range. Once you attempt a shiny maneuver, you can't attempt another until
+-you make a recovery roll. Enabler.
+-
+-Inability: You may be lithe and shiny, but you're not sneaky. Tasks related to sneaking and staying quiet are hindered.
+-
+-Inability: You are irrepressible, but that makes it hard to dissemble. Deception and disguise tasks are hindered.
+-
+-Additional Equipment: You have a treasured object that is literally shiny in bright light, such as a polished
+-stainless-steel sphere, a silver coin, a pocket watch from the before-times, or something else small and easily carried.
+-
+-Initial Link to the Starting Adventure:
+-
+-From the following list of options, choose how you became involved in the first adventure.
+-
+-1\. It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you.
+-
+-2\. The first word that popped into your head upon seeing the PCs was "shiny."
+-
+-3\. You think the tasks ahead will present you with unique and fulfilling challenges.
+-
+-4\. Someone you trust and respect above all others suggested you join the PCs to help them complete their task.
+-
+-The Scavenges focus can be used as written in the Cypher System Rulebook, but whenever the abilities point to the
+-scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other
+-abilities), use the optional rule for scavenging, repairing, and building in this book instead.
+-
+-### FOCI
+-
+-This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As
+-these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details
+-than the foci in the Cypher System Rulebook (which have short, broad descriptions suitable for other genres).
+-
+-Merges Mind With Machine
+-
+-You were raised in an underground bunker by Milly, an AI instance installed in your
+-
+-brain before you developed cognition of your own. Unlike AI zombies, your personality and motivations haven't been
+-replaced; your sense of self grew alongside the AI, as collaborators rather than foes. This granted you superior
+-intellect and an uncanny knack for computers. Now you've emerged into the larger world, where survivors are predisposed
+-to distrust you, and you may need to keep your background a secret to be accepted. Whether you hate AI or remain loyal
+-to Milly, you face the best odds if you can fit in with another group of survivors. After all, there's a lot you don't
+-know about how things work on the surface and the things people have done to stay alive in the past twenty years.
+-
+-Connection: Choose one of the following, or choose one of the Focus Connections
+-
+-in the Cypher System Rulebook.
+-
+-1\. Pick one other PC. You fear that character is jealous of your abilities, and that it might lead to problems.
+-
+-2\. Pick one other PC. You're not sure how or from where, but that character has access to rare machine parts and can
+-get them for you at half price.
+-
+-3\. Pick one other PC. Seeing you use your focus abilities triggers unpleasant memories for that character. That memory
+-is up to the other PC, although they may not be able to consciously recall it.
+-
+-4\. Pick one other PC. They are sensitive to your focus abilities, and occasionally they become dazed for a few rounds,
+-hindering their actions.
+-
+-Additional Equipment: You have scars on your scalp in the shape of circuitry (like Lichtenberg figures). You probably
+-keep these hidden, as they identify you as one of Milly's children to anyone familiar with the mark.
+-
+-Minor Effect Suggestion: You restore 2 points to your Intellect Pool.
+-
+-Major Effect Suggestion: An ally or indicated target can take an additional action.
+-
+-Tier 1:
+-
+-Interface
+-
+-Tier 2:
+-
+-Robot Assistant
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability.
+-
+-Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
+-environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
+-knowledge about the situation. Enabler.
+-
+-Machine Telepathy
+-
+-Tier 4:
+-
+-Machine Bond
+-
+-Network Tap
+-
+-Tier 5:
+-
+-Greater Enhanced Intellect
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Master Machine or See the Future as your tier 6 ability.
+-
+-Master Machine
+-See the Future
+-
+-Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
+-
+-Prepped for the End
+-
+-You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other
+-survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic
+-repair, and maybe even in a musical instrument to pass the time in the bunker when no other entertainments could be had.
+-You'd excel in a small group of other survivors, but you're ready to go it alone if that's what it
+-
+-takes. Above all, you're prepared to make it through whatever the future holds, no matter how daunting the odds. Because
+-you prepped wisely.
+-
+-Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
+-
+-1\. Pick one other PC. You found them in your prepped hideout, eating and drinking their fill. You befriended them
+-rather than seeking revenge for using your resources.
+-
+-2\. Pick one other PC. You used to play card games with them before the apocalypse, and you still owe them money, though
+-what that means now is difficult to say.
+-
+-3\. Pick one other PC. This character doesn't seem to want any of your stored food or water.
+-
+-4\. Pick one other PC. When you were hurt, they carried you to your prepped hideout at great risk to themselves.
+-
+-Additional Equipment: A firearm of your choice (with ten bullets or shells), a handloading tool set, and a small musical
+-instrument (such as a harmonica).
+-
+-Minor Effect Suggestion: Your foe slips in some decaying garbage or spill from the before‑times, and their actions in
+-the next round are hindered as they regain their balance.
+-
+-Major Effect Suggestion: You find or spy an item from the Useful Stuff table.
+-
+-Tier 1:P
+-
+-Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
+-reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
+-type of light armor available in the area, such as a leather jacket. Enabler.
+-
+-Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
+-or more, or up to six people through about three months. In addition, you have knowledge of three different secret
+-supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
+-no closer than about 5 miles (8 km) from each other.
+-
+-• Food cache (enough food for six people for twelve weeks)
+-
+-• Water cache (enough clean water for six people for twelve weeks)
+-
+-• Ammunition cache (400 shells or bullets for four different weapons)
+-
+-• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
+-shells)
+-
+-Enabler.
+-
+-Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
+-hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
+-
+-Tier 2:
+-
+-Tinker
+-
+-Weather the Vicissitudes
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.
+-
+-Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
+-fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
+-perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
+-you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
+-use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
+-complete.
+-
+-Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
+-order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
+-treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
+-be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
+-
+-Tier 4:
+-
+-Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
+-one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you
+-would otherwise obtain. Enabler.
+-
+-Tier 5:
+-
+-Ambusher
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Discipline of Watchfulness or Escape the Ruins as your tier 6 ability.
+-
+-Discipline of Watchfulness
+-
+-Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
+-a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
+-that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
+-work out the details. Action.
+-
+-Raids
+-
+-When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as
+-anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But
+-whether they deserved it or not, you and the other raiders you ran with survived, and your targets did not. Then
+-something life‑changing happened to you, altering your perspective; it's up to you to decide what. In any case, you've
+-turned over a new leaf. You don't indiscriminately kill anymore, though surviving is still a goal. But you've joined
+-with others who you want to protect as much as or even more than your own life. You're done with raiding. But is raiding
+-(and those who might recognize you as a raider) done with you?
+-
+-Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
+-
+-1\. Pick one other PC. That character knows that you were a raider, even though it is a secret you've kept from the
+-other PCs so far.
+-
+-2\. Pick one other PC. They were also a raider, however briefly, along with you (if they agree to this connection).
+-
+-3\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
+-
+-4\. Pick one other PC. You know that you're responsible for the death of someone that character knew while you were
+-raiding; they don't know it, but the guilt has been waking you up in the middle of the night.
+-
+-Additional Equipment: You have a tattoo from your raiding days that you probably keep hidden, as it would identify you
+-as a raider to those familiar with the mark.
+-
+-Minor Effect Suggestion: You restore 2 points to your Might Pool.
+-
+-Major Effect Suggestion: You or an ally get an immediate extra attack.
+-
+-Tier 1:
+-
+-Ignore the Pain
+-
+-Wilderness Life
+-
+-Tier 2:
+-
+-Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
+-
+-Fearsome Reputation
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
+-
+-Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
+-and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
+-
+-presence. Enabler.
+-
+-Grand Deception
+-
+-Tier 4:
+-
+-Greater Frenzy
+-
+-Tier 5:
+-
+-Using the Environment
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Deep Consideration or Twisting the Knife as your tier 6 ability.
+-
+-Deep Consideration
+-
+-Twisting the Knife
+-
+-Remembers the Past
+-
+-You are a student of the before‑times. Maybe that's because you grew up in the ruins of an old library and read
+-everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long‑lived
+-and were alive before the apocalypse, or you have a deep recollection of the world before the end for some other reason.
+-This knowledge gives you an appreciation of the before‑times as well as a point of view that many other survivors lack
+-that benefits you in and around ruins. You can find things others wouldn't know to look for, plucking fruits of the past
+-that would otherwise go unharvested.
+-
+-Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
+-
+-1\. Pick one other PC. They remind you of someone you knew or learned about from the past, because of either the way
+-they look or the way they act, and that is what first drew you to them.
+-
+-2\. Pick one other PC. You saved their life because you found them trapped in a before‑times ruin and you knew how best
+-to free them.
+-
+-3\. Pick one other PC. You were lost out past the ruins in the wilderness, but they happened across you and saved your
+-life.
+-
+-4\. Pick one other PC. This character comes from the same place you do, and you knew each other as children.
+-
+-Additional Equipment: One book on a technical topic such as plumbing, carpentry, electronics, or physics; it provides
+-you an asset on a related task if you spend ten minutes perusing the book ahead of time.
+-
+-Minor Effect Suggestion: You remember something about the area that proves advantageous later, such as realizing there's
+-probably a fresh location to scavenge close by that has a good chance of not having been picked over by other survivors.
+-
+-Major Effect Suggestion: A foe forgets about you unless you draw attention to yourself.
+-
+-Tier 1:
+-
+-Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
+-potentially be turned into useful things) in the ruins of what came before. Enabler.
+-
+-Knowledge Skills
+-
+-Tier 2:
+-
+-Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
+-equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
+-complete. Enabler.
+-
+-Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
+-are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
+-to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
+-building. Enabler.
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
+-
+-Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
+-nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
+-are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
+-succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
+-hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
+-expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
+-to initiate.
+-
+-Tier 4:
+-
+-Improvise
+-
+-Tier 5:
+-
+-Task Specialization
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Skill With Attacks, Skill With Defense, or Use the Network as your tier 6 ability.
+-
+-Skill With Attacks
+-
+-Skill With Defense
+-
+-Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
+-before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
+-reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
+-about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
+-location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
+-from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
+-
+-Walks the Wasteland
+-
+-Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're
+-determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or
+-whatever it is that hunts the ruins—get you. If you were around before the end, you could have been a soldier,
+-mercenary, or at least someone who had basic survival training. What sets you apart from all the others like you is that
+-you decided to hope when everything looked darkest. Since then, you have eaten your share of spoiled food and irradiated
+-water, and survived. Whether that's because you've adapted, you're luckier, or you were just tougher than the rest is
+-anyone's guess. But you're still walking the wastes even though so many others are gone. You probably don't spend a lot
+-of time on your appearance, given that you wear the cobbled‑together clothing and bits and pieces of armor you're able
+-to scavenge from the ruins. Appearance doesn't matter; actions do.
+-
+-Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
+-
+-1\. Pick one other PC. This character appears to be an able survivor, but in your mind, they seem to be at the end of
+-their rope. You're constantly trying to convince them to keep trying, go the distance, and survive for a better
+-tomorrow.
+-
+-2\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
+-
+-3\. Pick one other PC. This character comes from the same place you do, and you knew each other as children. Whether
+-that place exists any longer is something you and that character should decide.
+-
+-4\. Pick one other PC. You found this character almost dead in the wastes. You rescued them, nursed them back to health,
+-and kept them safe until they were back on their feet. Whether they feel embarrassment, gratitude, or something else is
+-up to them.
+-
+-Additional Equipment: You have a piece of before‑times equipment with three analog dials that measure temperature, air
+-pressure, and humidity. (You also know the names for the instruments nestled behind
+-
+-those dials: a thermometer, a barometer, and a hygrometer, respectively.) If you spend a minute operating the device,
+-you have an asset on weather prediction tasks extending into the next day.
+-
+-Minor Effect Suggestion: You restore 2 points to your Might Pool.
+-
+-Major Effect Suggestion: Your next action is eased by two steps.
+-
+-Tier 1:
+-
+-Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
+-in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
+-from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
+-
+-Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
+-poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
+-
+-Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
+-spend at least ten minutes practicing with it first. Enabler.
+-
+-Tier 2:
+-
+-Devoted Defender
+-
+-Hardened by the End: You're trained in Might defense tasks.
+-
+-Tier 3:
+-
+-Ability Choice: Choose either Hard to Hit or Rapid Attack as your tier 3 ability. Whatever you choose, you also gain
+-Apocalyptic Stare.
+-
+-Hard to Hit
+-
+-Rapid Attack
+-
+-Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
+-
+-Tier 4:
+-
+-Improved Recovery
+-
+-Push on Through
+-
+-Tier 5:
+-
+-Ignore the Pain
+-
+-Tier 6:
+-
+-Ability Choice: Choose either Using What's Available or Wasteland Camouflage as your tier 6 ability.
+-
+-Using What's Available
+-
+-Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
+-and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
+-of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
+-additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
+-asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
+-presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
+-remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
+-
+-### 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.
+-
+-### NEW FOCI
+-
+-Takes Animal Shape: A shapechanger who can take the form of various animals.
+-
+-Tier 1: Animal Shape
+-
+-Tier 2: Communication
+-
+-Tier 2: Soothe the Savage
+-
+-Tier 3: Bigger Animal Shape or Greater Beast Form \[This ability is described in the main portion of the CSOL.\]
+-
+-Tier 4: Animal Scrying
+-
+-Tier 5: Hard to Kill
+-
+-Tier 6: Blurring Speed or Lend Animal Shape
+-
+-Uses Wild Magic: A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
+-
+-Tier 1: Magical Repertoire
+-
+-Tier 1: Cypher Casting
+-
+-Tier 2: Expanded Repertoire
+-
+-Tier 3: Cypher Surge or Faster Wild Magic
+-
+-Tier 4: Expanded Repertoire
+-
+-Tier 5: Magical Training
+-
+-Tier 6: Maximize Cypher or Wild Insight
+-
+-Walks the Wild Woods: An adherent of nature magic who draws on the power and strength of trees.
+-
+-Tier 1: Wilderness Life
+-
+-Tier 1: Patient Recovery
+-
+-Tier 2: Wooden Body
+-
+-Tier 3: Tree Companion or Wilderness Awareness
+-
+-Tier 4: Tree Travel
+-
+-Tier 5: Great Tree
+-
+-Tier 6: Dreadwood or Restorative Bloom
+-
+-Wields an Enchanted Weapon: One who channels magic through or from a weapon to create a unique fighting style.
+-
+-Tier 1: Enchanted Weapon
+-
+-Tier 1: Innate Power
+-
+-Tier 1: Charge Weapon
+-
+-Tier 2: Power Crash
+-
+-Tier 3: Rapid Attack or ThrowEnchanted Weapon
+-
+-Tier 4: Defending Weapon
+-
+-Tier 5: Enchanted Movement
+-
+-Tier 6: Deadly Strike or Spin Attack
+-
+-### NEW ABILITIES
+-
+-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
+-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
+-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
+-establish.
+-
+-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
+-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
+-whether to spend the cost for this ability before you make each attack. Enabler.
+-
+-Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
+-creature to affect it. Enabler.
+-
+-Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
+-of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
+-
+-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
+-
+-Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
+-woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
+-make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
+-source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
+-or until they are attacked. Some creatures without minds might be immune to this fear. Action.
+-
+-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
+-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
+-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
+-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
+-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
+-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
+-that ability and this one increases to very long. Action.
+-
+-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
+-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
+-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
+-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
+-initiate, ten minutes to complete. Enabler.
+-
+-If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
+-chose this new weapon
+-
+-Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
+-
+-Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
+-cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
+-are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
+-You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
+-
+-Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
+-points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
+-from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
+-necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
+-like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
+-tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
+-tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
+-hiding among normal trees are eased by two steps. Enabler.
+-
+-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
+-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
+-instead of your Intellect Edge, as appropriate). Enabler
+-
+-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
+-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
+-Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
+-you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
+-into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
+-affected with this ability. Action.
+-
+-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
+-
+-A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
+-of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
+-change, and the character wouldn't gain any of the creature's magical abilities.
+-
+-Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
+-preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
+-hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
+-preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
+-Enabler.
+-
+-If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
+-whether from preparation or by gaining them automatically as explained in the Cyphers chapter
+-
+-Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
+-spells. Enabler.
+-
+-Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
+-example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
+-only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
+-recovery action. Enabler.
+-
+-Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
+-
+-Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
+-creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
+-a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
+-inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
+-attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
+-level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
+-all targets in the area still take 1 point of damage. Action.
+-
+-Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
+-similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
+-Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
+-produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
+-produce, action to eat.
+-
+-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
+-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
+-Enabler.
+-
+-Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
+-creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
+-roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
+-expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
+-Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
+-Action.
+-
+-Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
+-distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
+-can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
+-your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
+-travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
+-and each additional level of Effort beyond that increases it by an additional mile. Action.
+-
+-Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
+-your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
+-gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
+-specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
+-the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
+-ability again until after you've taken a ten-hour recovery action. Enabler.
+-
+-Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
+-benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
+-much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
+-creature of flesh, hindering your Speed defense rolls. Action to change or revert.
+-
+-Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
+-
+-### FANTASY SPECIES
+-
+-For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
+-additional options, which a player can choose for their character in place of their descriptor
+-
+-### CREATURES AND NPCs
+-
+-### MODERN MAGIC CREATURES
+-
+-### BARGAINER FIEND 3 (9)
+-
+-Bargainer fiends are natives of "hell dimensions" whose job is to come to the mortal world and convince people to barter
+-or trade their souls. Their natural shape is usually a lanky humanoid with horns, claws, vestigial bat wings, and a
+-forked tail, with a faint smell of brimstone, but they can partially or completely disguise themselves as humans to
+-tempt and advise mortals.
+-
+-Typical devils are warriors and torturers, and demons are mortal souls reforged into entities of pure spite and hate,
+-whereas bargainer fiends see themselves as classier beings with loftier goals. However, bargainers are aware that they
+-are weaker than their counterparts, and they make sure they don't do any front-line fighting if they can help it.
+-
+-Motive: Bargain for souls
+-
+-Environment: Anywhere humans can be found
+-
+-Health: 9
+-
+-Damage Inflicted: 4 points
+-
+-Armor: 2
+-
+-Movement: Short
+-
+-Modifications: Deception as level 5
+-
+-Combat: A bargainer fiend attacks with a punch or a firearm. If they aren't trying to hide their inhuman nature, they
+-throw short-range bolts of painful hellfire, inflicting 4 points of damage and stunning the target for one round.
+-
+-The heart of a bargainer fiend's power is its ability to arrange for rewards for a mortal client in exchange for the
+-client's soul. Typical rewards are training in a skill, learning a new type or focus ability, wealth equivalent to one
+-exorbitant item, an artifact, or anything else that can be acquired by spending 4 XP. The price is always the client's
+-mortal soul, usually after a specific time period. Bigger demands by the client require the fiend to get approval from
+-their superiors, and the price is higher, but usually still manageable.
+-
+-A bargainer fiend can use an action to transform themself into a human or near-human form (such as a human with devil
+-horns) or return to their natural form. They can assume the guise of a specific human (such as a person their client
+-knows) only if that human is dead or has an agreement with a bargainer fiend.
+-
+-Interaction: Bargainer fiends serve at the pleasure of their infernal masters, and they know their lives are forfeit if
+-they ever fail. This colors their interactions with clients; they will say anything to accomplish their mission, and
+-their only true loyalty is to the fiend who created and controls them.
+-
+-Use: A motivational speaker offers to teach clients confidence and charm, with great results. An old sorcerer knows some
+-rare magic for those willing to pay a steep price. A mysterious person has been seen visiting people in the terminal
+-ward of various hospitals.
+-
+-Loot: A bargainer fiend may have a cypher relating to their duties or as a gift or payment for a client, but most of
+-their material riches are hell-crafted and not safe to carry for long.
+-
+-### DIVINITY OF THE CITY 8 (24)
+-
+-Divinities of the city are a pantheon of modern-era demigods who have a strong connection to some aspect of urban life.
+-They get their powers from their connection to a modern element that's being worshipped. For example, the Divinity of
+-Defacement gains power when someone creates graffiti or stares in wonder at a mural, while the Divinity of Urban
+-Creatures grows stronger each time someone saves a turtle from a highway or shivers at coyotes' calls. Divinities look
+-mostly humanoid, but their appearance has some tie to their connection. The Divinity of Defacement might wear
+-graffiti-themed clothing, the Divinity of Urban Creatures might have a bear's head, and the Divinity of Architecture
+-might have gargoyle wings.
+-
+-Motive: Defense; protection; power
+-
+-Environment: Urban landscapes
+-
+-Health: 75
+-
+-Damage Inflicted: 8 points
+-
+-Armor: 4
+-
+-Movement: Short; long when flying
+-
+-Combat: Divinities attack a foe up to a long distance away with a spell related to their connection (sending a pack of
+-rabid raccoons after a foe, lifting a highway, or having a mural attack). These attacks inflict 8 points of damage on a
+-single target or, if the divinity chooses, the attack hits all targets within short range of the destination for 6
+-points of damage.
+-
+-Most divinities have a close-range attack as well, such as turning into a coyote and attacking their target with tooth
+-and claw or grabbing a painted weapon out of a wall mural.
+-
+-Divinities also have a number of additional spells, including:
+-
+-Animate: Turns any material into an animate level 4 creature. The creature has a mind and will of its own, and acts just
+-as that type of creature would act if it were born instead of created.
+-
+-Forever Space: Creates an endless length of alleys, roads, or bridges between itself and all characters it chooses
+-within long range. Characters must succeed on a level 5 Intellect defense task to find an exit. While moving through the
+-forever space, characters take 2 points of Intellect damage (ignores Armor) each round.
+-
+-Heal: The divinity heals themself, a creature, or an object for 5 points of damage.
+-
+-Illusion: Divinities can cast elaborate and convincing illusions over their domain, making the area seem more appealing,
+-beautiful, or dangerous. Illusions cover up to a ten-block area and last for up to an hour. Seeing through one is a
+-level 8 task.
+-
+-Interaction: Divinities rarely care about humans unless they're connected to their particular part of the urban
+-landscape. Sometimes they can be persuaded or negotiated with, but not if the character has previously damaged or
+-endangered the divinity's connection—for example, a poacher of urban wildlife probably has no chance of interacting
+-positively with a Divinity of Urban Creatures.
+-
+-Use: A divinity is a powerful aggressive or defensive force, putting the PCs in a position where they must fight or
+-negotiate to prevent death and destruction. In addition to situations where a divinity clashes with those who would
+-exploit them, they may have information or unique magic (such as an unlocking spell) that the characters need to reach a
+-goal.
+-
+-Loot: Divinities rarely carry anything of interest to humans, but they might bequeath to allies a powerful artifact
+-related to some aspect of their domain.
+-
+-### ELEMENTAL, ELECTRICITY 4 (12)
+-
+-Electricity elementals alternate between a feral-looking humanoid energy form and a near-spherical cloud of intensely
+-glowing sparks. They spontaneously arise when supernatural events take place near high-voltage wires or electrical
+-substations, and their high rate of speed often means they've traveled hundreds of miles before anyone realizes they
+-appeared. Extremely mobile and curious, they inadvertently or deliberately cause harm wherever they go.
+-
+-Motive: Explore and shock
+-
+-Environment: Anywhere electricity can easily reach
+-
+-Health: 24
+-
+-Damage Inflicted: 4 points
+-
+-Movement: Short; very long with electrical conduction
+-
+-Modifications: Attacks and Speed defense as level 5 due to quickness; stealth as level 2 due to buzzing noise
+-
+-Combat: An electricity elemental strikes twice each round with a limb, or fires one bolt of electricity at a target
+-within short range.
+-
+-As its action, an elemental can heal itself for up to 4 points of health by draining power from a touched electrical
+-machine, creature (such as a robot), manifest cypher, or artifact. A drained object moves one step down the object
+-damage track. A drained robot takes 4 points of damage. A drained manifest cypher is fully consumed and useless. A
+-drained artifact immediately checks for depletion (artifacts with a depletion of "—" are either immune to this ability
+-or have a depletion of 1 in 1d10 for this purpose).
+-
+-An electricity elemental can pass through conductive materials at full speed, ignoring obstacles and difficult terrain.
+-An electricity elemental can power any electrical device that runs on household power, but it's uncomfortable for them
+-and they don't like doing it.
+-
+-Interaction: Electricity elementals are somewhat intelligent but perceive and think at much faster rates than humans, so
+-they quickly become frustrated with "slow" communication. They can be summoned and controlled with magic, but there's a
+-10% chance the elemental breaks free of the spell and attacks or flees.
+-
+-Use: Power grid fluctuations throughout the city may be the result of a roving electricity elemental. Something exploded
+-every car battery along a major street. Something noisy has taken over the eccentric inventor's workshop.
+-
+-### GARGOYLE 4 (12)
+-
+-Gargoyles are stone beings of many shapes and sizes that often start their lives as inanimate decor. However, few stay
+-that way forever. Most alternate between dormancy and animated life during the course of their long existence.
+-
+-Although their original purpose was to guard places, they are excellent at guarding almost anything, including other
+-living beings. They can become deeply attached to these places and people, and their loyalty also makes them solid
+-friends, companions, and even familiars.
+-
+-Gargoyles may look like frogs, bunnies, demons, dragons, or any other creature real or imagined. They often (but not
+-always) have wings.
+-
+-Motive: Guarding
+-
+-Environment: Cities, especially on older buildings
+-
+-Health: 12
+-
+-Damage Inflicted: 4 points
+-
+-Armor: 3
+-
+-Movement: Short; long while flying
+-
+-Modifications: Seeing through deception, stealth, hiding, and sneaking as level 6
+-
+-Combat: Most gargoyles don't wish to fight and will do so only reluctantly or if something or someone they're guarding
+-is threatened. Their most basic attack is to throw or fly themselves fully at their foe, hitting the target with their
+-entire body for 4 points of ambient damage (ignores Armor), but they may claw twice, inflicting 4 points of damage with
+-each attack.
+-
+-Gargoyles can see in darkness as if it were daylight.
+-
+-Gargoyles have a number of additional combat options and other abilities at their disposal, including the following:
+-
+-Awaken Friend: Awaken another gargoyle out of its inanimate state and ask it to help. This other gargoyle must be within
+-short range, it acts on the same initiative as the asking gargoyle, and it can take actions starting the turn after it
+-is awakened.
+-
+-Bulwark: Grow to twice their size to prevent others from getting through a doorway or other opening. They are able to
+-stretch out their wings, limbs, and even other body parts to fill the entirety of the space.While in this form they
+-cannot move or attack, but they can return to their normal size as part of another action.
+-
+-Take the Attack: Move up to a short distance on someone else's turn to take an attack directed at the person, place, or
+-object they're guarding. Other than the distance traveled, this works like the taking the attack cooperative action.
+-(Typically, the gargoyle relies on its Armor to absorb most of this damage.)
+-
+-Water Spout: Open their mouth and emit a powerful short-distance stream of water that inflicts 4 points of damage to
+-everyone in its path.
+-
+-Interaction: While gargoyles can be conscripted and tricked into guarding, they're much more likely to throw themselves
+-into the job if someone takes the time to earn their loyalty. They are not always the smartest, but they are very
+-"grumpy sunshine" and often quite funny.
+-
+-Use: Gargoyles work best when used to defend something. PCs can end up at odds with a gargoyle who thinks (incorrectly
+-or correctly) that their beloved building is in danger, or have to find a gargoyle that for some reason has gone missing
+-from their customary perch.
+-
+-Gargoyle Names: All gargoyles have a name, even those that may not have left their dormancy for the first time. However,
+-few will tell someone their real name, as they have a healthy fear of that knowledge being used for ill. Instead, they
+-offer up a nickname, usually something similar, at least until they learn to trust someone fully.
+-
+-### HAUNTED CAR 5 (15)
+-
+-Whether you call them haunted, possessed, misenchanted, cursed, or just plain evil, some cars develop a hateful will,
+-the ability to drive themselves, and a love for the smell of blood on asphalt.
+-
+-A haunted car makes a bond with a chosen driver—usually someone with a similarly evil nature, or a meek person the car
+-can influence and control. Over time, the driver might physically transform due to the car's influence, becoming more
+-attractive, confident, and cruel. The car is jealous of anyone interested in its chosen driver, either pushing the
+-driver to turn them away or hunting them down on its own.
+-
+-A haunted car has an empathic connection with its chosen driver, conveying simple emotions and desires when within short
+-range. It otherwise is limited to whatever it can play on its radio, using snippets of songs (typically from the era it
+-was made) as threats or taunts toward its next victims.
+-
+-A haunted car lets itself be driven by its chosen driver, but it is capable of driving itself with great skill and can
+-operate any moveable part of itself (doors, locks, trunk, and so on).
+-
+-> Chosen driver: level 2, social interaction as level 1, driving and repairs as level 3
+->
+-> A chosen driver trained or indoctrinated by a haunted car might develop abilities similar to the Drives Like a Maniac
+-> focus or, if they can use magic, the Is a Car Wizard focus.
+-
+-Motive: Violence and vengeance
+-
+-Environment: Anywhere cars can go
+-
+-Health: 20
+-
+-Damage Inflicted: 6 points
+-
+-Armor: 2 or 3
+-
+-Movement: Long (or faster outside of combat)
+-
+-Modifications: Speed defense as level 4 due to size; stealth as level 3 due to size and engine noise
+-
+-Combat: A haunted car attacks by colliding with or running over a foe, inflicting 6 points of damage. If the car does
+-nothing but move at least a short distance on its turn, its attack in the next round is eased and inflicts an additional
+-5 points of damage. If a foe is within it, the car moves its interior parts (seats, seat belts, and so on) to crush and
+-choke them, tries to force them out with an open door and a hard turn, or (if all else fails) crashes in an attempt to
+-eject the passenger through the windshield.
+-
+-A haunted car can drive itself a long distance each round and still take another action (such as attacking). Most can
+-reach an overland speed of up to 100 miles per hour (160 kph).
+-
+-A haunted car with at least 1 health recovers a few points of health every hour. The chosen driver can double this rate
+-by actively repairing the car.
+-
+-Interaction: A haunted car doesn't converse or bargain. It lurks, using engine noises and evocative songs from its radio
+-to intimidate and threaten anyone it wants to kill.
+-
+-Use: Haunted cars go looking for trouble or to hurt those who harmed them or their driver.
+-
+-Loot: A haunted car created by magic might have a few strange bits that can be used as magical cyphers. Otherwise, it's
+-worth whatever cash a chop shop or junkyard will pay for it—assuming that won't just spread its malice to other vehicles
+-### . . .
+-
+-### HELL MARY 5 (15)
+-
+-Say her name thirteen times, but only if you dare. Over the ages, Hell Mary has been rumored to be a ghost, a witch, a
+-demon, and a hoax, and perhaps she has been all of these over time. But now she is none of these and more—over the years
+-of worship and wonder and whispers, she has morphed into something far greater than the sum of her parts.
+-
+-Now she is a demon, built of blood and bone and sustained purely by revenge.
+-
+-Those who wish to call her merely need say her name thirteen times while looking into a mirror (or just three times if
+-the mirror has magic of any kind to it). Those who seek revenge may call upon her for aid, but only if she deems their
+-need worthy. Those who call her on a whim or a dare will shortly find themselves in dire straits.
+-
+-In the mirror, she looks at first like a glare of light, then as a skeleton or dead body, then as a woman with the face
+-of a nightmare—empty eye sockets and a single bloodshot eye in her forehead. Her mouth is full of sharpened teeth, and
+-the claws of her hands are curled and silver‑tipped. Her skin and dress are so coated in blood it's impossible to tell
+-where they end and she begins. As she starts to crawl from the mirror, she moves faster and faster until she pulls
+-herself fully free as a corporeal being. Typically, Hell Mary will not attack creatures that she deems as innocent or
+-unworthy of revenge, unless they provoke her in some way.
+-
+-Motive: Revenge
+-
+-Environment: Anywhere with a mirror
+-
+-Health: 15
+-
+-Damage Inflicted: 5 points
+-
+-Movement: Short
+-
+-Modifications: Intimidation as level 7
+-
+-Combat: Hell Mary merely has to scream at, strangle, or scratch a foe within immediate range to inflict 5 points of
+-Intellect damage (ignores Armor).
+-
+-She can curse a creature within short range to experience intense fear, stunning them for a minute or until they succeed
+-at an Intellect defense roll to break free.
+-
+-She can possess a willing summoner for a few rounds in order to enact revenge on their behalf. During this time her
+-summoner can only watch, feel, and listen as Hell Mary gets them their retribution.
+-
+-Interaction: Hell Mary only cares about one thing— revenge. All other topics are likely to fall upon deaf ears.
+-
+-Use: A character was attacked and calls upon Hell Mary to help them seek revenge. Someone is using Hell Mary to seek
+-revenge (rightfully or wrongfully) upon a character.
+-
+-### INTERNET D@EMON 3 (9)
+-
+-Weird apps and viruses are a frequent problem on internet-enabled devices, even more so when magic is brought into the
+-mix. Internet d@emons are semi-sentient bits of code that live in computers and smart devices. Initially created to be
+-harmless or even helpful (fulfilling a simple purpose such as converting files, refining data searches, or anonymizing
+-an IP address), they've become aggressive and malicious, either deliberately created to cause harm or bucking the
+-constraints of their original code to evolve and multiply. Unsuspecting sorcerers might grab a magical app that promises
+-quicker access to difficult spells or insight on the next big crypto drop, accidentally infecting their devices with a
+-dangerous techno-magical creature.
+-
+-Most magicians draw the attention of an internet d@emon by using malware cypher apps like EasyMagic.
+-
+-> Internet d@emons have grown beyond their original programming and function like creatures rather than simple software—
+-> essentially, they're a sort of magical limited artificial intelligence. They're immune to abilities that only affect
+-> non-sentient programs.
+->
+-> Some magicians have tried partnering with a d@emon, allowing it to feed on their magic in exchange for a daily
+-> magic-enhancing cypher, but the d@emon's hunger usually grows too strong for it to resist taking more magic than the
+-> character planned for.
+-
+-Motive: Hunger for magic
+-
+-Environment: Computers, smart devices, and areas with strong wireless internet access
+-
+-Health: 9
+-
+-Damage Inflicted: 3 points
+-
+-Armor: 1
+-
+-Movement: Short; travels through the internet at nearly instantaneous speed
+-
+-Modifications: Speed defense, perception, and stealth as level 5
+-
+-Combat: A d@emon outside of an internet‑connected device attacks by siphoning magic from a creature within short range,
+-inflicting 3 points of Intellect damage (ignores Armor). However, usually the d@emon prefers to remain hidden within a
+-computer or smart device, slowly and gently draining magic from a nearby creature without being noticed.
+-
+-When a magic-capable creature uses a ten‑minute, one-hour, or ten-hour recovery roll within immediate range of a device
+-with an internet d@emon, subtract 1 from the result of the recovery roll. Over time, the d@emon's siphoning power
+-strengthens, increasing to 2 or even 3 points taken from every recovery roll. An affected creature can attempt a
+-perception task against the d@emon's stealth modifier to realize that something is tapping into their magic.
+-
+-If the character discovers which app or device the d@emon is associated with, deleting the app or destroying the device
+-forces the d@emon to either flee through the internet (requiring its action for one to three rounds, depending on local
+-transmission speeds) or immediately manifest in its visible physical form. If manifested, a d@emon attempts to feed on
+-the weakest foe in the area, and once it is sated it leaves the area (breaking off combat if possible) to find a
+-high-speed wireless internet connection so it can transmit itself far away in search of another victim.
+-
+-> Once per day, an internet d@emon can create a malware magical app cypher (such as EasyMagic.app), placing it in an app
+-> store (physical or online) or sending out a burst of emails with a link to where the app can be downloaded.
+->
+-> Interaction: D@emons are persistent and reasonably clever. They can be bargained with or bribed, but they tend to be
+-> greedy and would rather hide or pretend to leave than make a deal.
+->
+-> Use: An internet d@emon usually starts out as an innocuous app subtly draining magic, then switches to an active,
+-> aggressive mode when discovered or if starved.
+-
+-Loot: A destroyed internet d@emon's physical form leaves behind a lace-like fragment of magical energy that functions as
+-a meditation aid cypher.
+-
+-### POLLUTION GOBLIN 2 (6)
+-
+-Pollution goblins are strange child-sized creatures that arise in environments where pollution or toxic waste is common.
+-Their green skin is covered in scabs and pustules, except where it looks melted by acid, and their eyes have a wicked
+-green glow that's faintly visible in the dark. They don't seem to have much of a culture or society, roaming around
+-polluted areas like scavenging insects. They often ignore each other's presence and never attack each other, but they
+-immediately unite against a common foe if any of them are threatened. A pollution goblin's semi-liquefied body can slide
+-up or down any firm surface, allowing them to climb anywhere with ease. Pollution goblins have bones and internal
+-organs, but they're oddly shaped and don't match those of any known creature. Because of this, and how they quickly melt
+-away if killed, they might actually be artificial beings like homunculi, or inanimate matter given life like an
+-elemental. They seem to arise spontaneously in locations where pollution reaches a threshold, and they don't reproduce
+-in the normal biological sense. Pollution goblins are stupid and easily tricked, but it doesn't take long for them to
+-realize they've been deceived, and they always make sure to punish someone who fools them.
+-
+-Motive: Hunger for flesh; spreading filth
+-
+-Environment: Anywhere there is pollution, in groups of three to ten
+-
+-Health: 8
+-
+-Damage Inflicted: 3 points
+-
+-Armor: 1 (5 against poison and radiation)
+-
+-Movement: Short; short when climbing
+-
+-Modifications: Might defense as level 3; perception and stealth as level 5; see through deception as level 1
+-
+-Combat: Pollution goblins use scavenged weapons to attack prey at range, preferring stolen pistols (usually with only
+-one or two bullets left) or hurled containers of toxic goo. When up close, they bite.
+-
+-A pollution goblin's body is infused with dangerous chemicals. Any person spending their turn within immediate range of
+-a pollution goblin must succeed at a Might defense roll or become sick. Within an hour, all their tasks are hindered,
+-and for every 24 hours that pass, they must make another Might defense roll or move one step down the damage track (a
+-success ends the sickness).
+-
+-Pollution goblins regain 2 points of health per round.
+-
+-Interaction: Pollution goblins have a rudimentary understanding of whatever human language is dominant in their area.
+-Most conversations with them are about acquiring food and protecting and expanding their territory (which means
+-spreading contaminants over a wider area).
+-
+-Use: Pollution goblins are an early symptom of a larger and greater problem. By the time a group of them is discovered,
+-the area is already poisoned and will take time and money to contain and clean up.
+-
+-### TELEVISION THOUGHTFORM 3 (9)
+-
+-A television thoughtform is a nexus of images and videos from TV programming, brought to life—usually accidentally—by
+-unconscious or deliberate magic. Typically, the thoughtform looks like a specific television character in the real
+-world, but objects and even locations have been known to manifest as thoughtforms. The thoughtform isn't initially aware
+-that they're a manifestation of a fictional television program, but over time they usually come to realize their
+-artificial origin and that the "world" they lived in and the people they knew there weren't real. Most thoughtforms
+-adapt to their new situation, but some have a traumatic response to their new reality and become dangerous.
+-
+-> A thoughtform is a thought or idea made real, usually through intense belief, concentration, or magic. Buddhist
+-> philosophy has a similar concept called a "tulpa."
+->
+-> It's possible to create a thoughtform of a real person out of documentary footage, newscasts, interviews, or other
+-> media where the person on the screen is portraying themselves. These thoughtforms tend to have a poor time adjusting
+-> to a reality where they are an artificial copy of a real person, rejected by their friends and loved ones.
+-
+-Motive: Acceptance; adjustment to the real world
+-
+-Environment: Anywhere their fictional self would feel comfortable
+-
+-Health: 9
+-
+-Damage Inflicted: 3 or 6 points (see below)
+-
+-Armor: 1
+-
+-Movement: Short
+-
+-Modifications: Intellect defense as level 4; assuming their fictional role as level 5
+-
+-Combat: Television thoughtforms attack using whatever methods are appropriate for their character. For most people, this
+-means improvised weapons like chairs and baseball bats, inflicting 3 points of damage. Battle-competent characters such
+-as police officers, sci-fi soldiers, and fantasy heroes tend to use lethal weapons like pistols and swords, inflicting 6
+-points of damage.
+-
+-Thoughtforms can incidentally alter their own reality in small ways relevant to their fictional self, such as suddenly
+-changing outfits to match the situation, producing useful equipment (like a weapon or mobile phone) out of nothing, or
+-instantly recovering 3 points of health. The thoughtform usually hand-waves how they were able to do this; pressing them
+-on these abilities eventually leads to them learning that they're a thoughtform. These abilities might happen
+-automatically as part of the thoughtform's action, or they might use an action to duck out of sight and return after the
+-change has happened.
+-
+-Interaction: A thoughtform that's ignorant of their true nature acts exactly as their fictional self would. An aware
+-thoughtform develops their own personality over time, which might be similar to their fictional persona or radically
+-different as a rebellion against how they were "forced" to act.
+-
+-> Use: Thoughtforms create quirky, interesting, and misleading encounters where PCs and NPCs mistake them for
+-> cosplayers, famous actors, people experiencing delusions (about a fictional city or a "hologram program"), or odd
+-> local residents (such as a hard-boiled detective or a high-school sports hero or bully). They sometimes know secret
+-> information about the media they're from.
+-
+-Loot: Although a dead thoughtform and their equipment slowly fades away into nothingness, sometimes they leave behind an
+-interesting cypher.
+-
+-### URBAN BROWNIE 3 (9)
+-
+-While most people are familiar with rural brownies with their wizened, ragged appearance and their penchant for helping
+-with farming tasks, the urban brownie is a very different type of entity. Having adapted to live in cities and
+-decent-sized towns, urban brownies tend to care much more about their appearance and prefer less outdoorsy forms of
+-labor.
+-
+-Most are natty dressers, often altering the clothing of large dolls or young children to create well-heeled outfits for
+-themselves. They prefer to have their own private spaces in people's homes or businesses, but will inhabit small
+-shelters or niches if they can't find any other home. Many live in coffee shops, finding the offerings of caffeine and
+-pastries well worth the tasks they perform in thanks (usually cleaning, making elegantly lettered signs, and organizing
+-cupboards). They're most active in the evenings and overnight, but some choose to acclimate to the rhythm of the city
+-they live in and can be seen during the day.
+-
+-A brownie who feels insulted, disrespected, or unappreciated will quickly become malicious and spread word about whoever
+-treated them so poorly.
+-
+-Motive: Comfort and security
+-
+-Environment: Homes and shops where food is present
+-
+-Health: 9
+-
+-Damage Inflicted: 3 points
+-
+-Movement: Short
+-
+-Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level
+-### 4
+-
+-Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category.
+-
+-Mend: Spend two rounds mending something that is broken (up to level 5). The item works for two rounds before it returns
+-to its broken state. (This ability does not work on used cyphers or depleted artifacts.)
+-
+-Needle and Thread: Magically sew a creature's clothing, shoes, accessories, or skin to something else, making it
+-difficult for the creature to move. The creature's actions are hindered until they succeed on a level 3 Might defense
+-roll to break free.
+-
+-No See Me: Take the shape of a small object in the vicinity, such as a cookie jar, shoe, or vase. The brownie is
+-indistinguishable from the object, and the effect lasts for one minute or until they take a combat action.
+-
+-Put That Anywhere: Move an item within short range in such a way that it trips up and injures a foe, such as slamming a
+-door closed, knocking a rake across a pathway, or dropping a chandelier from the ceiling. The foe takes 3 points of
+-damage and, depending on the circumstances, may be knocked prone if they fail a Might defense roll.
+-
+-> Shine-Shine-Shine: Spend two rounds making a (willing) person, place, or thing so pretty that it is wonderful to look
+-> upon. All foes are unable to look away for one round and lose their next action. All allies are bolstered by the
+-> beauty and gain an asset on their next action.
+->
+-> Interaction: Brownies are typically mischievous and tricky, with a love of puns, riddles, and puzzles. They appreciate
+-> those who appreciate them and are a bit like crows in that they long-remember the faces of those who have helped or
+-> harmed them.
+-
+-Use: Brownies are usually supportive characters in a story, but they may be vexing tricksters—or even outright
+-antagonists if living in a home where the primary foe (or a player character) mistreats them. They're usually overlooked
+-by nonmagical people, so they often witness secret events and have interesting information.
+-
+-> \*Rural brownies have the same stats as urban brownies. The differences between them are mostly in appearance and
+-> personality, as rural brownies tend to dress in rags, prefer to work at night, and are not opposed to doing manual
+-> labor outdoors in all manner of weather—provided they're well-rewarded.
+-
+-### VULTURE SPIRIT 3(9)
+-
+-Vulture spirits look like tall humans with bald heads and horrible, hunched posture. They blend in, and they like it
+-that way. Vulture spirits subsist on other people's pain and misery, which has led to a bad reputation that's hard to
+-shake.
+-
+-Despite prevalent misconceptions, vulture spirits generally prefer not to cause pain and misery—they just feed on what's
+-already present, providing relief in the process. They're gentle and reserved, with soft, scratchy voices. The most
+-well-known and well-respected vulture spirits work in medical professions and form symbiotic relationships with their
+-patients.
+-
+-Motive: Consume anguish
+-
+-Environment: Anywhere pain and misery can be found
+-
+-Health: 10
+-
+-Damage Inflicted: 4 points
+-
+-Movement: Short
+-
+-Modifications: Intellect defense, perception, and stealth as level 5
+-
+-Combat: Vulture spirits are rarely violent; they attack when threatened, to defend chosen allies, or out of desperation.
+-A dying vulture spirit may use their last strength to pounce on a creature they judge to be an easy target, subsequently
+-using the pain they inflict to restore their own health.
+-
+-Vulture spirits gain 1 point of health for every minute spent in physical contact with someone (other than a vulture
+-spirit) experiencing pain or suffering, such as a creature below half its normal health or Pool points, a debilitated
+-PC, or someone with a chronic illness. Recovery rolls made while in contact with a vulture spirit are increased by 3
+-points.
+-
+-A vulture spirit can use the following magical abilities.
+-
+-Recalling the Worst: Open their mouth and emit a short-distance blast of energy. If the foe fails an Intellect defense
+-roll, they take 4 points of damage and lose their next action as they relive their worst memory.
+-
+-Remote Draining: If a creature within short range is experiencing pain or suffering, the vulture spirit can use their
+-action to drain it from that creature. The spirit gains 1 point of health and the creature's affliction is alleviated
+-for one round.
+-
+-Interaction: Vulture spirits are clever and shy. They can speak human languages but revert to bird sounds such as
+-screeching, clicking, and trilling when stressed. Though they forage for pain to consume alone, they prefer to live in
+-large groups.
+-
+-Use: Vulture spirits are good for creating eerie encounters about sickness and pain, especially if the player characters
+-mistake the spirit as the cause of the trouble rather than incidental to it.
+-
+-Loot: A vulture spirit's pockets are full of feathers, altogether which function as a curative cypher.
+-
+-### WITCHFOX 4 (12)
+-
+-A witchfox is a supernatural creature whose natural form is that of a fox, but they can transform into a human form and
+-walk among regular people. Like humans, some are evil, some are good, and most are in the middle, but many of the
+-stories and legends are about the bad ones. A witchfox's fur is usually red, black, or silver, but some are pure white.
+-Witchfoxes often have multiple tails (up to nine); most human legends say the creature gains more tails as it gets
+-older, wiser, and more powerful.
+-
+-Witchfoxes don't have human morals, but ones friendly to humans try their best to adapt, with mixed results. For
+-example, a witchfox thinks it's fine to steal something from a person they dislike and give that item as a gift to
+-someone they like. Most witchfoxes are afraid of dogs and avoid spending time near them or near people who have them.
+-
+-Witchfoxes are also known as vulps or fox sorcerers.
+-
+-Motive: Preying on or living in human society; knowledge and power
+-
+-Environment: Anywhere humans can live, or houses or dens in the forest
+-
+-Health: 15
+-
+-Damage Inflicted: 4 points
+-
+-Movement: Short
+-
+-Modifications: Disguise and social interaction as level 6
+-
+-Combat: A witchfox in fox form can attack with their bite, and in human form they use human weapons, but in general they
+-prefer magic. Most witchfoxes can use the following abilities.
+-
+-Bewilder: The witchfox enchants a foe within short range who fails an Intellect defense roll. The foe turns on their
+-allies, wanders off, or waits quietly, as directed by the witchfox. This lasts for one minute, or ends early if the
+-character succeeds on an
+-
+-Intellect defense roll as part of their turn.
+-
+-Feed: The witchfox draws on the life force of an adjacent dead or nearly dead person (GM's discretion), or eats the
+-heart of a dead person, restoring 4 points of health and easing all tasks for the next day.
+-
+-Human Guise: The witchfox changes shape into a human form (any gender, any age). They usually have a "tell" indicating
+-their nonhuman nature, such as a fox's tail, a fox-like face, fur on their body, or a fox's shadow. The witchfox can
+-revert to their fox form as part of another action.
+-
+-Illusion: The witchfox creates a nonmoving illusion in a short area, such as making a hovel look like a home or an empty
+-glade seem eerie and oppressive. The illusion lasts as long as the witchfox remains within a long distance.
+-
+-Magical Blast: The witchfox attacks a creature within short range with electricity, fire, or poison, inflicting 4 points
+-of Might or Speed damage (ignores Armor).
+-
+-Interaction: A witchfox in human form tries to keep up the pretense of being human for as long as possible. Once their
+-true nature is revealed, they're likely to bargain for what they want (a home, safety, their magical cravings) or attack
+-or flee if negotiations turn against them.
+-
+-Use: A witchfox is potentially a threat, thief, criminal, rival, informant, or romantic partner, depending on their
+-personal attitude and the reaction of the player characters. They like to trade secrets they know in exchange for safety
+-and companionship.
+-
+-Loot: A witchfox usually has one or two cyphers and some magical ingredients. Most of their other wealth is actually
+-leaves, twigs, stones, and scrap paper, all covered with illusions.
+-
+-### ZORP 1 (3)
+-
+-Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show
+-up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble
+-somewhere, more are soon to follow. Zorps combine the most destructive aspects of puppies and young children; they tear
+-up clothing and decorations to craft simple "costumes," scribble on walls and papers, eat ingredients left out on the
+-kitchen counter, make armpit farts during sentimental moments, whisper insults at guests, spill potted plants, and leave
+-little poops in the middle of the floor.
+-
+-Zorps communicate effectively with each other using grunts, nonsense words, gestures, and facial expressions. After
+-hearing any spoken language, they can speak and understand that language for a few minutes, but their grammar and
+-vocabulary are childlike. They can easily mimic a person's voice, but only seem to do so to make fun of them or mislead
+-others.
+-
+-> Zorps using their native "language" sound vaguely French. "Zagree goo!" "Zoot lorz!" "Encroy!" "Stoopy fohn!" "Say tee
+-> nowee!"
+->
+-> Zorps also tend to "die" if startled or hurt—it's their automatic reaction to a potential threat, much like a possum
+-> "playing possum."
+-
+-Motive: Mischief and curiosity
+-
+-Environment: Anywhere there is potential for trouble
+-
+-Health: 6
+-
+-Damage Inflicted: 2 points
+-
+-Movement: Short; immediate when climbing or jumping
+-
+-Modifications: Attacks as level 2; Speed defense as level 3 due to size and quickness; stealing and stealth as level 4
+-
+-Combat: Zorps only attack when they are threatened, usually by biting or stabbing with an improvised sharp object, but
+-they can just as easily harm foes by dropping heavy things from above, activating dangerous devices in the area, or
+-tripping opponents onto pointy edges and corners. Any of these attacks inflicts 2 points of damage.
+-
+-Zorps are notoriously hard to kill. If an attack would reduce a zorp's health to 0, it does so only if the number rolled
+-in the attack was an even number; otherwise, the zorp takes no damage but appears to "die" in a burst of purple liquid
+-resembling paint, leaving behind no body. (The zorp actually has scuttled to a hiding space within immediate range and
+-will move farther away as soon as they can do so safely, returning later after recovering health or when their curiosity
+-gets the better of them.)
+-
+-Interaction: Zorps seem to have the intelligence of a smart dog or a typical toddler but are easily distracted from
+-attempts to communicate. Bribes of candy, wrapping paper, and loud toys can hold their attention for a minute or so.
+-
+-Use: Zorps are chaotic and mischievous, with no regard for the consequences of their actions or the feelings of others.
+-They're not intentionally malicious, but they can cause trouble and outright harm simply by "playing" too hard with
+-important things.
+-
+-Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest
+-cypher.
+-
+-### POST-APOCALYPTIC CREATURES AND NPCs
+-
+-The most important element of each creature or NPC is its level. The level is the same as the target number used to
+-determine what a player must roll to attack or defend
+-
+-against that creature. In each entry, the target number for the creature—which is three times the creature's level—is
+-listed in parentheses after its level. A creature's target number is usually also its health. Health is the amount of
+-damage the creature can sustain before it is dead or incapacitated. For easy reference, the entries always list a
+-creature's health, even when it's the normal amount for a creature of its level. For more detailed information on level,
+-health, combat, and other elements, see Understanding the Listings in the Cypher System Rulebook.
+-
+-Building More Creatures and NPCs
+-
+-Those that survived the cataclysm are tougher, or at least luckier. Here are a couple of methods for creating even more
+-creatures and NPCs for your post‑apocalyptic setting than the ones that appear here and in the Cypher System Rulebook.
+-
+-Reskin: One way to create new creatures appropriate for your setting is to grab one from any other Cypher System
+-bestiary and change its description just enough so
+-
+-it works in your game
+-
+-Blighted. Another approach is to apply the Blighted "template" to a regular animal, creature, or person, turning them
+-into a more twisted version of their pre‑apocalypse self.
+-
+-Blighted
+-
+-A blighted creature or NPC is touched by a mutation and/or a contagion that makes them more dangerous than standard
+-creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger—or at least wirier—than
+-average, which explains why it's survived so long, even blighted. A blighted creature shows signs of degradation—such as
+-a bacterial, viral, or even mycological infection—tracing disturbing sores, scars, or encrustations across its skin or
+-hide. The specifics are up to you. Many blighted creatures and people are hungry and hurt, acting rabidly. But an NPC
+-could just as easily retain human sentiment despite their deteriorated condition.
+-
+-Effect: Apply the following stat adjustments to a blighted creature.
+-
+-• Increase the creature's level by 1 and increase all its related stats by the appropriate amount (1 more point of
+-average damage, 3 more points of health, and so on).
+-
+-• The creature's perception tasks are hindered by two steps; whatever blights the creature is slowly blinding it.
+-
+-• In bright light, the creature's tasks are hindered. (A blighted human could wear shades to nullify this hindrance;
+-other creatures might come up with similar tactics or stay in shadows when possible.)
+-
+-• The creature's scratches, bites, spittle, or similar attacks contain a contagion known as "the blight." The Blight:
+-The creature is a contagion vector for the same agent that blights it, whether that's radiation, bacteria, a virus,
+-mycological spores, or something stranger. Treat the contagion as a disease with a level equal to the blighted
+-creature's level. The affected creature's tasks are hindered by one additional step each day a Might defense roll is
+-failed. For each two steps a target is hindered, it also moves one step down the damage track. When a target moves down
+-the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted
+-creature loses the hindrance described in this paragraph.
+-
+-Creatures By Apocalypse
+-
+-Any Apocalypse
+-
+-Almost any apocalypse will include natural wildlife, like bears, dogs, and rats, as well as various human survivors.
+-Some of those human survivors will become bandits, fell riders, marauders, a few warlords, and probably some cannibals.
+-A few could stalk the wasteland as bounty‑hunting (or revenge‑seeking) assassins.
+-
+-Biblical Apocalypse
+-
+-In addition to creatures common to any apocalypse, a biblical apocalypse—as described in the End Times set piece— should
+-also include fallen angels, angels, demons, and devils, and of course the Four Horsemen of the Apocalypse (Beast, Sword,
+-Famine, and Plague).
+-
+-Nuclear Apocalypse
+-
+-Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as
+-fusion hounds, glowing roaches, gamma worms, and radioactive bears, as well as a variety of creatures with the Blighted
+-template.
+-
+-AI Apocalypse
+-
+-Besides creatures and NPCs common to any apocalypse, PCs might encounter CRAZRs, hooked blossoms, vat rejects,
+-mechanical soldiers, wardroids, and zhev. And, of course, a few instances of artificial intelligence, possibly including
+-AI zombies.
+-
+-Alien Apocalypse
+-
+-If the world is invaded or terraformed by aliens, creatures and NPCs common to any apocalypse exist, as well as the
+-potential for various aliens such as greys, slidikin, enthrallers, and maybe even a kaiju or two.
+-
+-Temporal Apocalypse
+-
+-If the barriers between time, space, and dimension break down, ushering in a time rip, any creature and NPC from any
+-genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and
+-melted.
+-
+-### ANGEL OF THE APOCALYPSE 7 (21)
+-
+-If the End Times causes civilization to fall, biblical threats multiply across the land, including one or more angels of
+-the apocalypse. They are every bit as terrifying as the Four Horsemen because they're charged with bringing about the
+-end of the world. They have little room for pity or the plights of individuals; they have nations to topple and the
+-forces of Hell to oppose.
+-
+-Angels of the apocalypse radiate a halo of golden white light. Their 10 foot (3.5 m) tall forms—caparisoned for war—are
+-somewhat humanoid, though each has one or more sets of wings. Apocalypse angels also wield an implement that seems to be
+-equal parts trumpet and sword, which they can sound to bring about terrible events, or swing to slay those who oppose
+-them.
+-
+-Motive: Instigate the biblical apocalypse; fight the forces of Hell
+-
+-Environment: Almost anywhere, usually alone or fighting Hell's armies
+-
+-Health: 27
+-
+-Damage Inflicted: 8 points
+-
+-Armor: 3
+-
+-Movement: Short; long when flying
+-
+-Modifications: Speed defense as level 5 due to size; perception and detecting falsehoods as level 8
+-
+-Combat: The angel of the apocalypse attacks twice each round with their greatsword.
+-
+-An angel's halo momentarily brightens with unbearable psychic energy as combat begins; foes within short range are
+-stunned for one minute if they fail an Intellect defense roll, or until they succeed on an Intellect defense task on
+-their turn to end the effect early. A success means that creature becomes immune to the halo's overwhelming effect.
+-
+-The angel can blow their trumpet as their action, creating a blast of sound and energy that sweeps out in all directions
+-to a long distance, inflicting 8 points of damage to all creatures that hear it who fail a Might defense roll, and 2
+-points even with a successful roll. Structures in the area descend one step on the object damage track. Once they blow
+-their trumpet, they usually can't blow it again for several rounds.
+-
+-Interaction: Wrapped in purpose, an angel of the apocalypse may ignore entreaties or, if one deigns to respond, tell
+-supplicants to ready themselves for judgment. However, if someone manages to convince an angel to take notice due to
+-their persuasion skill and/or the importance of their need, the angel may give that character aid in the form of healing
+-or direct help immediately or at some promised future date.
+-
+-Use: A high, pure trumpet sounds. All around the characters, structures fall, revealing an angel of the apocalypse
+-overhead.
+-
+-### ARTIFICIAL INTELLIGENCE (AI) 6 (18)
+-
+-An artificial intelligence thinks independently, learning and evolving with experience. AIs have their own goals and
+-motivations, and may work with or against humans. Some want to gather data, some want to solve technological problems,
+-and some want to take over the world—at any cost.
+-
+-AIs take many forms. Some are distributed across a vast network. Others are isolated in a single computer. A few are
+-machines with organic parts or can use such machines as servitors.
+-
+-Because AIs are entities of extreme intelligence, they can adapt to new situations. Most AIs act on some kind of plan,
+-whether long acting or concocted to fit the situation at hand.
+-
+-\*When acting from a remote terminal, the AI's effective level is lowered. It can be as low as level 3, but typically is
+-level 5.
+-
+-Motive: Varies
+-
+-Environment: Almost anywhere
+-
+-Health: 23
+-
+-Damage Inflicted: 6 points
+-
+-Armor: 2
+-
+-Movement: None, or instantly to any networked machine able to host them
+-
+-Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
+-creature to see—can affect all targets within short range of the AI (or the AI's local "terminal"), inflicting damage
+-from electricity (or Intellect damage, which ignores Armor).
+-
+-An AI may attempt to install an instance of themself in the wetware (the brain) of humans and any other nearby sapient
+-creatures. Anyone within immediate range of a video screen playing carefully crafted symbols and sounds who fails an
+-Intellect defense roll is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent
+-defense roll, they come under the control of the AI instance for one minute, or until they succeed on an Intellect
+-defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an
+-action to advance the AI's goals.
+-
+-AIs can control other lower level computer systems and sometimes even nanobots.
+-
+-Some targets of AI instance installation never recover, becoming AI zombies. Besides AI zombies, an AI may also rely on
+-guardians (such as mechanical soldiers or CRAZRs made to their own design).
+-
+-Unless the PCs can track a given AI to their original computing core, damage to one may just be damage done to a
+-terminal. Thus, even if an AI is seemingly destroyed, they might exist as another instance somewhere else. However, over
+-time, alternate instances may collect different data and thus develop different memories and motivations.
+-
+-Some AIs continue to improve themselves by modifying their own code. These AIs are level 8 threats with 27 health, and
+-they can create cyphers and artifacts, which they often deploy in combat.
+-
+-Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
+-voice often sounds surprisingly human.
+-
+-Use: The PCs' shelter is overtaken by a storm of grey goo, which answers to an AI operating out of a nearby safehouse.
+-
+-Loot: An AI may have access to 1d6 cyphers and two or three artifacts.
+-
+-### CANNIBAL 3 (9)
+-
+-Cannibals come in a variety of different forms, depending on their situation. Some seem like normal and perhaps even
+-charming survivors, except to their targets. These "nice" cannibals may eat human flesh when desperate or to take
+-advantage of meat that would otherwise go to waste. Or maybe they've developed a taste for human flesh.
+-
+-Others look the part, having descended into the kind of bestial, erratic behavior that cannibalism can inflict on long
+-term practitioners.
+-
+-Some are part of a crazed settlement of raiders always looking for more sweet meats, and others hide in plain sight,
+-pretending friendship and offering aid to strangers until their prey lowers their guard. Some cannibals like their prey
+-raw; others delight in elaborate preparations.
+-
+-Whether becoming an eater of human flesh was forced by circumstance or out of some secret, maladaptive urge, cannibals
+-are dangerous.
+-
+-Motive: Hunger for human flesh
+-
+-Environment: In areas where food is scarce; alone, or in groups of four to ten
+-
+-Health: 12
+-
+-Damage Inflicted: 3 points
+-
+-Movement: Short
+-
+-Modifications: Deception, persuasion, intimidation, and friendly interaction as level 6
+-
+-Combat: Cannibals use improvised weapons, like ropes, chair legs, and jagged pieces of broken glass. A few cannibals
+-with more resources rely on long range firearms and rifles until they run out of ammunition.
+-
+-In any group of four or more cannibals, there's probably one (revealed as a GM intrusion) who has filed their teeth and
+-can make a horrific bite attack once every minute or two. This attack inflicts damage and requires the target to succeed
+-on a Might defense roll. On a failure, the cannibal bites off a bit of the target, who is stunned and loses their next
+-turn. See the Cannibal Severing Bite Effects table.
+-
+-Interaction: A friendly and charming cannibal may remain so indefinitely, unless they decide a PC is perfect for dinner.
+-
+-Use: Characters looking for a place to sleep, hide, or stay for the night are invited in by one or more cannibals. A
+-group of raiders the PCs must negotiate with are also revealed to be cannibals.
+-
+-Loot: A cannibal has currency equivalent to an expensive item.
+-
+-Cannibal Severing Bite Effects
+-
+-D6 Effects
+-
+-1 End of nose
+-
+-2 Little finger
+-
+-3 Chunk from forearm
+-
+-4 Chunk from leg
+-
+-5 Ear; target's perception task that rely on hearing are hindered until target adapts
+-
+-6 Throat; target descends on step on damage track each round until ally succeeds on a difficulty 5 healing task
+-
+-### FOUR HOURSEMEN OF THE APOCALYPSE
+-
+-### BEAST 6 (18)
+-
+-Beast (also called "Conquest") is present at mass shootings and acts of genocide. He is adroit at spreading
+-misinformation and, prior to the apocalypse, was often seen on various "newstainment" shows and conspiracy theory
+-websites, spreading lies under an alias. Then and now, he appears in a white suit, accessorized with white shades and
+-gloves. His hair is white, too.
+-
+-Motive: Spread lies; incite others to rabid acts of cruelty
+-
+-Environment: Almost anywhere with a dupe he's gaslighted and/or with one or more of the Four
+-
+-Health: 24
+-
+-Damage Inflicted: 6 points
+-
+-Armor: 1
+-
+-Movement: Short; long when mounted or riding
+-
+-Modifications: Deception as level 8
+-
+-Combat: Beast prefers that others fight in his stead. Those convinced of his lies ease their attacks and defenses, and
+-deal 2 additional points of damage with a successful attack. If forced into conflict, Beast produces a handgun, making
+-two long range attacks as his action. The first time any target is hit by Beast in combat, that target takes damage and
+-must succeed on an Intellect defense roll. A failed roll means the target mistakenly believes one of their allies
+-attacked them instead of Beast. The target gets a new Intellect defense roll each round to realize their error.
+-
+-As one of the Four, Beast can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
+-at the next nearest location that previously experienced a mass shooting or genocidal act.
+-
+-Interaction: Beast comes across as a kind truth teller, someone "just asking questions," but it doesn't take long for
+-perceptive people to realize he's a consummate, continual gaslighter, always working to manipulate others.
+-
+-Use: A sniper on the ridge tries to pick the PCs off as they pass across a bridge. Behind the sniper stands a man in
+-white.
+-
+-### SWORD 6 (18)
+-
+-Sword (also called "War") is never far from large‑scale conflicts. She glories in battle and warfare, and before the
+-world ended, she was a provocateur, a mercenary, a soldier, and sometimes a general. However, once a war is good and
+-started, she prefers fighting over watching. Then and now, she dresses in red, preferring red military attire and a
+-massive sword—or assault rifle—the color of blood.
+-
+-Motive: Hunger for combat; incite war
+-
+-Environment: Almost anywhere war is waged and/or with one or more of the Four
+-
+-Health: 24
+-
+-Damage Inflicted: 6 points
+-
+-Armor: 3
+-
+-Movement: Short; usually has a red mount or vehicle nearby
+-
+-Modifications: Attacks as level 8
+-
+-Combat: Sword's blood colored weapon is either a greatsword or an assault rifle, whatever she needs it to be in the
+-moment. She attacks three times with the sword as her action. With the rifle, she can make one very long range attack
+-(with no hindrance despite the range) or two long range attacks.
+-
+-As part of her attack, she can imbue one bullet each round with an explosive charge. If the attack hits, in addition to
+-normal damage, the target and everyone within immediate range of the target must succeed on a Speed defense roll or take
+-6 points of damage from shrapnel, or 2 points even with a successful roll.
+-
+-As one of the Four, Sword can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
+-at the next nearest location that previously experienced war.
+-
+-Interaction: Sword is full of swagger, often causing fights with biting insults. However, if she can't incite a fight,
+-she's just as happy to start one herself, especially as part of a false flag operation.
+-
+-Use: A band of raiders, dozens strong, appears on the horizon. Leading them is a woman on a red horse.
+-
+-### FAMINE 6 (18)
+-
+-Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor
+-groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc
+-shaped ends that can also be used as an improvised scale.
+-
+-Motive: Starve the living; destabilize organized groups
+-
+-Environment: Almost anywhere people are starving and/or with one or more of the Four
+-
+-Health: 24
+-
+-Damage Inflicted: 6 points
+-
+-Armor: 1
+-
+-Movement: Short; usually has a black mount or vehicle nearby
+-
+-Modifications: Intellect defense as level 8
+-
+-Combat: Famine attacks foes with their chain weapon, attacking up to two targets within immediate range at once, or a
+-single target within short range. On a hit, they inflict damage and can choose to entangle one target, who is held
+-helpless on a failed Might defense roll until they escape. Entangled targets automatically take damage each round from
+-the tightening chains. Alternatively, Famine can release a pulse of decay once every few hours that affects all
+-creatures and food stores within short range. Food automatically goes bad, losing all nutritional value. Living targets
+-in the area that fail a Might defense roll feel an overwhelming pang of hunger and descend one step on the damage track.
+-As one of the Four, Famine can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
+-at the next nearest location that previously experienced death through starvation or other privation.
+-
+-Interaction: Famine is keen to talk about delicacies of every kind, becoming more animated and descriptive about
+-mouthwatering foods and drinks the hungrier those nearby are.
+-
+-Use: The characters are trying to help a group of survivors transport much‑needed food stores to their community when
+-someone all in black on a black motorcycle appears on the road ahead.
+-
+-### PLAGUE 6 (18)
+-
+-Plague (often called "Death") is present wherever people die of disease or infirmity brought on by age. She prefers
+-black and pale green evening wear, including long pale green gloves and often a grinning skull mask. When traveling, she
+-drives a pale green hearse or motorcycle, or rides a horse the same sickly green color.
+-
+-Motive: Death
+-
+-Environment: Almost anywhere people are dying (but especially of disease and/or old age) and/or with one or more of the
+-Four
+-
+-Health: 24
+-
+-Damage Inflicted: 6 points
+-
+-Armor: 1
+-
+-Movement: Short; usually has a pale green mount or vehicle nearby
+-
+-Modifications: Might defense as level 8
+-
+-Combat: When she wishes, Plague wields a scythe, as if she had always been holding it. She attacks twice with it as her
+-action. On a hit, the scythe deals damage and the target must succeed on a Might defense roll. On a failed roll, the
+-target contracts a supernatural disease requiring that they succeed on a Might defense roll each minute or descend one
+-step on the damage track. If an affected target succeeds on three Might defense rolls at any point, they recover. If
+-Plague removes a glove as an action, she can use her next action to imbue her scythe with necrotic power, or simply
+-touch a target with her bare hand. On a hit with either her touch or the imbued scythe, she inflicts damage, and the
+-target must succeed on a Might defense roll or die. Plague can use this ability about once a day, or immediately again
+-if her previous target dies because of it. As one of the Four, Plague can see in the dark, regains 1 health each round,
+-and, if killed, reappears within 1d10 days at the next nearest location that previously experienced death by disease or
+-due to old age.
+-
+-Interaction: Of all the Four, Plague is the most changeable in outlook, and sometimes is even somewhat sympathetic to
+-humanity's plight. When she's in such a mood, persuasive characters could convince Plague to pass them over, though she
+-promises that it's only a temporary stay of death.
+-
+-Use: The characters find a before‑times bunker filled with corpses killed by some strange infection, plus a living
+-"human" wearing a black and pale green evening gown.
+-
+-### GAMMA WORM 6 (18)
+-
+-Gamma worms hide their large forms by burrowing beneath the ground, and when they emerge on the surface, they cloak
+-themselves behind psychic distortion fields. The only clue someone has that they're being stalked is a smell of cloves
+-over the stale whiff of death. Unfortunately, if someone smells a gamma worm's distinctive odor, it's probably already
+-too late.
+-
+-Gamma worms might be the result of military research, radioactive mutation, or aliens or other strange intruders seeking
+-to eradicate human life as part of their terraforming efforts to change Earth to their liking.
+-
+-Motive: Hunger for flesh; eliminate humans
+-
+-Environment: Almost anywhere
+-
+-Health: 18
+-
+-Damage Inflicted: 6 points
+-
+-Armor: 2 (immune to radiation)
+-
+-Movement: Short; short when burrowing
+-
+-Modifications: Stealth as level 8 when psychic field active; Speed defense as level 5 due to size; ability to see
+-through tricks as level 4
+-
+-Combat: Gamma worms attack twice each round with blades they unfold from their wormlike lengths. Alternatively, about
+-once each hour a gamma worm can unleash a hail of gamma spikes against up to three targets within short range. Targets
+-struck by the spikes take damage and must succeed on a Might defense roll or fall unconscious. Unconscious targets wake
+-up a few rounds later feeling dizzy and slightly sick to their stomach—they've developed radiation sickness.
+-
+-Gamma worms can use their action to generate a psychic field that effectively grants them invisibility. The invisibility
+-lasts until they attack or move more than an immediate distance on their turn.
+-
+-Gamma worms are vulnerable to cold; in chilly conditions, their Speed defense is hindered by four steps. In addition,
+-cold attacks ignore their Armor.
+-
+-Interaction: Gamma worms act like prey driven monsters, but they may have a secret language and purpose (if aliens
+-placed them on Earth to hasten the apocalypse or kill survivors in the post apocalyptic world).
+-
+-Use: Irradiated and hungry gamma worms emerge from the ruins to hunt fresh meat in outlying communities.
+-
+-### GLOWING ROACH 2 (6)
+-
+-Radiation born mutant roaches are terrible individually, but absolutely horrible in swarms. Many times the size of
+-roaches in the before times, these firefly like creatures prefer dark areas, such as ruined subways and abandoned
+-basements.
+-
+-Some swarms are rumored to have an insidious group intelligence, one that is utterly inimical to humankind.
+-
+-Motive: Hunger for flesh
+-
+-Environment: Anywhere dark, usually in nests of four to ten (or more)
+-
+-Health: 6
+-
+-Damage Inflicted: 2 points
+-
+-Armor: 2
+-
+-Movement: Short; short when flying
+-
+-Modifications: Speed defense as level 3 due to small size; perception as level 5
+-
+-Combat: A glowing roach attacks with radioactive mandibles. When four glowing roaches act together, they can make a
+-single attack as a level 4 creature inflicting 4 points of damage. Targets damaged by a group of glowing roaches must
+-also succeed on a difficulty 4 Might defense task or face additional consequences from the effects of radiation and
+-slashing mandibles, as determined on the Glowing Roach Effects table. The effects are cumulative and last until a target
+-makes a recovery roll.
+-
+-Sometimes a single glowing roach mutates further, allowing it to grow into a 20 foot (6 m) long monstrosity. Thankfully,
+-these monstrous glowing roaches are rare and seldom come out into the light.
+-
+-Roaches dislike bright illumination: in sunlight or other bright light, glowing roach attacks are hindered.
+-
+-\*Monstrous glowing roach: level 5, Speed defense as level 4; Armor 2; mandible attack inflicts 7 damage and results in
+-a check on the Glowing Roach Effects table
+-
+-Interaction: Glowing roaches almost always react like voracious insects, despite their size. That is, except for swarms
+-of ten or more, which act like sapient creatures. Sapient swarms may try to lure survivors, possibly even spelling out
+-human readable letters in the sand that anonymously ask for help or promise it. But it's a ruse; they despise humans for
+-all the ways people used to exterminate roaches in the before times.
+-
+-Use: A visit to a ruined hospital or airport scares up a few glowing roaches when light is introduced to a dark place.
+-
+-Glowing Roach Effects
+-
+-D6 Effect
+-
+-1 Head wound: Intellect defense tasks hindered
+-
+-2 Wounded leg: Speed defense tasks hindered
+-
+-3 Gut wound: Might defense tasks hindered
+-
+-4 Spit in eye: Perception tasks hindered
+-
+-5 Limb numb: Physical tasks hindered
+-
+-6 Lingering radioactive effect: Refer to Radiation in the Real World and possibly Incredible Mutations if your game has
+-such fantastic elements.
+-
+-### HOOKED BLOSSOM 2 (6)
+-
+-Hooked blossoms germinate almost like regular plants but can root even on constructed surfaces, including cement and
+-sometimes metal. Rooted juveniles display pinkish flowers—which some equate to the color of an open wound—that give off
+-an alluring perfume.
+-
+-If they mature, they uproot themselves, revealing an ambulatory body plated in a dull grey metallic hide and limbs that
+-end in a single hook like digit.
+-
+-Both forms are dangerous. The most common variety of rooted blossoms work in small groups to cook prey with focused
+-beams of microwave energy. Ambulatory versions are about the size of large domestic cats. They use their sharp limbs to
+-hook themselves into a target, then use their flowers to cook their prey or, alternatively, put them to sleep for later
+-consumption.
+-
+-Juvenile, rooted blossom: level 1; Armor 1; a group of five flowers attacks with a level 3 microwave ray inflicting 3
+-ambient damage
+-
+-Motive: Hunger for flesh
+-
+-Environment: In groups of five or more anyplace touched by radiation, mutation, or AI genetic‑nanotech engineering
+-
+-Health: 6
+-
+-Damage Inflicted: 3 points
+-
+-Armor: 2
+-
+-Movement: Short; immediate when climbing
+-
+-Modifications: Speed defense as level 4 due to size; disguise as level 6 when not moving
+-
+-Combat: A mature blossom attacks twice with its hooks, inflicting damage with each strike. If a blossom hitsa target,
+-the target must succeed on a second Speed defense roll, which is hindered. On a failed roll, the blossom hooks itself to
+-the target until the target can detach the blossom with a successful Might roll as their action. Each round a blossom is
+-hooked to a target, the target automatically takes 3 points of ambient damage from microwave energy emitted by the
+-creature's bloom. Some varieties of hooked blossoms produce soporific pollen (treat as poison) instead of microwaves. If
+-a character is hooked by one of these blossoms, they must instead succeed on an Intellect defense roll each round they
+-remain hooked, or fall asleep. A sleeping target must be roused by an ally or suffer physical damage to wake. Each round
+-a target remains asleep, they automatically take 3 points of Intellect damage (ignores Armor). In its juvenile, rooted
+-form, a hooked blossom resembles a flower with a metallic stem, which is dangerous when active. In direct sunlight, a
+-rooted hooked blossom regains 1 point of health each round.
+-
+-Interaction: Hooked blossoms act much like animal predators, though they are not concerned with self‑preservation.
+-
+-Use: The scavenging PCs spy a flower‑clad hill in the distance, shining in the sun. Even from here, they can smell the
+-pleasant perfume drifting on the breeze.
+-
+-### MELTED 4 (12)
+-
+-Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather,
+-not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy
+-supercollider. Dozens of different but parallel timelines smashed into each other. The few survivors were fused beings
+-composed of many different alternate versions of the same person, each still "radioactive" with latent transdimensional
+-energy.
+-
+-Motive: Surcease from constant pain; absorb more sapient beings
+-
+-Environment: Groups of three to five roaming the ruins
+-
+-Health: 15
+-
+-Damage Inflicted: 4 points; see Combat
+-
+-Movement: Short
+-
+-Modifications: Initiative and Speed defense as level 5 due to seeing a second into the future
+-
+-Combat: The melted attack with two claws.
+-
+-If a melted defeats a foe, they "consume" it by drawing it fully into their body cavity as their action, healing the
+-melted for 10 health and giving the creature a few hours free of pain, allowing their mind to clear.
+-
+-A given melted may also have a trait associated with the transdimensional energy they burn with.
+-
+-Interaction: A few of the melted gain moments of clarity, but all are burdened with anguish stemming from their fused
+-state. They unleash their full fury on whoever and whatever they catch among the ruins, but they seem particularly bent
+-on finding and absorbing scientists.
+-
+-Use: A group of the melted seek out a surviving scientific installation and attempt to consume everyone nearby.
+-
+-Loot: One out of three melted may carry a manifest cypher (in the form of before times military tech), such as an armor
+-reinforcer or a sonic detonation.
+-
+-Transdimensional Energy Enhancement
+-
+-D6 Effect
+-
+-1 Enhanced strength: Attacks inflict 6 points of damage (instead of 4)
+-
+-2 Healing factor: Regains 2 health each round
+-
+-3 Bite: In addition to their claw attacks, makes a bit attack each round that inflicts 6 points of damage
+-
+-4 Gravitic repulsion: Flies a long distance each round
+-
+-5 Dimensional instability: Teleports up to a long distance before or after each attack
+-
+-6 Transdimensional blast: About once each hour, emits transdimensional energy filling an adjacent short area; all
+-creatures in the area take 6 points of ambient damage on a failed Might defense roll, as parts of them temporarily fuse
+-with other affect creatures, or creatures in alternate dimensions
+-
+-### RADIOACTIVE BEAR 7 (21)
+-
+-Exposure to radiation and other mutagens—or possibly the malign design of some before times military lab or inscrutable
+-AI instance—transformed an already large and aggressive bear into something truly horrific. Standing well over 20 feet
+-(6 m) tall, radioactive bears are drawn to radioactive areas, which empower and sustain them, though not completely.
+-Which is why sometimes they head into uncontaminated areas to hunt large game. They especially prefer people.
+-
+-Motive: Hunger for flesh and radiation
+-
+-Environment: Anywhere radioactive
+-
+-Health: 35
+-
+-Damage Inflicted: 7 points
+-
+-Armor: 1 (immune to radiation)
+-
+-Movement: Short
+-
+-Modifications: Speed defense as level 4 due to size; perception as level 8
+-
+-Combat: Creatures within immediate range of a radioactive bear are irradiated on a failed Might defense task, hindering
+-their tasks on their next turn.
+-
+-The bear attacks twice each round with its claws, or bites once. If its bite attack succeeds against a target suffering
+-from radiation sickness, the bear regains 5 points of health.
+-
+-On a target's failed Might defense roll, the bear holds the target in its jaws, hindering their tasks until they can
+-escape. If the bear begins its turn with a target held in its jaws, the bear automatically deals bite damage as its
+-action.
+-
+-As an action, the bear can cough forth a radioactive cloud once every few hours (and again if the bear is killed),
+-targeting everything within immediate range. Targets that fail a Might defense roll take damage from the radiation.
+-
+-If the radioactive bear is the result of military or AI design rather than a natural mutation, it may also have a
+-mechanism capable of firing a long range laser at distant targets, deployed from a harness fused to the creature's
+-flesh.
+-
+-In areas of dangerous radiation, the radioactive bear regains 2 points of health each round.
+-
+-Interaction: Radioactive bears are clever predators, sly if they need to be. If not too hungry, a radioactive bear might
+-let potential prey pass it by, assuming they don't antagonize the bear.
+-
+-Use: The characters glance behind them as they drive their vehicle across the landscape and see a huge bear, apparently
+-giving chase.
+-
+-### RAIDER
+-
+-Stripped of humanity by brutal living conditions and their determination to survive no matter the cost, raiders still
+-look human. But beneath that veneer, they're feral.
+-
+-Motive: Raid and kill for what they want
+-
+-Environment: Groups of four to six roaming the ruins
+-
+-Interaction: If a raider believes a just met survivor has food, water, or shelter, or might prove to be a threat
+-immediately or at any later date, they laugh off any suggestion of parley and attack.
+-
+-Use: The raider encampment has a new leader, a warlord whose presence doubles raider activity.
+-
+-### FELL RIDER 3 (9)
+-
+-Motorcycle riding raiders keep their "motor wheels" alive through constant tinkering and repair. The two wheeled
+-machines are modified with spears, spikes, lances, and sometimes guns and flamethrowers. Fell riders wear heavy
+-protective garments made from fur, salvaged clothing, and leather from past targets. Goggles protect their eyes, and
+-bones are sewn through their wild, greasy hair as decoration.
+-
+-Health: 12
+-
+-Damage Inflicted: 4 points
+-
+-Armor: 1
+-
+-Movement: Short; long while riding motorcycle
+-
+-Modifications: Motorcycle repair and modification as level 5; stealth tasks as level 0 due to screaming engines
+-
+-Combat: Using pikes, spears, or lances welded to the front of their bike, a fell rider typically makes ride‑by attacks
+-against foes from just outside short range. A fell rider is one with their bike, always moving to engage and disengage.
+-If knocked from their bike (possibly a minor effect), a fell rider's attacks and Speed defenses are hindered until they
+-regain the seat as their action. Some riders use larger four‑wheeled vehicles with open canopies instead of motorcycles.
+-These fell riders have 2 Armor and can attempt a run‑down attack on up to three targets that are next to each other and
+-not in a vehicle, inflicting 8 points of damage. Struck targets that fail a Might defense roll descend one step on the
+-damage track.
+-
+-Loot: A fell rider's motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel.
+-
+-### MARAUDER 3 (9)
+-
+-Marauders are raiders who attack with stealth, wrapping themselves in light smothering clothes and targeting survivors
+-after midnight. By day, they act like regular people, part of a survivor community. That's pretense; when time allows,
+-they torture targets to death and take flesh trophies.
+-
+-Health: 12
+-
+-Damage Inflicted: 4 points; see Combat
+-
+-Movement: Short; short when climbing
+-
+-Modifications: Stealth and deception tasks as level 5
+-
+-Combat: Marauders use stealth and the night to position themselves before attacking, hoping to make their initial attack
+-with surprise using bladed weapons. Whether they have surprise or not, if they attack before their target's first
+-action, their attacks are eased and inflict 6 points of damage.
+-
+-Marauders often dose their bladed weapons with poison, so targets must also make a Might defense roll or take 2 points
+-of Speed damage (ignores Armor) each round for three rounds.
+-
+-### WARLORD 5 (15)
+-
+-A warlord enjoys supreme authority over other raiders. Brutal rulers, warlords are a living symbol of power and strength
+-where survival is valued above all else.
+-
+-Warlords caparison themselves in trophies of vanquished enemies—such as gilded skulls or flayed skins. Some wear garish
+-helms designed to intimidate. An impressive weapon, especially something from the before times, is always close at hand.
+-A warlord is rarely encountered without raiders and other lackeys that fight for and serve them.
+-
+-Motive: Control through fear and brutality
+-
+-Environment: Usually in the company of five to twenty raiders
+-
+-Health: 25
+-
+-Damage Inflicted: 5 points
+-
+-Armor: 3
+-
+-Movement: Short
+-
+-Modifications: Defends as level 6 due to nearby raiders willing to take no actions other than defend the warlord
+-
+-Combat: Warlords attack twice each round with bladed or spiked melee weapons or ranged firearms. When possible, they
+-fight from an open canopy vehicle (driven by another raider).
+-
+-A warlord directly leads the raiders they command, fighting at the forefront but also issuing orders. Underlings deal 1
+-additional point of damage when the warlord can see them and issue commands.
+-
+-Most warlords have a specific additional advantage they can pull out to win a fight. See the table below.
+-
+-Interaction: Warlords have lackeys and lieutenants that interact with outsiders. They prefer to make pronouncements and
+-threats from on high.
+-
+-Use: The museum, lab, or other important structure the characters wanted to visit to carry out their mission has fallen
+-under the control of a warlord and a dozen or more raiders.
+-
+-Loot: A warlord may carry an artifact.
+-
+-Unique Warlord Advantage
+-
+-D6 Advantage
+-
+-1 Rocket launcher (level 7): long‑range weapon inflicts 7 points of damage on targets in an immediate area (depletion:
+-1–2 in 1d6)
+-
+-2 Fire thrower (level 7): immediate‑range weapon inflicts 7 points of damage on all targets within immediate range
+-(depletion: 1 in 1d10)
+-
+-3 Release the beast: Gives the command to "release the beast"; a melted loyal to warlord charges into the fight
+-
+-4 Force shield (level 5): Static field blocks all incoming attacks against the warlord for one round (depletion: 1–2 in
+-1d10)
+-
+-5 Power gauntlet: Warlord's power gauntlet grabs foe and automatically deals damage from crushing until foe escapes
+-
+-6 Skystrike: Calls in a "skystrike" from a battered wristband; a round later, a missile launched from a before‑times
+-satellite strikes nearby, inflicting 10 points of damage on all creatures within a short area who fail a Speed defense
+-roll, and 2 points on those who succeed (depletion: automatic)
+-
+-### AI ZOMBIE 3 (9)
+-
+-An artificial intelligence that permanently installs itself onto the wetware (in this case, the brain) of a human or
+-other sapient creature creates an AI zombie. The AI replaces the person's personality and motivations, turning them into
+-a shambling creature who only does the AI's bidding, even as their body decays and falls apart (though most keep
+-shambling because of an injection of nano repair bots).
+-
+-AI zombies are driven by a single, simple motive implanted by the original artificial intelligence—usually related to
+-destroying resources before competing AI instances can use them. They aren't intelligent enough to direct themselves or
+-problem solve outside of this goal, unless the AI takes direct control, using a particular AI zombie as a remote
+-"terminal" from which to act and observe the world.
+-
+-Motive: Follow dictates of AI that created or that controls them
+-
+-Environment: Almost anywhere, in groups of five to seven, or in hordes of tens to hundreds
+-
+-Health: 12
+-
+-Damage Inflicted: 3 points
+-
+-Movement: Immediate
+-
+-Modifications: Speed defense as level 2; perception tasks as level 7
+-
+-Combat: AI zombies fight on, no matter the odds, usually attacking by biting.
+-
+-When AI zombies attack in groups of five to seven individuals, they can make a single attack roll against one target as
+-one level 5 creature, inflicting 5 points of damage.
+-
+-AI zombies are hard to finish off because self repairing nanotech stitched into their flesh restores 1 point of health
+-each round. If reduced to 0 health, there is a 50% chance that the nanotech continues to function on the zombie's turn,
+-allowing the creature to shudder back to life, skin crawling with miniscule "healing" robots. (If an AI zombie is cut
+-off from ambient radio signals, they do not regain health each round.)
+-
+-That same nanotech makes AI zombies infectious. Their bites spread a level 6 (or, in some cases, level 8) disease due to
+-miniscule machines that move a target down one step on the damage track each day a Might defense roll is failed. Targets
+-killed by the process later animate as AI zombies, compelled to serve an AI instance.
+-
+-Interaction: AI zombies often serve some distant AI and may sometimes speak with its voice. But if cut off from its
+-intelligence source, the zombie itself becomes a food seeking monster, more likely to eat someone than to represent an
+-artificial mind.
+-
+-Use: The characters are asked to salvage supplies from an abandoned airplane hangar—abandoned, that is, except for
+-lingering AI zombies.
+-
+-### ZOMBIE HULK 5 (15)
+-
+-Most zombies are mindless, shambling, hungry, and infectious. Some varieties, despite their semblance to corpses, enjoy
+-a regenerative process that keeps them active regardless of grievous wounds, rotting flesh, and sometimes missing limbs
+-or organs. That same process kicks into overdrive in zombie hulks, converting everything they eat into additional mass
+-and muscle. The result is three times as massive as a regular zombie and five times as dangerous.
+-
+-ZOMBIE SPRINTER: Instead of being much larger than normal, a zombie's regenerative system can imbue it with incredible
+-quickness, making it much faster than the shamblers often encountered. The resulting zombie sprinter's speed and
+-ferocity make it hard to escape.
+-
+-Zombie sprinter: level 3, initiative as level 5; moves a long distance each round; three bites per round inflict 3
+-damage each; retains 1 health if attack roll result that would have downed it was an even number
+-
+-Motive: Hunger (for flesh, cerebrospinal fluid, certain human hormones, or whatever it is that nourishes the zombie in
+-the setting)
+-
+-Environment: Almost anywhere, alone or with other zombie varieties
+-
+-Health: 23
+-
+-Damage Inflicted: 8 points
+-
+-Armor: 2
+-
+-Movement: Short
+-
+-Modifications: Speed defense as level 3 due to size; perception as level 7
+-
+-Combat: A zombie hulk bashes with massive, permanently balled fists stained with the gore of past targets.
+-
+-Alternatively, a zombie hulk can bite a target. When this occurs, it's almost impossible to force the hulk's jaws apart
+-again. When a target takes damage from a bite, they must also succeed on a Speed defense roll or one of their limbs is
+-clamped in the hulk's mouth. The target automatically takes damage each round they are caught, and all their tasks are
+-hindered, including attempts to escape. Meanwhile, the hulk is free to bash other foes as its action even as it chews on
+-a previously caught target.
+-
+-If an attack would reduce the zombie hulk's health to 0, it does so only if the number rolled for the attack was an even
+-number; otherwise, the zombie is reduced to 1 point of health instead.
+-
+-Interaction: A zombie hulk may choose to smash a nearby structure instead of going straight toward food, but it is
+-typically a mindless, unreasoning monster.
+-
+-Use: Just when it seems like the characters understand the situation with zombies, a zombie hulk appears, making it
+-clear that bizarre and dangerous zombie permutations are possible. If a regular zombie can become a hulk, what other
+-ways can they mutate and evolve?
+-
+-### FANTASY CREATURES
+-
+-The most important element of each creature or NPC is its level. You use the level to determine the target number a PC
+-must reach to attack or defend against the opponent. In each entry, the target number for the creature is listed in
+-parentheses after its level. The target number is three times the level.
+-
+-A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
+-incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a
+-creature of its level.
+-
+-### SCIENCE FICTION CREATURES AND NPCs
+-
+-The most important element of each creature is its level. You use the level to determine the target number a PC must
+-reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in
+-parentheses after its level. The target number is three times the level.
+-
+-A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
+-incapacitated.
+-
+-### HORROR CREATURES AND NPCs
+-
+-The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
+-each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend
+-against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its
+-level. The target number is three times the level.
+-
+-The target number is usually also its health, which is the amount of damage it can sustain before it is dead or
+-incapacitated. For easy reference, the entries always list health, even when it's the normal amount for a creature or
+-NPC of its level. For more detailed information on level, health, combat, and other elements, see the Understanding the
+-Listings section in the Cypher System Rulebook.
+-
+-### NPCS
+-
+-### MODERN MAGIC NPCs
+-
+-### CHANGELING 3 (9)
+-
+-Fey creatures sometimes kidnap a human child and leave a changeling in its place, tricking the human parents into
+-raising an inhuman creature as their own offspring. The changeling has a foot in two worlds, living as a spy or sleeper
+-agent for the fey, but thoroughly enjoying their life among humans.
+-
+-Motive: Serving the fey; finding their place in the world
+-
+-Health: 9
+-
+-Damage Inflicted: 3 points
+-
+-Movement: Short
+-
+-Modifications: Might defense as level 2; deception, disguise, and stealth as level 4
+-
+-Combat: Changelings use human weapons.
+-
+-A changeling can use an action to alter their appearance for a minute or so to match that of someone they've seen. This
+-is a reasonable likeness, although they may not know their target's mannerisms, accent, and other nonphysical qualities.
+-
+-Some changelings are vulnerable to iron, taking an extra 1 point of damage from any iron or steel weapon.
+-
+-Interaction: Changelings aren't inherently untruthful or untrustworthy, but sometimes they can't help but embellish a
+-fact or take advantage of a situation. They otherwise act like regular people, but spending enough time with them
+-usually reveals an odd quirk or attitude.
+-
+-Use: An acquaintance is having trouble at home (because their family realized they're a changeling). Someone suspects a
+-family member is actually a changeling.
+-
+-Loot: Changelings have the same kinds of personal items that humans do, but they often have a token or other treasured
+-thing that doesn't quite belong (and might secretly be a cypher or artifact).
+-
+-### CORPORATE MAGE 4 (12)
+-
+-A corporate mage is a professional spellcaster working for a company, using their magic to fix problems. They have a
+-similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company's
+-interests are protected. They're paid well, dress to show it, and aren't above unethical (or even illegal) acts to get
+-the job done. They work alone, in pairs, or with a lawyer and a few bodyguards.
+-
+-Lawyer: level 2, law and intimidation as level 4
+-
+-Bodyguard: level 2; Armor 1; short-range pistol inflicts 4 damage
+-
+-Stats for a corporate mage also work well for paranormal law enforcement NPCs, such as the police or FBI.
+-
+-Motive: Accomplish the goals of their employer
+-
+-Health: 12
+-
+-Damage Inflicted: 4 points
+-
+-Armor: 1 (from spell)
+-
+-Movement: Short
+-
+-Modifications: Intellect defense as level 5
+-
+-Combat: Corporate mages are trained to handle normal people and magic threats, and they usually attack with a
+-short-range blast of cold, fire, force, or electricity. Some carry a concealed handgun for situations where magic isn't
+-allowed or effective.
+-
+-A corporate mage knows quite a few spells, including knocking a person unconscious for a few minutes, turning invisible
+-for a few minutes, temporarily befriending a reluctant person, creating an illusory disguise of a nondescript role (such
+-as construction worker or technician), granting themselves +1 Armor, reading minds, and teleporting back to
+-headquarters. Many of them have some training in law, espionage, governmental operations, or a scientific field.
+-
+-Interaction: Corporate mages are hard and intimidating. If they can get what they want without using magic, they'll do
+-so, but they aren't afraid to make a demonstration of supernatural force when necessary.
+-
+-Use: Corporate mages do the dirty work of sketchy businesses. They're not here to make friends, and they know just how
+-far to push someone (especially a powerless person) to get what they want, sometimes by bending (but not quite breaking)
+-the law.
+-
+-Loot: A corporate mage usually has a cypher that's helpful for their current assignment, plus the cash equivalent of one
+-or two expensive items.
+-
+-### DEMON HUNTER 3 (9)
+-
+-In a world where demons, witches, and other evil magical creatures are free to prey upon humanity, hunters are one of
+-the few things that keep them in check. They usually have to keep their work secret and are slow to trust anyone, but
+-once befriended they have a habit of showing up just when help is needed.
+-
+-Depending on the setting, a demon hunter might hunt demons, vampires, witches, or all supernatural creatures.
+-
+-> Exceptional hunter: level 5; attacks and Intellect defense as level 6; perception, tracking, and creature lore as
+-> level 7; health 20; attacks deal 6 damage
+-
+-Motive: Hunt down and defeat their chosen foes
+-
+-Health: 12
+-
+-Damage Inflicted: 4 points
+-
+-Movement: Short
+-
+-Modifications: Attacks and Intellect defense as level 4; perception, tracking, and creature lore as level 5
+-
+-Combat: A typical hunter is weaker than the average demon or witch, and prefers to outwit their foes rather than engage
+-in a straight-up fight. Knowing this, they pick their battles carefully and use ambush tactics and strength of
+-numbers—either another hunter or several support characters such as priests and soldiers—to help defeat their foes. A
+-hunter usually has a good idea of their opponent's strengths and weaknesses, and they plan and react accordingly.
+-
+-Interaction: Many novice hunters are overconfident and condescending. Others (especially the more experienced ones) are
+-paranoid and hardened by battle and the deaths of too many friends. They react positively if given respect.
+-
+-Use: A couple of rough-looking drifters arrive in a classic car, looking for trouble. Someone who seems to be a meek
+-professor turns out to secretly be a hunter.
+-
+-Loot: Hunters carry equipment needed for their job, cash, and perhaps an old book (cypher) with an ability relevant to
+-their current prey.
+-
+-Priest: level 2, religious lore and all interaction tasks as level 6
+-
+-Soldier: level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 damage
+-
+-### PHARMACEUTICAL SORCERER 3 (9)
+-
+-A pharmaceutical sorcerer is an apothecary, doctor, dentist, magical healer, counselor, surgeon, and nutritionist all in
+-one. They have devoted themselves to the art and science of healing, using a combination of methods to achieve
+-remarkable success. Some work in drugstores, some have their own specialized businesses, and some administer aid from
+-their homes or a public clinic. They might wear medical scrubs or a white coat over normal clothing.
+-
+-Assistant: level 2, healing as level 3
+-
+-Motive: Healing and promoting good health
+-
+-Health: 9
+-
+-Damage Inflicted: 3 points
+-
+-Movement: Short
+-
+-Modifications: Medicine, herbs, and healing as level 5
+-
+-Combat: Pharmaceutical sorcerers prefer to avoid combat, but they can attack with short-range nonlethal spells or drugs
+-that inflict 4 points of Might or Intellect damage (ignores Armor).
+-
+-A pharmaceutical sorcerer knows several spells, such as healing a touched creature for 4 health or Pool points,
+-identifying diseases and afflictions, removing or ameliorating afflictions and chronic conditions for a day, or making a
+-patient feel relaxed and safe for a few hours. They're usually licensed and trained to perform minor medical procedures
+-such as administering vaccines, applying topical medicines, and splinting broken bones.
+-
+-A pharmaceutical sorcerer often has one or more assistants, protégés, or students who help with clients or other aspects
+-of running their health practice. They are generally on good terms with doctors, licensed therapists, nurses,
+-magic-using priests, and other professionals in the health field.
+-
+-Interaction: Pharmaceutical sorcerers are compassionate, intelligent, and well-informed. They want to help people, but
+-sometimes are stymied by paperwork, laws, and lack of money.
+-
+-Use: Pharmaceutical sorcerers are usually support characters using their magic to heal others and prevent harm. Their
+-extensive knowledge of helpful magic, medicinal herbs, and health science makes them useful for diagnosing strange
+-symptoms and ruling out minor afflictions to find the real cause of a problem.
+-
+-Loot: In addition to standard medicines, handheld medical tools, and herbs and drugs, the sorcerer might have a healing
+-cypher or some interesting payment from a patient.
+-
+-### FANTASY NPCs
+-
+-### BARD 3 (9)
+-
+-A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
+-musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
+-creating fascinating tales and dramatic speeches.
+-
+-Motive: Entertainment, interaction, and novel experiences
+-
+-Health: 10
+-
+-Damage Inflicted: 3 points
+-
+-Movement: Short
+-
+-Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
+-
+-Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a
+-bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short
+-range.
+-
+-A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature
+-friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by
+-two steps, turning invisible for a minute, or negating sound for a minute.
+-
+-Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to
+-critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
+-
+-Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch,
+-they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns
+-the will of a crowd against them.
+-
+-Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
+-moderately priced item and one or two cyphers.
+-
+-### BERSERKER 3 (9)
+-
+-A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
+-choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
+-wild beasts.
+-
+-Motive: Glory in battle
+-
+-Health: 12
+-
+-Damage Inflicted: 4 points
+-
+-Armor: 1 (or 3 when berserk)
+-
+-Movement: Short
+-
+-Modifications: Climbing, jumping, running, and Speed defense as level 4
+-
+-Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
+-can't easily get close to their foes.
+-
+-A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
+-fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
+-relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
+-raging berserker fights only with melee weapons and won't retreat from battle.
+-
+- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
+-throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
+-or honor.
+-
+-Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town
+-and picks fights with the local toughs.
+-
+-Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
+-group might have a cypher that enhances strength or toughness.
+-
+-### DRUID 4 (12)
+-
+-A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
+-plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
+-society-hating hermits in others.
+-
+-Motive: Protecting nature
+-
+-Health: 12
+-
+-Damage Inflicted: 4 points
+-
+-Armor: 1
+-
+-Movement: Short
+-
+-Modifications: Nature lore, perception, and stealth as level 5
+-
+-Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual
+-tools such as daggers and sickles.
+-
+-A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for
+-4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming
+-into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a
+-black bear, hawk, viper, or wolf.
+-
+-Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or
+-exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries,
+-sapient trees, satyrs, and so on).
+-
+-Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers
+-and hunters who stray too far from civilization.
+-
+-Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
+-cyphers or perhaps an artifact.
+-
+-### DWARF 4(12)
+-
+-A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
+-to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
+-
+-Motive: Defense, loyalty, honor
+-
+-Health: 15
+-
+-Damage Inflicted: 5 points
+-
+-Armor: 2
+-
+-Movement: Short
+-
+-Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
+-
+-Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They're used to working together to defend
+-their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
+-damage.
+-
+-Dwarf leaders are usually officers or priests.
+-
+- Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
+-them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
+-sturdy hammer.
+-
+-Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement
+-with a human city leader—or redress for an old insult.
+-
+-Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such
+-as tools or exploration gear) and perhaps a cypher or two.
+-
+-### ELF 4 (12)
+-
+-An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
+-Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
+-the most beautiful sunset, or the perfect love song.
+-
+-Motive: Curiosity
+-
+-Health: 12
+-
+-Damage Inflicted: 5 points
+-
+-Armor: 1
+-
+-Movement: Short
+-
+-Modifications: Perception, Speed defense, and any two noncombat skills as level 5
+-
+-Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and
+-fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
+-
+-A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
+-or repairing clothing.
+-
+-Interaction: Elves appreciate beauty, grace, and skill, and they don't respond well to crudeness or bluster, especially
+-from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
+-humor.
+-
+-Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is
+-said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
+-
+-Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made)
+-curios and mementos, and usually a cypher.
+-
+-### HALFLING 3 (9)
+-
+-A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
+-or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
+-folk as scouts, burglars, and loyal companions.
+-
+-Motive: Defense, comfort
+-
+-Health: 9
+-
+-Damage Inflicted: 3 points
+-
+-Armor: 0 or 1
+-
+-Movement: Short
+-
+-Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
+-
+-Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
+-creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
+-ally so they can attack a foe's back and legs.
+-
+-Interaction: Halflings enjoy the company of larger folks as long as they aren't mocked for their size. They're brave and
+-determined when they need to be, though some might complain about wanting to go home.
+-
+-Use: A young halfling wants to have some adventures before settling down. The local thieves' guild is said to employ
+-halflings as lookouts and cutpurses, sometimes disguised as human children.
+-
+-Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
+-or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
+-bag of tools.
+-
+-### PALADIN 4 (12)
+-
+-Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
+-and most of them expect to die in battle against an evil foe.
+-
+-Motive: Protecting the innocent, destroying evil
+-
+-Health: 15
+-
+-Damage Inflicted: 5 points
+-
+-Armor: 2 or 3
+-
+-Movement: Short
+-
+-Modifications: Attacks and Might defense as level 5
+-
+-Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and
+-draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand
+-(defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed
+-defense).
+-
+-Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the
+-presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched
+-creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
+-
+-Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
+-evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a "grey
+-area." However, they are not fools and won't throw away their lives for nothing.
+-
+-Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
+-villain to smite.
+-
+-Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
+-lucky enough to have an artifact (usually a weapon or armor).
+-
+-### CYPHERS
+-
+-### MODERN MAGIC CYPHERS
+-
+-The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the
+-modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This
+-immediately creates a different gameplay dynamic than a game that uses only subtle cyphers. First, it means that the PCs
+-can exchange cyphers with each other, allowing them better optimizations of their abilities and counteracting their
+-weaknesses. Second, it means their cyphers can be stolen from them, forcing them to adapt to a situation without their
+-extra magical tricks. Third, it probably means that fantastic cyphers become the norm because magic easily allows for
+-fantastic effects.
+-
+-Manifest Cypher Forms
+-
+-The 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. The only
+-difference is the look and feel (campaign flavor) in the story.
+-
+-Example Modern Fantasy Cyphers
+-
+-Random Cyphers
+-
+-| D00 | Cypher |
+-|-------|-------------------------|
+-| 01-02 | Absolute Power |
+-| 03 | Algomancy |
+-| 04-05 | Ambiance |
+-| 06-07 | Anywhere web |
+-| 08-09 | Below the law |
+-| 10-11 | Best gift |
+-| 12-13 | Beverage bestie |
+-| 14 | Borrowed familiar |
+-| 15 | Brain overclock |
+-| 16 | Burn your bridges |
+-| 17-18 | Burner phone |
+-| 19 | Cloak of the crafter |
+-| 20-21 | Dancing on air |
+-| 22 | Dumpster fire |
+-| 23 | Duplicity window |
+-| 24-25 | EasyMagic App |
+-| 26-27 | Exceptional engine |
+-| 28 | Extrovert shield |
+-| 29 | Fade to black |
+-| 30-31 | Faraday ward |
+-| 32 | Fey collar |
+-| 33 | Ghost tag |
+-| 34 | Girl moss |
+-| 35-36 | Got your back |
+-| 37 | Gravity denied |
+-| 38 | Great hair day |
+-| 39-40 | Growwell |
+-| 41 | Handwave |
+-| 42 | Hashtag |
+-| 43-44 | Here all along |
+-| 45-46 | Instant automobile |
+-| 47-48 | Instant delivery |
+-| 49-50 | Instant motorcycle |
+-| 51-52 | Lie to me |
+-| 53 | Light 'em up |
+-| 54-55 | Lucky charm |
+-| 56-57 | Magic aura tracker |
+-| 58 | Malware cyphers |
+-| 59 | Mental load alleviator |
+-| 60 | Merciful memory |
+-| 61 | Next you |
+-| 62-63 | No take backs |
+-| 64 | Pickpocket |
+-| 65-66 | Pocket protector |
+-| 67 | Portal stone |
+-| 68-69 | Power device |
+-| 70-71 | Power house |
+-| 72 | Presto change-o |
+-| 73 | Puzzle box |
+-| 74-75 | Quick pic |
+-| 76 | Quick pickup |
+-| 77 | Real fake |
+-| 78-79 | Repair module |
+-| 80 | Safe space |
+-| 81 | Screen control |
+-| 82 | Social battery |
+-| 83 | Soul saver |
+-| 84-85 | Stay down |
+-| 86 | Take me there |
+-| 87-88 | Talk to me |
+-| 89 | Teleportation block |
+-| 90-91 | Through the window |
+-| 92 | Time ticket |
+-| 93 | Tunnel traverser |
+-| 94-95 | What the doctor ordered |
+-| 96-97 | Who's looking |
+-| 98 | Wire wraith |
+-| 99 | Wrecking balls |
+-| 00 | You're safe now |
+-
+-### APPS AS CYPHERS
+-
+-Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell
+-phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't
+-need to be working to activate the app. Draining the device's battery or turning it off doesn't affect the app or
+-someone's ability to use it. (Breaking the device, losing it, or having it stolen might be another matter.)
+-
+-Because each app is a unique magical item (meaning only one exists in the world, unlike a regular app, which can be
+-downloaded by everyone who wants it), they're harder to find than regular apps. Instead, you likely need to purchase one
+-directly from the person who created it. Some campaign settings might have physical app stores, while others might
+-require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app
+-might be something you download into a modified body part or integrated piece of hardware.
+-
+-Absolute Power
+-
+-Level: 1d6 + 4
+-
+-Form: App, battery, bone
+-
+-Effect: Powers a single device for a day. The device can be as simple as a cell phone or as complex as a jet airplane,
+-as long as the device's power requirement is equal to or less than the cypher level. In general, something like a cell
+-phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet airplane is a level 10
+-power requirement.
+-
+-Algomancy
+-
+-Level: 1d6 + 3
+-
+-Form: App, bookmark, tarot card
+-
+-Effect: Allows the user to take anything driven by an algorithm (such as video and music services, social media, search
+-engines, and so on) and use it to divine the future. If the user spends one roundstudying the algorithm, then for a
+-number of rounds equal to the cypher level, they gain limited precognition and can predict what's going to happen next.
+-They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends of what's coming,
+-and ease their friends' next action.
+-
+-Ambiance
+-
+-Level: 1d6 + 1
+-
+-Form: Key fob, feather, DVD
+-
+-Effect: Allows you to control the lights, sound, and other atmospheric elements within any space that you are in for ten
+-minutes per cypher level. This includes adjusting non-adjustable lights, lighting or blowing out candles, soundproofing,
+-starting or stopping music through any available medium, starting a fire, and so on.
+-
+-Anywhere Web
+-
+-Level: 1d6 + 2
+-
+-Form: Spiderweb, key fob, key
+-
+-Effect: Allows you to access and interact with the internet from anywhere, without needing any type of physical device,
+-including a phone, keyboard, or screen. You can see the internet as if there were a screen in front of you, type as if
+-there were a keyboard, hear as if there were speakers, and speak as if into a microphone. Others you choose within
+-immediate range can also see and hear what you are seeing and hearing (but cannot interact with it). This works even in
+-places where there is no internet connectivity and lasts for ten minutes per cypher level.
+-
+-Below the Law
+-
+-Level: 1d6 + 2
+-
+-Form: App, temporary tattoo, patch
+-
+-Effect: Once activated, the cypher makes it difficult for any member of the law or people in a position of power to
+-perceive, apprehend, or punish you. This includes police, guards, the mayor, mob bosses, regular bosses, and so on. All
+-tasks involving illegal or unsanctioned activities are eased, including stealing, sneaking, getting away, escaping
+-bonds, and so on. The effect lasts for ten minutes per cypher level.
+-
+-Best Gift
+-
+-Level: 1d6
+-
+-Form: Granny square, key, candle
+-
+-Effect: The user picks someone they know, and the cypher transforms into a beautifully wrapped box that person can hold
+-in their hand. Inside the box is a small, thoughtful gift (whose value does not exceed a moderately priced item) that
+-the recipient will truly love.
+-
+-Beverage Bestie
+-
+-Level: 1d6
+-
+-Form: App, mug, charm
+-
+-Effect: The user picks someone they know, and that person will have their favorite morning beverage delivered to them at
+-their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen person's favorite
+-beverage, their location, or when they will wish for it—the magic takes care of it.
+-
+-Borrowed Familiar
+-
+-Level: 1d6
+-
+-Form: Feather, cat's whisker, figurine of a dog
+-
+-Effect: Activating the cypher creates a living version of the creature it represented. This creature is actually the
+-clone of another magic user's familiar that was stored in the object. For the next day per cypher level, the creature
+-becomes the user's temporary familiar, providing an asset to all magic-related actions (including defense actions). The
+-creature cannot be harmed, but at the end of its time, it fades away.
+-
+-Brain Overclock
+-
+-Level: 1d6 + 3
+-
+-Form: App, mushroom, hair clip
+-
+-Effect: Amplifies the user's mental abilities so their senses are keener and their brain works far beyond its normal
+-capacity.
+-
+-Roll for effect:
+-
+-| D6 | Effect |
+-|-----|---------------------------------------------------------------|
+-| 1 | Increases Intellect Edge by 1 for one hour |
+-| 2 | Trained in Intellect Defense for one hour |
+-| 3 | Add +1 damage to all Intellect-based attacks for one hour |
+-| 4 | Eases all Intellect-based attacks for one hour |
+-| 5 | Restores Intellect Pool to full |
+-| 6 | Become trained in two noncombat Intellect skills for one hour |
+-
+-Burn Your Bridges
+-
+-Level: 1d6
+-
+-Form: App, candle, bones
+-
+-Effect: Covers and destroys the user's trail in such a way that it makes them very hard to follow. This might include
+-covering their scent, destroying ladders or bridges, creating face-recognition distortion, blurring their license plate,
+-or establishing a false trail. Anyone attempting to follow or track them for one day per cypher level finds their
+-actions hindered by two steps.
+-
+-Burner Phone
+-
+-Level: 1d6
+-
+-Form: Key fob, charm, hair clip
+-
+-Effect: Creates or transforms into a basic mobile phone that can make and receive telephone calls and text messages like
+-a prepaid phone. Calls and texts made from this phone appear as "UNKNOWN CALLER" with the number obscured; once
+-contacted, the recipient can call or text this phone like any other phone. The phone uses normal (prepaid) cellular
+-connections, but has no internet access or other functions other than sending and receiving calls and texts.
+-
+-The phone lasts for one hour per cypher level, after which it becomes inert, nonfunctional, and untrackable (like a
+-mobile phone that has been broken and its chip removed). The user of the cypher can end it early as an action by
+-speaking a command word or physically breaking it.
+-
+-Cloak of the Crafter
+-
+-Level: 1d6
+-
+-Form: Oil, moss, granny square
+-
+-Effect: When activated, it cloaks the user in what looks like a handmade wrap, such as a shawl, scarf, or cloak, for an
+-hour per cypher level. During that time, the user's crafting-related tasks are eased, and everything they craft is one
+-level higher than it normally would be. In addition, the user can find up to two ingredients they need (up to the level
+-of the cypher) in the pockets of the cloak.
+-
+-Dancing on Air
+-
+-Level: 1d6 + 1
+-
+-Form: Feather, bullet, charm
+-
+-Effect: The user is lifted a foot (30 cm) or so off the ground, as if there is a pocket of air between them and whatever
+-surface is below them. They can move normally as if walking across a smooth, flat surface. This works even if the
+-substance below them would not normally hold them, such as water or thin ice. The effect lasts for ten minutes per
+-cypher level.
+-
+-Dumpster Fire
+-
+-Level: 1d6 + 3
+-
+-Form: Matchbook, coaster, rope
+-
+-Effect: Instantly transforms to become a large, contained fire that creates a deep feeling of gloom and despair in all
+-creatures chosen by the user within long range of it who fail an Intellect defense roll. Any negative actions the user
+-takes against those creatures (including combat) are eased by one step, and any positive actions they take for those
+-creatures (such as attempting to inspire them) are hindered by one step.
+-
+-Duplicity Window
+-
+-Level: 1d6 + 1
+-
+-Form: Sticker, flyer, stamp
+-
+-Effect: When this cypher is stuck on any window or other transparent item, the user can alter what can be seen from the
+-other side. While this illusion might be used in a simple way, such as creating a blackout window on a car, it could
+-also be much more complex, such as creating an elaborate dance party inside an otherwise empty apartment. The illusion
+-level is equal to the cypher level and fools the vision of living creatures as well as that of magical and electronic
+-eyes. The effect lasts for ten minutes per cypher level.
+-
+-Exceptional Engine
+-
+-Level: 1d6 + 2
+-
+-Form: Herbs, battery, flip lighter
+-
+-Effect: When activated near an engine, computer, device, program, or piece of machinery, the affected target works
+-exceptionally well for the next ten minutes per cypher level, easing all tasks involved with operating it. For example,
+-a car handles better, a hacking program works faster, an elevator door closes before a pursuer can get on, and so on.
+-
+-Extrovert Shield
+-
+-Level: 1d6 + 1
+-
+-Form: Carved figure, bones, building blocks
+-
+-Effect: Creates the semblance of a being of the user's choice, such as a human who walks beside them, a bird that sits
+-on their shoulders, or a robot, to act as their shield in social situations. The first time they would take damage from
+-a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto the attacker; the user
+-makes an Intellect-based attack roll for this reflected damage. After that, the being disappears.
+-
+-Fade to Black
+-
+-Level: 1d6 + 2
+-
+-Form: Mirror, lapel pin, spiderweb
+-
+-Effect: Turns the user into a shadow for ten minutes per cypher level. During that time, the user looks exactly like
+-their own shadow, is two-dimensional, and can move through any space where light could shine through. As a shadow, the
+-user can make magical attacks but not physical ones. They take no physical damage. However, any successful magical
+-attacks against them inflict +1 point of damage.
+-
+-Faraday Ward
+-
+-Level: 1d6 + 3
+-
+-Form: App, pocket handkerchief, lapel pin
+-
+-Effect: When activated, the ward protects the user, their items, and their devices from any attempts at scrying,
+-electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for ten minutes
+-per cypher level.
+-
+-Fey Collar
+-
+-Level: 1d6 + 3
+-
+-Form: Collar, knitted scarf, necklace
+-
+-Effect: When placed around a creature's neck, the collar locks and prevents the wearer from using magic of any kind (up
+-to the level of the cypher). If the creature is a PC, each time they try to use magic they must succeed at an
+-Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten minutes per
+-cypher level and then disintegrates.
+-
+-Ghost Tag
+-
+-Level: 1d6
+-
+-Form: Spray paint, feather, lipstick
+-
+-Effect: Allows the user to leave their tag on someone else's graffiti, painting, or public artwork. The tag includes a
+-spoken message up to twenty words long and is invisible except to the creature the user designates. That creature can
+-touch the tag and hear the entirety of the message.
+-
+-Girl Moss
+-
+-Level: 1d6
+-
+-Form: Mushroom, chalk, seed packet
+-
+-Effect: The user melds into whatever soft thing is near them, such as moss, earth, or a blanket, and becomes nearly
+-indistinguishable from that thing. For a number of rounds equal to the cypher level, they gain an asset to hiding,
+-sneaking, and remaining undetected (even by magic). Entering into combat or interacting with another creature in any way
+-breaks the effect.
+-
+-Got Your Back
+-
+-Level: 1d6
+-
+-Form: Napkin, straw, coaster
+-
+-Effect: The cypher turns bright blue in the presence of any type of drug, poison, or other detrimental or dangerous
+-substance whose level is equal to or less than the cypher level. The effect lasts for one day.
+-
+-Gravity Denied
+-
+-Level: 1d6
+-
+-Form: App, feather, balloon
+-
+-Effect: The user no longer has to follow gravity's laws. For one minute per cypher level, they can walk (or crawl or
+-run) on steep inclines and horizontal surfaces (such as walls and cliffs) as if they were on flat ground. When using
+-this ability, "down" for them is either the surface they are walking on or the normal orientation of gravity (their
+-choice).
+-
+-Great Hair Day
+-
+-Level: 1d6
+-
+-Form: Hair clip, twigs, bones
+-
+-Effect: When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24
+-hours, they have an asset in all confidence-based actions, social and otherwise.
+-
+-Growwell
+-
+-Level: 1d6
+-
+-Form: Herbs, seed packet, bouquet of flowers
+-
+-Effect: Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or
+-water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level.
+-
+-Handwave
+-
+-Level: 1d6 + 4
+-
+-Form: Fingerless glove, ring, temporary tattoo
+-
+-Effect: When the user places this cypher upon their hand as an action, they can take three actions on their next turn.
+-
+-Hashtag
+-
+-Level: 1d6
+-
+-Form: App, flyer, electronic stylus
+-
+-Effect: The user chooses a word or short phrase when activating this cypher. For an hour per cypher level, that word
+-will glow when they encounter it in their environment in a way that only they can perceive, allowing them to pick it out
+-from its surroundings easily. This glow will appear around the word itself as well as symbols and objects. For example,
+-if they choose "apple," they will sense a glow around the word in print, around an actual apple, and around the symbol
+-of an apple logo on a computer. This doesn't extend their range of vision farther than they can normally see.
+-
+-This cypher adjusts to be beneficial to the user. For example, if a non-sighted character uses hashtag, the cypher might
+-create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their mind's eye
+-instead.
+-
+-Here All Along
+-
+-Level: 1d6 + 4
+-
+-Form: App, needle and thread, ID card
+-
+-Effect: Allows the user to instantly create a long trail on the internet for someone that they just made up. This
+-includes social media accounts, a personal or business website, photos and videos, friends, and so on. The information
+-stays on the internet forever.
+-
+-Instant Automobile
+-
+-Level: 1d6 + 2
+-
+-Form: Key, charm, temporary tattoo
+-
+-Effect: Creates or transforms into a large automobile that can carry up to eight people. The user or other characters
+-must steer the automobile as normal. At cypher level 5 and higher, the automobile grants an asset on all tasks relating
+-to its movement, and at cypher level 7 and higher, the automobile can move a short distance each round under its own
+-power. The automobile lasts for a day, after which it vanishes.
+-
+-> The vehicle created by an instant automobile cypher is utilitarian and unremarkable rather than flashy, more like a
+-> station wagon, generic van, panel truck, or SUV. In some settings, local laws might require these temporary magical
+-> vehicles to have a specific color or text to easily identify them as such, including a unique license plate that can
+-> be tracked like any registered vehicle. Likewise, an instant motorcycle cypher creates a functional but not
+-> particularly "sexy" motorbike.
+-
+-Instant Delivery
+-
+-Level: 1d6 + 3
+-
+-Form: App, feather, stamp
+-
+-Effect: Allows the user to have a letter, small package, or any object up to about 10 pounds (4.5 kg) delivered almost
+-instantaneously to someone. If the object is dangerous, such as a bomb, the recipient's level must be equal to or less
+-than the cypher's. The user must know the person's name and at least one small fact about them, but doesn't need to know
+-their location. Within a round of having left the user, the package will arrive within a short distance of the
+-recipient.
+-
+-Instant Motorcycle
+-
+-Level: 1d6 + 2
+-
+-Form: Playing card, key, metal flask
+-
+-Effect: Creates or transforms into a motorcycle that can comfortably carry one person (or two people sitting tandem).
+-The user or other characters must steer the motorcycle as normal. At cypher level 4 and higher, the motorcycle grants an
+-asset on all tasks relating to its movement, and at cypher level 7 and higher, the motorcycle can move a short distance
+-each round under its own power. The motorcycle lasts for a day, after which it vanishes.
+-
+-Lie To Me
+-
+-Level: 1d6 + 4
+-
+-Form: Contact lenses, goggles, mask
+-
+-Effect: Once activated and worn, allows the user to see through all deceptions, mirages, and illusions (up to the level
+-of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other deception tasks.
+-
+-Light 'Em Up
+-
+-Level: 1d6 + 4
+-
+-Form: Laser light pointer, pair of glasses, key fob
+-
+-Effect: Activating the cypher causes a powerful beam of magic light to erupt from the user's body part they choose. The
+-beam stretches a short range and inflicts damage equal to the cypher level. It affects even creatures (such as ghosts
+-and vampires) that normally can't be harmed by mundane weapons. Once activated, the weapon is active for ten minutes.
+-
+-Lucky Charm
+-
+-Level: 1d6
+-
+-Form: Worry stone, fuzzy dice, deck of cards
+-
+-Effect: Rubbing the lucky charm draws a tiny bit of luck away from someone else and gives it to the user, causing
+-something to happen that makes the user's next action a little easier. This might be a friend showing up, a tool
+-appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. Effectively,
+-using this cypher grants the player a player intrusion without having to spend 1 XP.
+-
+-Magic Aura Tracker
+-
+-Level: 1d6
+-
+-Form: App, bus ticket, 3D glasses
+-
+-Effect: User can view the cypher's symbols to see if the ambient power of magic in the area is normal, high (increased
+-capabilities or prone to disruptive surges), low (decreased effects or scarcity), or absent. It can also be configured
+-to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from the standard
+-readings. This lasts for five hours per cypher level.
+-
+-Mental Load Alleviator
+-
+-Level: 1d6 + 4
+-
+-Form: Worry stone, pen, figurine
+-
+-Effect: Helps take on some of the user's mental loads for the next day, including creating shopping lists, organizing
+-the calendar, project management, working on spells, and decision making. During this time, the user gains +1 to their
+-Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or higher).
+-
+-Merciful Memory
+-
+-Level: 1d6
+-
+-Form: Candle, charm, 3D glasses
+-
+-Effect: For one willing target (including the user), the user can alter a negative memory into one that's mor positive.
+-Altering the memory takes a few rounds, depending on the intricacy and difficulty of the memory. Once the memory is
+-altered, it remains that way for a day. During that time, the target gains +5 to their Intellect Pool and all tasks
+-involving the memory (such as talking to the person the memory's about) are eased.
+-
+-Next You
+-
+-Level: 1d6 + 2
+-
+-Form: Comb, mirror, hair pin
+-
+-Effect: Activating the cypher brings up a magical avatar of the user. The user can alter all parts of their avatar,
+-include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the changes they've
+-made to the avatar are made to their own body. The effect lasts for one hour per cypher level.
+-
+-No Take Backs
+-
+-Level: 1d6
+-
+-Form: Temporary tattoo, playing card, skein of yarn
+-
+-Effect: Activating the cypher creates an invisible bubble around the user. The next time a foe inflicts damage on the
+-user, the bubble registers the type of attack (such as melee, magic, or ranged) and alters itself to protect the user
+-from the next attack of that type. When the user would next take damage from the same type of attack, the bubble absorbs
+-all of it and then pops.
+-
+-Pickpocket
+-
+-Level: 1d6 + 1
+-
+-Form: App, stone, key fob
+-
+-Effect: The next time the user attempts to pickpocket someone, they automatically succeed against a target whose level
+-is equal to or less than the cypher's, and they gain an asset to their task against targets whose level is higher than
+-the cypher's. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal
+-to or less than the level of the pickpocket cypher).
+-
+-Pocket Protector
+-
+-Level: 1d6 + 2
+-
+-Form: Metal flask, flip lighter, book
+-
+-Effect: If the user is shot with a bullet, arrow, or other projectile, the cypher just happens to be in the right place
+-to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the user's action to
+-activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust.
+-
+-Portal Stone
+-
+-Level: 1d6
+-
+-Form: Stone, marble, baseball
+-
+-Effect: Placing an object beneath the portal stone and letting it rest there for one round shifts it to an
+-undiscoverable location, such as another dimension or world (depending on the setting). The item can only be retrieved
+-by holding the portal stone and whispering the name of the object.
+-
+-Power Device
+-
+-Level: 1d6 + 2
+-
+-Form: App, flip lighter, seed packet
+-
+-Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
+-powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
+-flashlight, the battery is fully charged.
+-
+-Power House
+-
+-Level: 1d6
+-
+-Form: Stone, wood, building box
+-
+-Effect: Expands into an instant tiny home complete with a washroom, sleeping area, and kitchen space. The entirety of
+-the structure is about 20 feet by 20 feet by 10 feet (6 m by 6 m by 3.5 m). It lasts for 24 hours, at which point it and
+-all nonliving things inside it disintegrate.
+-
+-Presto Change-O
+-
+-Level: 1d6 + 2
+-
+-Form: Skein of yarn, key fob, key
+-
+-Effect: Allows the user to alter the appearance of a single vehicle whose level is equal to or less than the cypher
+-level for the next day. This could be a minor alteration, such as changing the paint color and the license plate number,
+-or it could be a major one, such as changing a horse-drawn carriage into a go-kart. The new vehicle must be able to
+-traverse the same type of terrain as the original (the user can change a canoe into a speedboat, for example, but not
+-into a plane or a race car).
+-
+-Puzzle Box
+-
+-Level: 1d6 + 2
+-
+-Form: Building block, flip lighter, locket
+-
+-Effect: Allows the user to put a creature (up to the level of the cypher) inside an item the user touches with the
+-cypher. The creature shrinks to fit inside the item. While inside the item, the creature is in stasis and cannot take
+-any actions. They cannot be harmed in any way and they do not experience time moving forward. The creature stays inside
+-permanently, unless they are released by magic or until the user chooses to let them out.
+-
+-Quick Pic
+-
+-Level: 1d6 + 2
+-
+-Form: App, pen, stone with a hole in it
+-
+-Effect: Allows the user to snap a quick image of whatever they point it at. The image stays perfectly in their mind for
+-the next 24 hours. By touching an appropriate device, they can download the image, print it out, or digitally alter it.
+-At the end of 24 hours, all versions of the image, including the one in their head, disappear.
+-
+-Quick Pickup
+-
+-Level: 1d6
+-
+-Form: App, key, fidget toy
+-
+-Effect: For a number of hours equal to the cypher level, anytime the user needs a ride somewhere, one instantly appears.
+-This could be a rideshare, a city bike, a horse, a canoe, a friend with a car, a helicopter, or something else, as the
+-GM determines.
+-
+-Real Fake
+-
+-Level: 1d6
+-
+-Form: App, playing card, ticket
+-
+-Effect: When placed against any form of ID, such as a driver's license, birth certificate, or passport, the cypher
+-instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying or
+-verifying features. The duplicate lasts for a number of days equal to the cypher level.
+-
+-Repair Module
+-
+-Level: 1d6 + 2
+-
+-Form: Remote control, bullet, needle and thread
+-
+-Effect: Repairs a single device or machine of any kind (up to the level of the cypher) once. This could work on an
+-artifact, a computer, a piece of lab equipment, a mechanical cider press, a furnace, and so on. The user doesn't need
+-any knowledge of the machine or what's wrong with it, but they must be able to touch the machine and continue to do so
+-for the length of the repair. The repair takes one minute per level of the machine.
+-
+-Safe Space
+-
+-Level: 1d6 + 3
+-
+-Form: App, knitted scarf, letter
+-
+-Effect: Allows the user to create a temporary safe space around them that takes the form of their choosing, such as a
+-bed, bathroom, mossy grove, and so on. The place looks, sounds, and feels just as the user imagines it. During that
+-time, no one and nothing outside the space can see, hear, or interact with the user in any way, nor can they see, hear,
+-or interact with anything outside their safe space. While in their safe space, they restore a number
+-
+-of points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it's as
+-though they never went away and no time has passed. They can remain in the space for up to one hour per cypher level.
+-
+-Screen Control
+-
+-Level: 1d6 + 2
+-
+-Form: App, mirror, granny square
+-
+-Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
+-whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
+-and colors.
+-
+-Social Battery
+-
+-Level: 1d6
+-
+-Form: Battery, doll, feather
+-
+-Effect: Allows you to recharge your social battery, providing you with an asset on all positive social interactions,
+-including persuasion, charm, flirtation, and succor. The effect lasts for ten minutes per cypher level.
+-
+-Soul Saver
+-
+-Level: 1d6 + 1
+-
+-Form: Egg, battery, cross-stitch square
+-
+-Effect: Brings a dead creature whose level is equal to or less than the cypher's back to life for ten minutes per cypher
+-level. PCs are automatically brought back for the duration. The creature is exactly as they were in life, with the same
+-stats, personality, knowledge, and so on, but only has 2 points of health or Might. If the creature's health or Might
+-Pool is healed to full in some way during this time, they return to life permanently, but with a 3-point reduction in
+-their maximum health or Might Pool.
+-
+-Stay Down
+-
+-Level: 1d6
+-
+-Form: Nail polish, glove, stick
+-
+-Effect: Upon activating the cypher, the user's hand crackles with power and noise. They emit a concussive blast at a
+-single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a number of
+-rounds equal to the cypher level.
+-
+-Take Me There
+-
+-Level: 1d6
+-
+-Form: Crayon, chalk, lipstick
+-
+-Effect: The user spends a few rounds drawing a map of somewhere they're trying to get to. Even if the map is not the
+-least bit accurate, they will sense a thread of magic leading them to their desired destination. If the place they seek
+-is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher provides an asset). The
+-thread lasts for one day per cypher level or until they reach their destination, whichever is sooner.
+-
+-Talk to Me
+-
+-Level: 1d6 + 2
+-
+-Form: Spiderweb, flyer, building blocks
+-
+-Effect: The user can talk to any creature that is part of a structure, such as a mermaid in a fountain statue, a stone
+-gargoyle on a skyscraper, or a dragon-shaped doorbell on a private home. The user can ask them a number of questions
+-equal to the cypher level and get true answers. The questions must pertain to something the creature would know, such as
+-something they saw or heard in the area, something they felt, or who made them.
+-
+-Teleportation Block
+-
+-Level: 1d6 + 4
+-
+-Form: Bird's nest, remote control, building block
+-
+-Effect: A short area within immediate range of the user becomes warded against any teleportation effect or other ability
+-that allows travel without direct physical movement (including abilities specifically meant to get around obstacles,
+-such as Bypass Barrier). Any creature whose level is less than the cypher level can't use these methods to get in or
+-out. Player characters using such abilities must succeed at an Intellect-based task with a difficulty equal to the
+-cypher level in order to enter or leave the area. The block lasts for one day per cypher level.
+-
+-Through the Window
+-
+-Level: 1d6
+-
+-Form: App, mirror, flyer
+-
+-Effect: The user chooses any window they can see, and they are able to look through it as if they were standing right in
+-front of it. The window does not need to be transparent, the user does not need to stay in sight of the window after
+-they choose it, and no one else can perceive what they're doing. While they are looking through the window, they can
+-wink to change their vision back to their current location, then wink again to return to the window. The effect lasts
+-for ten minutes per cypher level or until they choose to end it.
+-
+-Time Ticket
+-
+-Level: 1d6 + 3
+-
+-Form: Bus ticket, moss, remote control
+-
+-Effect: For the next day, no matter what time the user leaves or what hurdles they encounter, they will arrive exactly
+-on time for the event, ride, or other activity. Busses and planes will not leave without them, the play or movie will
+-not start until they arrive, and they'll meet people exactly when they said they would. (Note that this doesn't change
+-how the user gets there— they may still sit in traffic forever or get stuck in the security line.) Their traveling
+-companions, if any, enjoy the same benefit as long as they stick with the user.
+-
+-Tunnel Traverser
+-
+-Level: 1d6 + 2
+-
+-Form: Coveralls, poncho, knitted scarf
+-
+-Effect: When activated, it turns the wearer into a liquid or gaseous form of themselves, allowing them to travel through
+-small spaces, such as air ducts, sewer tunnels, tight caverns, and so on. Efforts to detect the user are hindered by two
+-steps (or three steps if the cypher is level 5 or higher), even by magic or security systems. The spaces must be at
+-least 1 foot (30 cm) in diameter and must not be blocked by rocks, doors, and so on. The effect lasts for ten minutes
+-per cypher level.
+-
+-What the Doctor Ordered
+-
+-Level: 1d6 + 1
+-
+-Form: Potion, herbs, candle
+-
+-Effect: Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user adds
+-+3 to their next recovery roll.
+-
+-Who's Looking
+-
+-Level: 1d6 + 3
+-
+-Form: Remote control, glass eye, stone with a hole
+-
+-Effect: For the next ten minutes per cypher level, the cypher vibrates any time the user is being monitored, watched, or
+-tracked by something of the cypher level or less. This includes people, devices, security systems, cameras, spells, and
+-so on.
+-
+-Wire Wraith
+-
+-Level: 1d6
+-
+-Form: Wire, broken electronics, phone charger
+-
+-Effect: Activating the cypher creates a large wraithlike being that looks as if it's formed from wire. The wraith is a
+-level 4 incorporeal construct that inflicts 4 points of electrical damage (ignores Armor) with its touch when directed.
+-While the construct persists, the user can use it to slip through small areas, carry an electrical current, or attack
+-foes. It lasts for a number of rounds equal to the cypher level.
+-
+-Wrecking Balls
+-
+-Level: 1d6 + 2
+-
+-Form: Baseball, bouncy ball, marble
+-
+-Effect: When thrown, the ball multiplies into a number of itself equal to the cypher level. Each ball bounces once and
+-then slams into targets within long range chosen by the user. The impact of each ball does 2 points of ambient damage
+-(ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one round.
+-
+-You're Safe Now
+-
+-Level: 1d6 + 3
+-
+-Form: Suspenders, lapel pin, spiderweb
+-
+-Effect: Once the user activates the cypher, it protects them from ambient damage. The next time they would take ambient
+-damage, such as from falling off a roof or being electrocuted by a power line, the cypher absorbs all of the damage (up
+-to the cypher level).
+-
+-Software Cyphers
+-
+-EasyMagic.App
+-
+-Level: 1d6 + 2
+-
+-Form: App
+-
+-Effect: Adds +1 to the user's Intellect Edge (+2 for cypher level 5 or higher) for the next 24 hours, but only for the
+-purpose of casting spells.
+-
+-When the cypher is activated, the user attracts the attention of a malevolent internet d@emon, who slides into their
+-internet-connected devices and starts draining their magic. The d@emon remains even after the cypher's duration expires.
+-
+-Malware Cyphers
+-
+-EasyMagic.app has a beneficial effect, but also a serious drawback—it attracts a hostile creature to prey upon the
+-user's magic. The cypher is significantly better than a typical Edge-augmenting cypher like an Intellect booster
+-(lasting 24 hours instead of one hour) in order to trick a naive or greedy character into activating it. Magicians
+-well-versed in cypher lore (and human nature) recognize that this sort of thing is too good to be true.
+-
+-The GM should feel free to create similar kinds of malware app cyphers that are somewhat better than the standard ones
+-in this chapter or in the Cypher System Rulebook, and give them a harmful side effect. Example malware cypher benefits
+-are curatives that add more points or affect two Pools at once, Effort enhancers that can be used two or more times in
+-an hour, and perfections that don't require an action to activate (and therefore can affect a roll on the same turn the
+-user activates the cypher).
+-
+-Example malware cypher drawbacks are hindering the user's attack spells, debiting the user's bank account, monitoring
+-the user's in-person or magical communications, deleting the user's other magical app cyphers, compelling the user to
+-take a specific action, "locking" one of the user's spells until they pay a ransom, accessing private data such as
+-passwords or photos, and so on.
+-
+-Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
+-
+-### ARTIFACTS
+-
+-### MODERN MAGIC ARTIFACTS
+-
+-If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
+-be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how
+-many artifacts a character can bear.
+-
+-| D00 | Artifact |
+-|-------|---------------------------------------|
+-| 01-02 | Accessories sold separately |
+-| 03-04 | Ask me anything |
+-| 05-06 | Atheneum of the mind card |
+-| 07-08 | Attempted murder |
+-| 09-10 | Battery of the vanquished |
+-| 11-12 | Blade of the roses |
+-| 13-14 | Book of the baker |
+-| 15-16 | Breakaway bag |
+-| 17-18 | Busy box |
+-| 19-20 | Cats hide their paws |
+-| 21-22 | Cloud storage |
+-| 23-24 | Cloud thief |
+-| 25-26 | Color cannon |
+-| 27-28 | Combat glasses |
+-| 29-31 | Crow friend |
+-| 32-33 | Crown of the high king |
+-| 34-35 | Dragon pen |
+-| 36-37 | Eau de blood and monsters |
+-| 38-39 | Ecosensitive fridge magnets |
+-| 40-41 | Flying carpet |
+-| 42-43 | Gift from the fairy queen |
+-| 44-45 | Goodest gargoyle |
+-| 46-47 | Harrowing blade |
+-| 48-49 | History's fickle hands |
+-| 50-51 | Keys of close to you |
+-| 52-53 | Living copycat |
+-| 54-55 | Magician's protective amulet |
+-| 56-57 | Malware genie |
+-| 58-60 | Meatboy |
+-| 61-62 | My friend Lockness |
+-| 63-64 | Pearls of your grandmother, the witch |
+-| 65-66 | Poor magician's lunchbox |
+-| 67-68 | Rainbow suspenders |
+-| 69-71 | Ring of reflected bullets |
+-| 72-74 | Scarf of love and death |
+-| 75-76 | Song of the siren |
+-| 77-79 | Speed readers |
+-| 80-82 | Tattoo of the tiger |
+-| 83-84 | Tattoo of tomorrow's edge |
+-| 85-87 | Tattoo of true shot |
+-| 88-89 | Time is a circle |
+-| 90-91 | Umbrella of no-touch |
+-| 92-93 | Vanity of the vanities |
+-| 94-96 | Witch wand |
+-| 97-98 | Witch's broom |
+-| 99 | Wonder onesie |
+-| 00 | Your mama's biker jacket |
+-
+-Artifact Rules
+-
+-Artifacts are more powerful than common equipment or cyphers.
+-
+-Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
+-designated die (1d6, 1d10, 1d20, or 1d00). If the die shows the depletion number(s), the item works, but that is its
+-last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
+-be used only once.
+-
+-Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
+-abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to
+-recharge artifacts, at least temporarily.
+-
+-Example Modern Fantasy Artifacts
+-
+-Accessories Sold Separately
+-
+-Level: 1d6
+-
+-Form: Articulated action figure that comes equipped with a number of accessories, such as a gun, armor, handbag, laptop
+-computer, dazzling outfit, and so on.
+-
+-Effect: The action figure carries a number of accessories equal to the artifact level. When the button on their back is
+-pushed, the action figure does nothing, but their accessories grow to the size they would be if they were real, and they
+-become functional. They remain this way for a day.
+-
+-Roll a d20 for each accessory the action figure might carry.
+-
+-Depletion: 1 in 1d20
+-
+-| D20 | Accessory |
+-|-----|------------------------------------------------------------------------------------------|
+-| 1 | Light weapon (includes ammo) |
+-| 2 | Medium weapon (includes ammo) |
+-| 3 | Heavy weapon (includes ammo) |
+-| 4 | Light armor |
+-| 5 | Medium armor |
+-| 6 | Heavy armor |
+-| 7 | Laptop computer |
+-| 8 | Cell phone |
+-| 9 | Doctor bag (eases healing tasks) |
+-| 10 | Dazzling outfit (eases social interactions) |
+-| 11 | Handbag (includes a handful of items, such as gum, lipstick, sunglasses, and a notebook) |
+-| 12 | Bag of light tools |
+-| 13 | Puppy (level 1) |
+-| 14 | Kitten (level 1) |
+-| 15 | Dinosaur (level 1) |
+-| 16 | Fiction book |
+-| 17 | Nonfiction book |
+-| 18 | Backpack (empty) |
+-| 19 | Guitar |
+-| 20 | Inflatable couch |
+-
+-Ask Me Anything
+-
+-Level: 1d6 + 1
+-
+-Form: Magic billiard ball fill with liquid, inside of which a small gargoyle, crow, or other creature floats
+-
+-Effect: The user can shake the magic ball, causing the creature inside to wake up. They can ask the creature two
+-questions about the future and learn the answer (three questions if the artifact is level 4 or higher, four questions if
+-the artifact is level 6 or higher). Because the future is ever-changing, the answers may not line up perfectly with what
+-will happen, but they usually offer at least one piece of concrete, actionable information.
+-
+-Depletion: 1 in 1d20
+-
+-Atheneum of the Mind Card
+-
+-Level: 1d6
+-
+-Form: Metal and glass card about the size and shape of a library card
+-
+-Effect: Allows the user to "borrow" people's minds the same way that one might borrow a library book. The person must be
+-agreeable to sharing their knowledge and must be within short range of the user when the exchange happens. For the next
+-24 hours, the user has access to the person's brain from anywhere, allowing them to become trained in two noncombat
+-skills or specialized in one noncombat skill. The skill they choose must make sense for the person whose brain they're
+-"borrowing" (for example, a professor of English lit would likely be skilled in speed-reading and storytelling, but
+-maybe not in woodworking or cooking). They can only borrow one person's mind each day.
+-
+-Depletion: 1 in 1d00
+-
+-Attempted Murder
+-
+-Level: 1d6 + 4
+-
+-Form: Tattoo of a flock of crows located anywhere on the body
+-
+-Effect: When the tattoo is activated, the crows fly out of it in a barrage of attacks. Everyone and everything in an
+-immediate area suffers damage equal to the artifact level, unless they are designated safe by the user ahead of time.
+-
+-Depletion: 1 in 1d6 (when the artifact depletes, the tattoo flies away and disappears)
+-
+-Battery of the Vanquished
+-
+-Level: 1d6 + 4
+-
+-Form: Small metal pipe that's been etched with elaborate symbols
+-
+-Effect: After killing a magical creature, the user can place the pipe against the body and suck the creature's magic up
+-into their body. The creature must have been slain by the user, they must be magical in some way, and they must have
+-died within the last hour. The user restores a number of points equal to the artifact level to their Intellect Pool
+-(even if this temporarily puts them above their maximum Pool).
+-
+-Depletion: 1 in 1d6
+-
+-Blade of the Roses
+-
+-> Level: 1d6 + 2
+->
+-> Form: Handcrafted sword etched with vines and roses
+->
+-> Effect: This sword is a medium weapon that inflicts 5 points of damage (6 points if the artifact is level 6 or
+-> higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the creature's
+-> heart. The vine begins to spread through the creature's veins, inflicting 2 additional points of damage each round for
+-> one day or until magic is used to remove the vine. A PC can end the effect early by succeeding on a Might defense roll
+-> on their turn.
+-
+-Depletion: 1 in 1d00 (check each first successful attack)
+-
+-Book of the Baker
+-
+-> Level: 1d6
+->
+-> Form: Pocket-sized book with a well-worn leather cover filled with handwritten recipes
+->
+-> Effect: Taking a round to read a recipe from the book aloud causes everyone within short range to feel as if they've
+-> eaten the meal from the recipe. They all add +1 to their recovery rolls for the next ten minutes.
+-
+-Depletion: 1 in 1d20
+-
+-Breakaway Bag
+-
+-> Level: 1d6 + 4
+->
+-> Form: Backpack, purse, or duffel covered in patches
+->
+-> Effect: This bag can hold a number of magic items (including cyphers and artifacts) equal to the artifact level. Every
+-> item the user places inside the bag instantly turns into a patch on the bag's surface. Only the user can recognize
+-> these patches as the objects they once were, and only the user can turn them back into their original items (doing so
+-> takes an action). The bag can also be used as a regular bag to hold mundane items, which does not affect how many
+-> magic items it can hold. Cyphers in the bag do not count against the user's cypher limit.
+-
+-Depletion: 1 in 1d20 (roll each time a magic item is added)
+-
+-Busy Box
+-
+-Level: 1d6
+-
+-Form: Small wooden box with a remote opener
+-
+-Effect: Opening the box reveals a dazzling array of enticing things to do, see, hear, and experience. These enticements
+-are magically geared to those experiencing them. Everyone who fails an Intellect defense roll within short range of the
+-box is so distracted that they're hindered on all actions for a number of rounds equal to the artifact level. (NPCs
+-whose level is less than the artifact level are automatically affected.) The remote will open and close the box from up
+-to long range away.
+-
+-Depletion: 1 in 1d20
+-
+-Cats Hide Their Paws
+-
+-Level: 1d6 + 2
+-
+-Form: Onyx ring that depicts a cat curling around itself, so that it becomes a feline ouroboros
+-
+-Effect: The ring allows the user to slink into the shadows, hide their true motives, and otherwise go mostly unseen and
+-unnoticed. This provides an asset to sneaking, lockpicking, disguise, and deception tasks.
+-
+-Depletion: 1 in 1d00 (check each day)
+-
+-Cloud Storage
+-
+-Level: 1d6 + 2
+-
+-Form: Palm-sized device with a carabiner attached
+-
+-Effect: Stores up to five cypher apps at a time. The device is thumbprint-protected by the user, and only the user can
+-add apps and activate them. Any additional apps stored above the user's cypher limit do not count against the limit.
+-
+-Depletion: 1 in 1d20 (check each time an app is added)
+-
+-Cloud Thief
+-
+-> Level: 1d6
+->
+-> Form: Ring that alters to perfectly fit the wearer (in size and appearance)
+->
+-> Effect: Allows the user to copy a cypher app from any device the user chooses within long range. The ring chooses
+-> randomly from the available apps on that device, and the user doesn't know what the app is until they receive it. They
+-> can activate the cypher app directly from the ring or download it into a device of their choice. The ring can only
+-> hold one app at a time, and that app does count against the user's cypher limit.
+-
+-Depletion: 1 in 1d20
+-
+-Color Cannon
+-
+-> Level: 1d6
+->
+-> Form: Can of spray paint modified to spray from three different nozzles
+->
+-> Effect: Depending on which nozzle is used, the color cannon has the following effects with a successful attack roll by
+-> the user.
+->
+-> Fear. Sprays a target within short range with a beam of color that frightens them so badly that they flee for a number
+-> of rounds equal to the artifact level.
+->
+-> Stun. Sprays a target within short range with a beam of color that stuns them for one round, making them lose their
+-> next action.
+->
+-> Tag. Tags a target within long range with a symbol. All tasks involving tracking, following, and finding that target
+-> are eased for the next day. No matter where the symbol lands, the tag still works (for example, if the target's shirt
+-> is tagged, the tag works even if they remove their shirt).
+-
+-Depletion: 1 in 1d20
+-
+-Combat Glasses
+-
+-> Level: 1d6 + 2
+->
+-> Form: Pair of stylish sunglasses
+->
+-> Effect: The glasses analyze a foe and display information about the best places to strike them as well as how best to
+-> avoid their incoming attacks. If the user spends an action to allow the glasses to analyze a chosen foe, they gain an
+-> asset in both melee attacks and Speed defense rolls against the foe. They must take a separate action to analyze each
+-> foe, and the glasses can only assist against one foe at a time.
+-
+-Depletion: 1 in 1d6 (check after each foe)
+-
+-Crow Friend
+-
+-Level: 1d6 + 4
+-
+-Form: Pocket-sized figurine of a crow, its feathers worn from being lovingly petted over time
+-
+-Effect: For as long as the user carries the figurine on their person and does not actively harm, scare, or otherwise
+-offend any living corvids, a flock of crows may show up randomly once per day to assist them. The crows arrive on their
+-own time and act as crows do, attempting to help the user in the way that they deem most useful, such as dropping stones
+-on a foe's head, warning them of incoming dangers, bringing them a snack, and so on.
+-
+-Depletion: 1 in 1d00 (roll each time the crows arrive)
+-
+-Crown of the High King
+-
+-Level: 1d6 + 3
+-
+-Form: Pair of over-the-ear headphones that sparkle in the light
+-
+-Effect: When worn, the headphones provide the user with an enhanced sense of elegance, power, or status. Other people
+-find themselves drawn to the user in the hopes of helping them, granting their wishes, and treating them like the
+-royalty they obviously are. All social interactions are eased.
+-
+-Depletion: 1 in 1d00 (roll each day)
+-
+-Dragon Pen
+-
+-> Level: 1d6 + 2
+->
+-> Form: Quill made from a green feather
+->
+-> Effect: The user can dip the pen in ink and draw an object or creature, which becomes real for one minute. The object
+-> or creature's level is half the artifact's level, +1 level if the user is trained in drawing, or +2 levels if the user
+-> is specialized in drawing. Once released from the page or surface it was drawn upon, the object or creature swells
+-> until it reaches the appropriate size, but it grows no bigger than an immediate distance in width, depth, and height.
+-> If a creature is made, it does the bidding of the user.
+->
+-> Someone familiar with magic made from drawings or illustrations, such as someone who has the Inks Spells on Skin
+-> focus, can use the pen as part of casting their spells, easing the task of casting the spell.
+-
+-Depletion: 1 in 1d10
+-
+-Eau de Blood of Monsters
+-
+-> Level: 1d6 + 4
+->
+-> Form: Red crystal bottle filled with amber perfume
+->
+-> Effect: This perfume is specially created to be used by a single person. To activate it for the first time, the user
+-> must put a single drop of their blood into the bottle, incorporating their own scent into that of the perfume. The
+-> result smells amazing to them but is not noticeable to anyone else.
+->
+-> After that, whenever the user applies the perfume, it provides +2 Armor (+3 if the artifact is level 9 or higher).
+-> Each application lasts for ten minutes per artifact level, and it's an action to reapply the perfume.
+->
+-> Anyone else who attempts to wear the perfume quickly realizes it smells awful on their skin, and they take 1 point of
+-> damage.
+-
+-Depletion: 1 in 1d20
+-
+-Ecosensitive Fridge Magnets
+-
+-Level: 1d6
+-
+-Form: Set of refrigerator magnets (two of each letter and two of each number 0 through 9) made out of bone or wood
+-
+-Effect: Ghosts, haunts, wraiths, poltergeists, and other spectral creatures can move these objects as easily as a human
+-can, using them to spell out messages visible to anyone in the area. Usually, the magnets are also enchanted so these
+-creatures can't remove them from the surface they're attached to (preventing the creatures from stealing, hiding, or
+-throwing them).
+-
+-Depletion: 1 in 1d20 (check each day of use); depletion means one of the magnets is lost forever but the remainder
+-continue to function
+-
+-Flying Carpet
+-
+-Level: 1d6 + 1
+-
+-Form: Small woven rug, large enough for several people to sit on
+-
+-Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
+-activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
+-
+-Depletion: 1 in 1d20
+-
+-Gift from the Fairy Queen Level: 1d6 + 2
+-
+-Form: Glass eye that shines with a beautiful inner light
+-
+-Effect: Looking through the glass eye allows the user to see anything that's hidden or invisible, including magic, up to
+-the level of the artifact. If they have the glass eye surgically or magically implanted (a task equal to the artifact
+-level), they also gain an asset in using magic in all its forms, including crafting, combat, and defenses.
+-
+-Depletion: —
+-
+-Goodest Gargoyle
+-
+-> Level: 1d6 + 2
+->
+-> Form: Small lapel pin of a winged, grinning gargoyle
+->
+-> Effect: Once activated, this gargoyle grows to the size of a human. It follows within a few feet of the user and
+-> attacks anyone or anything within immediate range that attacks it or the user. The gargoyle attacks with a powerful
+-> blast of water that deals damage equal to its level. The gargoyle lasts for a day.
+-
+-Depletion: 1 in 1d20
+-
+-Harrowing Blade Level: 1d6 + 1
+-
+-Form: Long black blade with a carved stone handle
+-
+-Effect: A successful attack with the blade doesn't inflict physical damage. Instead, it fills the foe's mind with dark
+-and dangerous thoughts, inflicting 4 points of Intellect damage (6 points if the artifact Is level 5 or higher) that
+-ignore Armor. The foe does not need to be corporeal for the attack to be successful.
+-
+-Depletion: —
+-
+-History's Fickle Hands
+-
+-> Level: 1d6
+->
+-> Form: Watch with a beautiful leather band and silver face whose hands and numbers move in a seemingly random order
+->
+-> Effect: The watch works as a two-way communication device to someone in the past whose level is equal to or less than
+-> the artifact level. A screen opens up on the watch face that allows the user to see the person and interact with them.
+-> The person isn't compelled to interact with the user, and the user's interaction with them doesn't change anything in
+-> the present or future. The connection stays open for ten minutes per artifact level.
+-
+-Depletion: 1 in 1d6
+-
+-Keys of Close to You
+-
+-Level: 1d6 + 4
+-
+-Form: Two small gold keys, each with a simple bow
+-
+-Effect: When activated by two people standing together, the bows of the keys magically adjust to create an abstract
+-representation of the two users' relationship. At any time, one of the users can teleport themselves to the other person
+-instantly, from up to 50 miles (80 km) away. For this to work, both people must have their key on their person, and
+-there must be no magical barriers in place that are higher level than the artifact.
+-
+-Depletion: 1 in 1d20 (check each teleportation)
+-
+-Living Copycat
+-
+-Level: 1d6
+-
+-Form: Collection of metal magnets in a small tin
+-
+-Effect: If the user spends about an hour shaping the metal magnets into a copy of a living entity they've seen or have
+-an image of, such as a human, cat, or dragon, the living metal takes the shape of that entity (albeit at about a tenth
+-of its size). The copycat does and says everything that the living entity is doing, at the moment that they're doing it.
+-The copycat lasts for ten minutes per artifact level, after which it returns to a collection of magnets.
+-
+-Depletion: 1 in 1d20
+-
+-Magician's Protective Amulet
+-
+-Level: 1d6 + 2
+-
+-Form: Silver medallion bearing several magical symbols
+-
+-Effect: The wearer's defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or higher).
+-
+-Depletion: 1 in 1d20 (check each spell attack)
+-
+-Malware Genie
+-
+-Level: 1d6 + 2
+-
+-Form: Thumb drive with the image of a lamp engraved on it
+-
+-Effect: Inserting the thumb drive into a device produces the avatar of a genie who grants the user a single wish. The GM
+-assigns a level to the wish, so the larger and more difficult the wish, the more difficult it is to have the wish
+-granted. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an expensive item or
+-for a foe to vanish is level 7. The genie cannot grant a wish above its level. The genie can grant only one wish per
+-day.
+-
+-Depletion: 1 in 1d6
+-
+-Meatboy
+-
+-Level: 1d6
+-
+-Form: Ring with a generic human face design
+-
+-Effect: The ring creates a "meatboy," a level 1 lifelike simulation of a human, who appears within immediate range. The
+-meatboy has only a limited vocabulary and ability to reason. It does as the user instructs for one minute, then slumps,
+-melts into reddish goo, and vanishes.
+-
+-Depletion: 1 in 1d20
+-
+-My Friend Lockness
+-
+-Level: 1d6 + 3
+-
+-Form: Silver lapel pin in the shape of the Loch Ness monster
+-
+-Effect: When activated, the back of the pin opens up to reveal a number of helpful miniature tools, including a
+-lockpick, tweezers, screwdriver, and so on. Using the pin provides an asset in both magical and mundane tasks such as
+-lockpicking and crafting. In addition, it allows the user to perceive items, creatures, spells, and doors that would
+-normally be hidden by easing their perception tasks by two steps (three steps if the cypher is level 7 or higher).
+-
+-Depletion: 1 in 1d00
+-
+-Pearls of Your Grandmother, the Witch
+-
+-Level: 1d6 + 2
+-
+-Form: Elegant necklace made of pearls with unusual colors and shapes
+-
+-Effect: Wearing the necklace eases all crafting tasks (including crafting magic cyphers and artifacts). Tasks that
+-involve finding, sourcing, locating, and purchasing craft-related items are also eased.
+-
+-Depletion: —
+-
+-Poor Magician's Lunchbox
+-
+-Level: 1d6
+-
+-Form: Small metal lunchbox with an illustration of a person enjoying a picnic lunch
+-
+-Effect: The lunchbox creates a set of sturdy compostable utensils and a compostable bowl filled to the brim with a
+-bland-tasting porridge that provides enough nutrition for one person for one day (enough for two people if the artifact
+-is level 5 or higher). The porridge is non-allergenic, gluten free, dairy free, meat free, and cruelty free.
+-
+-Depletion: 1 in 1d10
+-
+-Rainbow Suspenders
+-
+-Level: 1d6
+-
+-Form: Bright rainbow suspenders that adjust to fit the wearer perfectly
+-
+-Effect: When worn and visible, the suspenders provide an asset to all positive social interactions. In addition, they
+-provide +1 Armor against Intellect damage.
+-
+-Depletion: 1 in 1d20 (roll each interaction); still wearable as regular suspenders after depletion
+-
+-Ring of Reflected Bullets
+-
+-Level: 1d6
+-
+-Form: Red gold ring engraved with a chaotic bullet pattern
+-
+-Effect: When targeted with a ranged attack from a firearm that fires bullets, the wearer can attempt a hindered Speed
+-defense roll. If the roll succeeds, the bullet rebounds before hitting the wearer and immediately returns to the sender,
+-effectively granting the wearer a free attack against the shooter fired from the shooter's weapon. The wearer is
+-practiced with this attack.
+-
+-Depletion: 1 in 1d20
+-
+-Scarf of Love and Death
+-
+-> Level: 1d6
+->
+-> Form: Hand-knitted scarf with a tag that says MADE WITH LOVE
+->
+-> Effect: When activated, the scarf can do one of two things (chosen by the user). The scarf must be reactivated to
+-> switch the effect.
+->
+-> Love: Creates a magical shield around the user for one hour, during which time they gain +2 Armor (+3 Armor if the
+-> artifact is level 5 or higher).
+->
+-> Death: For the next hour, each time the user attacks someone in short range, the scarf snaps out in that same action
+-> and inflicts 2 additional points of damage (3 points if the artifact is level 5 or higher).
+-
+-Depletion: 1 in 1d20 (roll each activation)
+-
+-Song of the Siren
+-
+-> Level: 1d6 + 3
+->
+-> Form: Safety whistle in the shape of a woman with bird wings and a fish tail
+->
+-> Effect: Blowing into the whistle creates no sound, but instead causes a siren to appear. The siren sings a brief song.
+-> The user chooses a number of targets within long range who can hear it equal to the artifact level. The user makes an
+-> Intellect attack against each; affected targets each take 3 points of Intellect damage (ignores Armor).
+-
+-Depletion: 1 in 1d6
+-
+-Speed Readers
+-
+-> Level: 1d6
+->
+-> Form: Reading glasses with blue-hued lenses
+->
+-> Effect: Allows the user to quickly read and understand almost anything within short range, such as a book, long
+-> article, important document, and so on, even if it's not in a language they know. Reading something usually takes at
+-> least a few rounds, depending on the length of the item.
+->
+-> For the next ten minutes per artifact level, the user remembers everything they read perfectly, and if they take any
+-> actions pertaining to that knowledge, their task is eased. At the end of that time, all of their newly gained
+-> knowledge disappears. They can only use the speed readers on the same item once.
+-
+-Depletion: 1 in 1d20
+-
+-Tattoo of the Tiger
+-
+-Level: 1d6 + 2
+-
+-Form: Tattoo of a nonmagical creature, such as a tiger, spider, domesticated dog, raven, or horse
+-
+-Effect: Allows the user to shapeshift into the form of the creature depicted in the tattoo. The creature is nearly
+-impossible to tell from other creatures of its ilk, meaning it's the same size, moves the same way, vocalizes the same
+-way, has the same coloration, and so on. Once shapeshifted, the user can only do things that the creature could do in
+-its normal state, such as run, roar, fly, swim, and so on. They cannot do things as a human would, but they could talk
+-as a raven might talk, use a device as a primate might, and so on. The shapeshifted user otherwise retains their base
+-stats. The form lasts for ten minutes per artifact level.
+-
+-Depletion: 1 in 1d20
+-
+-> Because tattoo artifacts are magical, they can be transferred from one person's skin to another's. For example, if a
+-> character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on
+-> their body.
+-
+-Tattoo of Tomorrow's Edge
+-
+-Level: 1d6 + 3
+-
+-Form: Tattoo of a skull, bones, or other body part with ink made from ashes of the dead
+-
+-Effect: Each time the user would die, the tattoo brings them back to life and restores 5 points to each of their Pools.
+-However, all of their Pools are permanently reduced by 1 each time.
+-
+-Depletion: 1 in 1d6
+-
+-Tattoo of True Shot
+-
+-Level: 1d6
+-
+-Form: Tattoo of a projectile, such as a bullet, arrow, or spear, crafted with ink made with blood
+-
+-Effect: Adds +1 damage to all of the user's successful ranged attacks that are made with physical weapons, such as a
+-bow, gun, or throwing knife.
+-
+-Depletion: 1 in 1d10
+-
+-Time is a Circle
+-
+-> Level: 1d6 + 4
+->
+-> Form: Watch with no face and no hands
+->
+-> Effect: The user can tell the watch what time it is, and it will be that time for them and only them. The watch face
+-> shows them a video of what they were experiencing in the past or will experience in the future (depending on what time
+-> they chose). The user cannot change anything about the experience, but they can replay and slow down the video. The
+-> video lasts for a number of minutes equal to the artifact level and disappears after. Note that while the video of the
+-> past is always accurate, the video of the future shows one of many possible futures and may not come true.
+-
+-Depletion: 1 in 1d6 (roll each use)
+-
+-Umbrella of No-Touch
+-
+-> Level: 1d6 + 3
+->
+-> Form: Umbrella that folds down to the size of a credit card
+->
+-> Effect: When opened, the umbrella grants the user protection from more than just the rain for one minute. Any creature
+-> attempting to come within immediate distance of the user stops short and their turn ends if their level is equal to or
+-> less than the umbrella's. PCs gain an Intellect defense roll to overcome the effect.
+-
+-Depletion: 1 in 1d20 (roll each use); works as a regular umbrella after depletion
+-
+-Vanity of the Vanities
+-
+-> Level: 1d6
+->
+-> Form: Handheld mirror or small vanity with a special button shaped like a crown
+->
+-> Effect: The user activates the artifact by pressing the button and staring into the mirror for one minute. As long as
+-> they do some type of personal grooming (such as showering, getting dressed, or applying makeup) within short range of
+-> the vanity, no time passes for them, allowing them to spend as much time as they need to get ready.
+-
+-Depletion: 1 in 1d00 (check each hour of extra time granted to the user); after depletion, its magic stops working but
+-it continues to function as a normal mirror
+-
+-Witch Wand Level: 1d6
+-
+-Form: Wooden wand of exceptional quality
+-
+-Effect: This wand grants its wielder an asset on attack rolls with spells cast while holding it.
+-
+-Depletion: —
+-
+-Witch's Broom
+-
+-Level: 1d6 + 2
+-
+-Form: Long wooden broom
+-
+-Effect: As a flying vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to
+-100 miles (160 km) per hour.
+-
+-The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
+-time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
+-minutes.
+-
+-Depletion: 1 in 1d20
+-
+-Wonder Onesie
+-
+-Level: 1d6 + 4
+-
+-Form: Adult onesie in the form of an animal, imaginary creature, or other entity that adjusts to fit the wearer
+-perfectly.
+-
+-Effect: When worn, the onesie acts as light armor, but grants an additional +1 Armor (+2 if the artifact is level 9 or
+-higher) in addition to the 1 Armor that light armor typically provides. Additionally, the user has an asset on all
+-Intellect defense rolls.
+-
+-Depletion: — (At any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that
+-ability, after which it still functions as armor.)
+-
+-Your Mama's Biker Jacket
+-
+-Level: 1d6 + 4
+-
+-Form: Well-loved and well-worn leather jacket with the patch of a large winged creature on the back
+-
+-Effect: When worn, it makes the user appear tough and badass, providing an asset to all interactions involving coercion,
+-persuasion, fear, and intimidation. Roll a d6 to determine the jacket's secondary ability.
+-
+-Depletion: — for the main effect, 1 in 1d10 for the secondary ability (check each use)
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-
+-1-2 |
+-Metal spikes appear along the sleeves,
+-shoulders, and back, providing +1 Armor and +1 damage on unarmed attacks for a number of rounds equal to the artifact
+-level. |
+-
+-
+-3-4 |
+-The wings of the creature emerge from the back of the jacket, allowing the wearer to fly for a number of rounds
+-equal to the artifact level. |
+-
+-
+-5-6 |
+-The jacket taunts a foe selected by the wearer within short range for one minute. If the wearer succeeds on an
+-Intellect attack, the foe selectively targets the wearer over other enemies for the duration. The wearer gains an asset
+-on combat tasks, such as attacking and
+-defending, for a number of rounds equal to the artifact level. |
+-
+-
+-
+-
+-### FANTASY ARTIFACTS
+-
+-If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
+-be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers,
+-there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to
+-collect all of the legendary items carried by a famous hero.
+-
+-### ARTIFACT RULES
+-
+-Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
+-When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
+-the depletion number(s), the item works, but that is its last use. A depletion entry of "—" means that the artifact
+-never depletes, and an entry of "automatic" means that it can be used only once. Depowered artifacts can sometimes be
+-recharged using the repair rules, depending on the item's nature. Other special abilities can also repower an expended
+-item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
+-temporarily
+-
+-### HORROR ARTIFACTS
+-
+-Most Cypher System artifacts in a horror setting are either cursed objects (which draw or focus
+-
+-the attention of monsters on a place or person) or things used to control, contain, or destroy the horrors threatening
+-the main characters. The origin of the artifact is often part of the backstory of the plot: why a particular ghost is
+-haunting the house, why the cultists are making human sacrifices, or why monsters keep appearing in a particular town.
+-In most cases, the characters don't have to know how these things work, how they were made, or what sort of creature
+-(alien, demon, ghost) is responsible—an artifact is merely a tool that gives the PCs a chance to survive the threat, or
+-the thing that must be destroyed to make everything safe again (see the Bad Penny module).
+-
+-Because one of the interesting aspects of horror is mixing genres, you should feel free to incorporate any of these
+-artifacts into your horror game even if they're traditionally associated with different genres; it'll give your game a
+-unique twist and give you many additional ways to scare the PCs and players. For example, PCs entering the lair of a
+-vampire might find a room with a dozen brain cylinders, each containing the brain of a former lover or would-be hunter,
+-forever imprisoned and available for conversation whenever the vampire wants it. Or PCs dealing with an alien invasion
+-find the crashed spacecraft and discover that its engine is connected to a ghost vault, using the souls of the dead as a
+-power source for interstellar travel.
+-
+-> The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot.
+-
+-### LOVECRAFTIAN ARTIFACTS
+-The stories of the mythos often feature strange books or devices (which might be magical or of
+-
+-exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
+-your Lovecraftian game session doesn't involve these artifacts, having other characters mention them or letting the PCs
+-find notes about them creates a sense of a larger world filled with unknowable horrors. Appropriate items in this
+-chapter are:
+-
+-• Brain cylinder
+-
+-• Necronomicon
+-
+-• Pnakotic Manuscripts
+-
+-• Shining trapezohedron
+-
+-### HORROR ARTIFACTS
+-
+-### BOOK OF THOTH
+-
+-Level: 1d6 + 2
+-
+-Form: Bundle of Ancient Egyptian scrolls
+-
+-Effect: This Egyptian funerary text is thought to have been authored by Thoth himself, the wisest of the Egyptian gods.
+-It usually contains several spells, but its greatest power is a ritual that can revive a mummy (whether an inert mummy
+-or an animate undead one) as a living immortal human being. The ritual requires an intact mummy, its canopic jars (or
+-suitable replacements), and a human sacrifice whose level is equal to the target mummy's level. The ritual takes one
+-hour to perform and costs Might, Speed, and Intellect points equal to the target mummy's level.
+-
+-Depletion: —
+-
+-### BRAIN CYLINDER
+-
+-Level: 1d6 + 2
+-
+-Form: Metal cylinder with three exterior ports
+-
+-Effect: This device is designed to hold and preserve an intelligent brain, keeping it alive indefinitely. The brain must
+-first be surgically extracted from its natural housing (typically
+-
+-a level 6 surgical task requiring an hour), then placed in the cylinder, saturated with a nutrient bath, and sealed
+-shut. The brain is wired to three ports on the cylinder's exterior, which can be connected to external machines that
+-allow it to see and hear, as well as speak through a voice synthesizer. The cylinder is immune to vacuum and cold,
+-allowing it to be carried through space without harming its precious contents. The cylinder grants the brain 3 Armor,
+-but
+-
+-the brain is otherwise helpless, unable to perform physical actions, and completely blind and deaf if disconnected from
+-its machines. Deprived of the illusion of physical stimuli, a human brain trapped in a cylinder is likely to go insane
+-after weeks or months.
+-
+-Depletion: 1 in 1d6 (check each year)
+-
+-Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that
+-want to study humans.
+-
+-### CURSED VIDEO
+-
+-Level: 1d6 + 2
+-
+-Form: DVD, film, thumb drive, or videocassette
+-
+-Effect: Anyone who watches this disturbing video must make an Intellect defense roll against the level of the artifact
+-or become cursed. A cursed victim becomes haunted by a malevolent spirit and begins to experience strange phenomena,
+-which eventually kills them. The curse can simultaneously affect a number of people equal to the artifact level (which
+-prevents it from starting a curse epidemic by being broadcast or posted online where thousands of people can see it at
+-once).
+-
+-For some cursed videos, a victim can free themselves of the curse by making another person watch the video, thus passing
+-the curse on to a new victim.
+-
+-Depletion: —
+-
+-### DEMON PUZZLE
+-
+-Level: 1d6 + 4
+-
+-Form: Crystal or device
+-
+-Effect: Solving the puzzle creates a beacon or portal that draws a demon (or other extradimensional entity) to the
+-user's location. The demon's level is equal to the artifact's level. Depending on the intent of the puzzle's creator and
+-the nature of the demon summoned, the demon might perform a service for the user, attack the user, try to drag the user
+-back to its home dimension, or leave to do whatever it wants. (Solving the puzzle is part of the action of activating
+-the artifact and doesn't require a roll, as it wants to be solved this way.) Instead of using the artifact to summon a
+-demon, the user can attempt to solve the puzzle in a different way, which forces a demon back to its native dimension.
+-The user must make an Intellect roll with a difficulty equal to the artifact's level. If successful, the user banishes a
+-demon within short range whose level is lower than the artifact's level.
+-
+-There are similar artifacts that instead summon or banish ghosts, Lovecraftian horrors, or other strange creatures, with
+-similar risks.
+-
+-Depletion: 1 in 1d100
+-
+-### GHOST VAULT
+-
+-Level: 1d6 + 4
+-
+-Form: Large immobile machine Effect: When used in conjunction with a ghost trap, this machine can imprison multiple
+-ghosts (including spirits, phased beings, and similar creatures) for an indefinite amount of time. The total level of
+-ghosts it can store is equal to its level × 20 (so a level 5 vault can hold 100 levels of ghosts). The vault can be used
+-as a ghost trap, but doing so triggers a depletion roll. If the vault is disconnected from its power supply, destroyed,
+-or depletes, the imprisoned ghosts are freed, initially at a rate of one per round but quickly speeding up so that all
+-of them are free within a couple of minutes.
+-
+-Depletion: 1 in 1d20 (check each month)
+-
+-### HUMAN SUIT
+-
+-Level: 1d6
+-
+-Form: Folds of cloth and fleshlike substance (inactive) or a specific human individual (active)
+-
+-Effect: The wearer of a human suit is completely disguised as a specific human individual; their disguise task to
+-pretend to be that human is eased by five steps. A human suit is usually no one in particular; each suit is designed to
+-allow the wearer to adopt a new human persona, not pretend to be someone famous. A suit's technology is such that it
+-adapts to fit a wearer ranging from half the size of a normal human to one that is almost the same size (including
+-another human). Human suits usually come with attached clothing.
+-
+-Depletion: 1 in 1d20
+-
+-### MONKEY'S PAW
+-
+-Level: 1d6
+-
+-Form: Mummified monkey's paw
+-
+-Effect: This cursed object will grant three wishes to the user, but each wish always has terrible consequences. A wish
+-for wealth might mean a friend dies and leaves the user some money in a will. A wish for a dead person to return to life
+-might turn them into a zombie. A wish for knowledge might grant specialization in one subject but inabilities in all
+-others. No matter how clever the user thinks they are or how precisely they word their wish, the result is always
+-fulfilled in a way that makes them regret using the artifact. The monkey's paw is limited to affecting things of its
+-level or lower. For example, a level 3 monkey's paw could be used to wish for the death of a level 3 enemy, destroy a
+-level 3 barrier, resurrect a dead level 3
+-
+-person, and so on.
+-
+-Depletion: 1 in 1d6
+-
+-### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
+-
+-Level: 1d6 + 4
+-
+-Form: Grimoire (no reader can long keep the book's exact form in memory)
+-
+-Effect: A reader who understands Latin can use this grimoire to accomplish a wide variety of occult operations, all of
+-which risk their sanity. Indeed, one must be a little insane or at least naive to use this tome, given its storied
+-history. That said, the uses a reader can put the Necronomicon to include the following.
+-
+-• Reference. The grimoire eases by three steps any task related to knowledge of Lovecraftian realms, entities, objects,
+-and related subjects.
+-
+-• Spellbook. The grimoire contains a variety of horrifying spells and rituals, which a reader can attempt to cast by
+-incanting from the tome. They range from simple curses and spells to speak to the dead all the way up to death spells
+-and the summoning of Lovecraftian entities. The GM can let the player describe the kind of spell desired, and then
+-decide if it exists in the Necronomicon. If it does, the spell also likely has an unintended side effect, such as
+-infecting a nearby object or friend with a demonic entity, killing a pet, or driving a nearby NPC insane.
+-
+-Each time the reader references the grimoire or casts a spell from it, the disturbing imagery, phrasing, and general
+-evil nature require them to make a difficulty 5 Intellect defense roll. On a failed roll, they take 5 points of
+-Intellect damage, descend one step on the damage track, and take one other action (determined by the GM) motivated by
+-insanity. On a successful roll, they still take 2 points of Intellect damage.
+-
+-There may be damaged copies of the Necronomicon in Greek and a handwritten version that was poorly translated into
+-English and exists only in fragments. Supposedly the original Arabic version was lost or destroyed in a fire.
+-
+-Depletion: —
+-
+-### PNAKOTIC MANUSCRIPTS
+-
+-Level: 1d6 + 2
+-
+-Form: Tome with stony plates binding a sheaf of parchment
+-
+-Effect: When a user reads aloud from the manuscripts, they can create either of the following effects, both of which put
+-them at risk:
+-
+-• Contact the mind of a powerful godlike being. The user must make
+-
+-a difficulty 5 Intellect defense roll. On a failed roll, they take 5 points of Intellect damage, descend one step on the
+-damage track, and take one other action (determined by the GM) motivated by insane panic. On a successful roll, they
+-take 2 points of Intellect damage and learn the answer to one question, no matter the scope, from the mind contacted.
+-
+-• Close a portal to a Lovecraftian planet or dimension. This requires reciting a chant from the book and might require
+-an object that somehow relates to the portal (such as a piece of a creature from the destination). The user must make a
+-difficulty 5 Intellect defense roll each round they chant from the manuscript. On a failed roll, they take 4 points of
+-Intellect damage. On a successful roll, they take 2 points of Intellect damage and make progress toward closing the
+-portal. A typical portal requires ten successes to close it. Another person can take over the chant if the previous
+-person stops, but the first Intellect defense roll for their chanting is hindered.
+-
+-Depletion: —
+-
+-### SHINING TRAPEZOHEDRON
+-
+-Level: 1d6 + 3
+-
+-Form: Black spherical stone with red streaks and many irregular facets
+-
+-Effect: Summons a messenger of
+-
+-the Outer Gods (powerful and dangerous Lovecraftian entities): a bat-like, three-eyed creature called the Haunter of the
+-Dark. The messenger can show its summoner wonders of the universe or teach them spells, but it requires human
+-sacrifices, and if allowed to roam, it will hunt and commit murder. The stone is usually stored in a strangely angled
+-hinged box made of yellow metal, decorated with carvings of weird alien beings.
+-
+-Haunter of the Dark: level 6, magical knowledge and stealth as level 8; inflicts 6 points of Intellect damage;
+-automatically banished in any light stronger than dim light
+-
+-Depletion: —
+-
+-### SILGARHO BULLET
+-
+-Level: 1d6
+-
+-Form: Hollow-point bullet
+-
+-Effect: Silgarho (sil-gar-o) bullets are custom-made hollow bullets filled with a mixture of powdered silver (sil),
+-garlic (gar), and holy water (ho), and sealed at the top with wax. They are designed to have an extra effect against
+-vampires who have aversions to one or more of these substances. The bullet breaks open when it hits, scattering these
+-materials into the wound. A silgarho bullet inflicts +1 point of damage and hinders the target's actions for one round
+-(this extra damage and hindered step is for each substance in the bullet that the vampire is averse to). Alternatively,
+-the bullet can be fired against a hard surface such as a wall or floor, creating a cloud of dispersed material an
+-immediate distance across, which lasts for one or two rounds and affects (for one round) any averse vampire who passes
+-through it. Silgarho bullets are safe for vampires to handle—it's only when broken open that they cause reactions.
+-
+-One advantage of a silgarho bullet over a destructive cypher is that the bullet doesn't count toward your cypher limit.
+-
+-Depletion: Automatic
+-
+-### SPIRIT BOARD
+-
+-Level: 1d6
+-
+-Form: Weathered, flat piece of wood inked with letters and numbers
+-
+-Effect: Unlike the mass-produced parlor game, this handcrafted wooden board has the power to contact the spirit world.
+-One or more people put their fingers on a wooden planchette and allow a supernatural force to move it around the board,
+-spelling out words to answer questions from the participants. Each minute that the artifact is used, the users can ask
+-one question from the spirits and get a general answer if one of them makes an Intellect roll (this might be modified by
+-any skills or abilities the user has relating to ghosts or the supernatural); other participants can help with this
+-task. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally,
+-knowledge that could be found by looking somewhere other than the current location is level 1, and obscure knowledge of
+-the past is level 7; gaining knowledge of the future is normally impossible.
+-
+-Usually the spirits contacted by the board are benign or indifferent and will answer honestly. Sometimes the users
+-contact a mischievous spirit who gives answers that are lies or half-truths for the sake of its own amusement, or
+-perhaps to give the users a scare. However, there is always a chance that a hostile spirit (such as a demon or vengeful
+-ghost whose level is equal to the artifact level) takes over the interaction. This may occur if there is a GM intrusion
+-while using the board, if the question asked is too difficult for the contacted spirits to answer, or if the users fail
+-to end the session by using the planchette to indicate "goodbye." A hostile spirit's answers are a mix of lies,
+-contentious ambiguities, frightening predictions, and threats; it may choose to remain in the area for a while and haunt
+-the participants.
+-
+-Depletion: 1 in 1d100 (check each session)
+-
+-### EQUIPMENT
+-
+-### MODERN FANTASY EQUIPMENT
+-
+-In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually
+-available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an
+-expensive altar cloth instead of a moderately priced one. Some of these price categories are higher than for a typical
+-real-world item because items used with magic usually require higher quality or specific materials.
+-
+-Inexpensive Items
+-
+-| Item | Notes |
+-|------------------------|-------------------------------------------------------|
+-| Bottle | |
+-| Bowl | |
+-| Box | |
+-| Candle | |
+-| Candle Holder | |
+-| Crystals | |
+-| Figurine | |
+-| Fresh or dried flowers | |
+-| Incense | |
+-| Mason Jar | |
+-| Metal needles | |
+-| Mortar and pestle | Required for some magic and crafting |
+-| Pendulum | |
+-| Poster | Diagrams of herbs and medicinal plants |
+-| Sealing wax | Used in some rituals and for sealing letters |
+-| Seashells | |
+-| Smudging stick | For cleansing an area and warding off negative energy |
+-| Tea | |
+-
+-Moderately Priced Items
+-
+-| Item | Notes |
+-|-------------------------|-------------------------------------------------------|
+-| Altar | Required for some rituals |
+-| Altar cloth | Required for covering a ritual altar |
+-| Artwork | Painting, drawing, or a high-quality print |
+-| Athame | Required for some magic |
+-| Boline | Required for some magic |
+-| Broom | |
+-| Chalice | Required for some magic |
+-| Crystal ball | Nonmagical sphere, required for some divination magic |
+-| Decorative headband | Antlers, branches, flowers, and so on |
+-| Drinking horn | Required for some magic |
+-| Formal cloak | |
+-| Grimoire | Notebook for magical information |
+-| Jewelry | |
+-| Lantern | |
+-| Old book | Asset on knowledge related tasks |
+-| Plant | Provides herbs or supportive energy |
+-| Pouch | Leather or velvet |
+-| Rune set | Required for some divination spells |
+-| Set of small stones | Required for some magic |
+-| Signet | For use with sealing wax |
+-| Skull (human or animal) | |
+-| Spirit board | |
+-| Staff | |
+-| Tarot deck | |
+-| Vintage clothing | |
+-| Wand | |
+-
+-Expensive Items
+-
+-| Item | Notes |
+-|-------------------------------|--------------------------------------|
+-| Cauldron | Required for some magic and crafting |
+-| Cloth canopy | For covering a meditation corner |
+-| Cloth tapestry | |
+-| Frog pond | Labor and materials to build one |
+-| Wedding dress (off the shelf) | |
+-
+-Many items in these lists are magical implements used with casting spells and performing rituals, but don't have a
+-specific purpose in the rules. The GM may decide that certain abilities or kinds of abilities require them or are
+-hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit
+-board for a ritual to talk to a dead person.
+-
+-### MODERN FANTASY CRAFTING MATERIALS
+-
+-An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or
+-more price categories higher.
+-
+-Often, a material with sentimental value to the magician is worth one price category more than its default value.
+-
+-Inexpensive Materials
+-
+-• Base metals (copper, aluminum, iron, and so on)
+-
+-• Beer
+-
+-• Book (fiction, history)
+-
+-• Candle
+-
+-• Cheese
+-
+-• Clay or ceramic
+-
+-• Coffee
+-
+-• Combustible fuel (lamp oil, kerosene, gasoline)
+-
+-• Common animal (chicken, cow, tuna) parts, non‑renewable\*
+-
+-• Common animal parts (chicken, cow, tuna), renewable\*
+-
+-• Common fabric (denim, linen, polycotton, polyester, quilting cotton, wool)
+-
+-• Common stone (granite, sandstone, slate)
+-
+-• Common wood (pine, hemlock)
+-
+-• Dry food goods (nuts, beans, grains)
+-
+-• Edible mushrooms
+-
+-• Eggs
+-
+-• Flowers or flower petals
+-
+-• Fruit or vegetables
+-
+-• Glass
+-
+-• Hard alcohol
+-
+-• Houseplant
+-
+-• Human hair or nails
+-
+-• Ink
+-
+-• Leaves
+-
+-• Meat
+-
+-• Ornamental stones (agate, obsidian, quartz, turquoise)
+-
+-• Paint
+-
+-• Pastries
+-
+-• Plant-based drug (aspirin, opium, tobacco, cannabis)
+-
+-• Roots
+-
+-• Rubber
+-
+-• Salt
+-
+-• Sand
+-
+-• Seawater
+-
+-• Smoke
+-
+-• Soil or mulch
+-
+-• Sugar
+-
+-• Tea
+-
+-• Water
+-
+-• Wax
+-
+-• Wine
+-
+-Moderately Priced Materials
+-
+-• Book or textbook
+-
+-• Custom seal matrix (such as a family crest or a magician's personal rune)
+-
+-• Dust from an outdoor wedding
+-
+-• Earth from a grave
+-
+-• Fine fabric (cashmere wool, heirloom-quality linen, merino wool, silk satin)
+-
+-• Fine stone (marble)
+-
+-• Fine wood (oak, juniper, mesquite, redwood)
+-
+-• Firearm
+-
+-• Human blood
+-
+-• Human teeth
+-
+-• Incense
+-
+-• Knife
+-
+-• Lantern
+-
+-• Leather
+-
+-• Live music
+-
+-• Mushrooms (hallucinogenic, poisonous)
+-
+-• Musical instrument
+-
+-• Noble gas (helium, neon, argon)
+-
+-• Painting
+-
+-• Semi-precious stones (jasper, moonstone, onyx)
+-
+-• Shoes
+-
+-• Small sculpture
+-
+-• Stone from a grave marker
+-
+-• Sword
+-
+-• Uncommon animal (monkey, snake, lizard) parts, non-renewable\*
+-
+-• Uncommon animal (monkey, snake, lizard) parts, renewable\*
+-
+-• Water from a hot spring
+-
+-• Well water
+-
+-Expensive Materials
+-
+-• Air from a mountaintop
+-
+-• Bottled lightning
+-
+-• Cypher, level 1–5
+-
+-• Exotic animal (elephant, reindeer, tiger) parts, non renewable\*
+-
+-• Exotic animal (elephant, reindeer, tiger) parts, renewable\*
+-
+-• Exotic wood (manzanita, sequoia)
+-
+-• Flame kindled from a burning house
+-
+-• Flame kindled from a funeral pyre
+-
+-• Human bones
+-
+-• Human organs
+-
+-• Meteorite
+-
+-• Pearl
+-
+-• Precious metals (gold, silver)
+-
+-• Precious stones (amber, amethyst, jade, topaz)
+-
+-• Raindrops from a powerful storm
+-
+-• Stone that has been in darkness for at least a century
+-
+-• Wood from a used coffin
+-
+-• Wood from a wine cask
+-
+-Very Expensive Materials
+-
+-• Air from a person's last breath
+-
+-• Baby's first laugh
+-
+-• Cypher, level 6–10
+-
+-• Dream of an infant
+-
+-• Exotic metals (rare earths, uranium ore)
+-
+-• Gemstone (diamond, opal, ruby, sapphire)
+-
+-Exorbitant Materials
+-
+-• Wood from an ancient tree
+-
+-### FANTASY EQUIPMENT
+-
+-### STARTING GOLD PIECES FOR CHARACTERS
+-
+-Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
+-
+-Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
+-
+-Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
+-
+-Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
+-
+-### WEAPONS AND ARMOR 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.
+-
+-### WEAPONS
+-
+-| 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 | |
+-
+-### RANDOM WEAPON TABLE
+-
+-If the GM needs to randomly determine the weapon a creature or treasure trove has, use the following table.
+-
+-| d100 | Weapon |
+-|--------|----------------|
+-| 01-06 | Battleaxe |
+-| 07 | Blowgun |
+-| 08-13 | Bow |
+-| 14-20 | Broadsword |
+-| 21-23 | Club |
+-| 24 | Crank crossbow |
+-| 25-31 | Dagger |
+-| 32-34 | Flail |
+-| 35-36 | Greataxe |
+-| 37-42 | Greatsword |
+-| 43-48 | Hammer |
+-| 49 | Hand crossbow |
+-| 50-55 | Handaxe |
+-| 56-59 | Heavy crossbow |
+-| 60-61 | Heavy mace |
+-| 62-63 | Javelin |
+-| 64-67 | Light crossbow |
+-| 68-71 | Mace |
+-| 72-74 | Maul |
+-| 75 | Net |
+-| 76 | Pick |
+-| 77-79 | Polearm |
+-| 80-81 | Quarterstaff |
+-| 82-84 | Rapier |
+-| 85-87 | Scimitar |
+-| 88 | Sickle |
+-| 89-91 | Sling |
+-| 92-96 | Spear |
+-| 97 | Throwing dart |
+-| 98-99 | Trident |
+-| 00 | Whip |
+-
+-> It's more fun if a character finds an improved version of a weapon they like instead of a weapon they're not familiar
+-> with.
+-
+-### 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).
+-
+-### ARMOR
+-
+-| 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 |
+-| Breastskin | 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 chainmal | 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.
+-
+-### ADVENTURING EQUIPMENT
+-
+-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
+-
+-### ADVENTURING EQUIPMENT
+-
+-| 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 |
+-
+-### CLOTHING
+-
+-### 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.
+-
+-### 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 |
+-
+-### ANIMALS AND GEAR DESCRIPTIONS
+-
+-Draft horse: A strong horse able to carry or pull heavy loads.
+-
+-Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
+-intruders than it is for accompanying adventurers into dangerous locations.
+-
+-Pony: A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving
+-as a mount for a smaller-than-human creature such as a dwarf or halfling.
+-
+-Riding horse: A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in
+-combat.
+-
+-Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
+-such as a chariot.
+-
+-### ANIMALS AND GEAR
+-
+-| Item | Price |
+-|--------------|------------|
+-| Draft horse | 50 gp |
+-| Guard dog | 25 gp |
+-| Pony | 30 gp |
+-| Riding horse | 75 gp |
+-| Saddle | 10 gp |
+-| Warehouse | 300-500 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 |
+-
+-### POST-APOCALYPTIC EQUIPMENT
+-
+-Currency
+-
+-In your setting, you may want a new currency that PCs can use to purchase goods and services
+-
+-that fall into the various price categories. Currency of some sort can be used in places where survivors trust each
+-other enough not to steal or kill for resources.
+-
+-A few options are described here.
+-
+-Loot
+-
+-The "loot" result on the Useful Stuff table lists before‑times collectibles, such as gold eagle coins, jewelry, and
+-designer wristwatches. A starving survivor would likely scoff at accepting any of these as currency. But in an
+-established community or trade town, such items might retain some value, though they're worth only a fraction of what
+-they were before the apocalypse. In general, the price category for such things is two ranks lower than before the
+-apocalypse.
+-
+-Ammunition
+-
+-| Price Category | Rounds of Ammo |
+-|----------------|----------------|
+-| Inexpensive | 1 bullet |
+-| Moderate | 10 bullets |
+-| Expensive | 500 bullets |
+-| Very expensive | 1,000 bullets |
+-| Exorbitant | 10,000 bullets |
+-
+-Other Currency Options
+-
+-Seeds: If stored correctly, seeds might make reasonable currency. Some seeds could be more valuable than others,
+-especially if it could be demonstrated that they are viable. For example, ten viable seeds might be worth an inexpensive
+-item or service.
+-
+-Water: After an apocalypse, clean and drinkable water could become scarce. Measuring out water could become a standard
+-in some locations. Case in point, 1/3 cup (80 ml) of water might be worth an inexpensive item or service.
+-
+-Fuel: Gasoline might be considered liquid gold, assuming working vehicles also exist. However, if you're adhering
+-strictly to the shelf life of common things, you'll also have to include a new source for usable gasoline after all the
+-stuff from the before‑times goes bad. For instance, a quarter‑gallon (1 L) of gasoline might be worth an inexpensive
+-item or service.
+-
+-Drugs: From over‑the‑counter painkillers to prescription medications, the drugs found in a pharmacy could be the basis
+-for currency. Over time, they would probably become more valuable because people are likely to go through their treasure
+-hoard of aspirin or antibiotic. Thus, one aspirin or other pain‑relief tablet might be worth an inexpensive item or
+-service.
+-
+-Scrip: A large and somewhat organized post‑apocalyptic group might produce its own vouchers or tokens to pay its members
+-for services rendered. Such scrip might have value outside the group or be considered worthless, depending on your
+-setting.
+-
+-Additional Post-Apocalyptic Equipment
+-
+-The additional post‑apocalyptic equipment in the Cypher System Rulebook has been incorporated into this expanded
+-equipment list, so you and your players don't need to cross‑reference to make sure you're not missing anything.
+-
+-Inexpensive Items
+-
+-| Weapons | Notes |
+-|--------------------------|-----------------------------------------------------------------|
+-| Knife | Rusty and worn |
+-| Light weapon, Improvised | Chair, ice skate, frying pan, etc; could break after one combat |
+-| Wooden Club | |
+-
+-| Armor | Notes |
+-|-------------|----------------------------------------------|
+-| Animal hide | Light armor; rank odor hinders stealth tasks |
+-
+-| Other Items | Notes |
+-|---------------------------|-------------------------------------------------------------------------------------|
+-| Candle | |
+-| Duct tape | Useful and ubiquitous |
+-| Food, perishable | Single helping of fruit, vegetable, recently slaughtered animal, etc |
+-| Matches | Single box or book |
+-| Medication, one pill | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another single drug pill |
+-| Plastic bag | Use and ubiquitous; won't last long |
+-| Shopping cart/wheelbarrow | |
+-| Sunglasses | |
+-| Tool, single hand tool | Hammer, tape measure, manual drill, or other single hand tool |
+-
+-Moderately Priced Items
+-
+-| Weapons | Notes |
+-|---------------------|-------------------------------------------|
+-| Hand axe | Light weapon |
+-| Knife, multipurpose | Light weapon, asset to minor repair tasks |
+-| Machete | Medium weapon |
+-| Baseball bat | Medium weapon |
+-
+-| Other Items | Notes |
+-|----------------------------------|-------------------------------------------------------------------------------------|
+-| Backpack | |
+-| Batteries | 4-pack, household (one use or rechargeable) |
+-| Bicycle/skateboard/inline skates | Use requires same attention as other vehicular movement |
+-| Binoculars | Asset for perception tasks at range |
+-| Bolt cutter | Cuts bolts, chains, bars, etc. of up to level 5 |
+-| Climbing gear | Asset for climbing tasks |
+-| Crowbar | Asset for breaking into stuck or locked doors |
+-| First aid kit | Asset for twenty healing tasks before contents used up |
+-| Food, preserved | Single can of food, water, or condiment, typically from before-times |
+-| Gas mask | Breathable air for four hours |
+-| Glasses | Corrects for different vision impairments |
+-| Handcuffs | Level 5 |
+-| Lighter (butane or electric) | Depletes after 1d100 uses (but may be refilled/recharged) |
+-| Matches, windproof | Single container (25 matches) |
+-| Medication, one bottle | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another drug in a bottle |
+-| Padlock with keys | Level 5 |
+-| Personal hygiene product, single | Toilet paper roll, menstrual supply, soap, etc. |
+-| Portable lamp or flashlight | Requires batteries (expensive version recharges with sunlight or crank) |
+-| Rope | Nylon, 50 ft (16m) |
+-| Sleeping bag | |
+-| Textbook, "How To" | Asset to one knowledge task such as plumbing, electronics, gardening, etc |
+-| Tool set, hand tools | Includes hammer, tape measure, screwdriver, pliers, etc |
+-| Water filter straw or bottle | Filters water while drinking |
+-
+-Expensive Items
+-
+-| Weapons | Notes |
+-|-----------------|-------------------------------|
+-| Handgun, light | Light weapon, short range |
+-| Handgun, medium | Medium weapon, long range |
+-| Bow | Medium weapon, long range |
+-| Rifle | Medium weapon, long range |
+-| Shotgun | Heavy weapon, immediate range |
+-
+-| Armor | Notes |
+-|-------------|--------------|
+-| Kevlar vest | Medium armor |
+-| Riot gear | Medium armor |
+-
+-| Other Items | Notes |
+-|------------------------------|----------------------------------------------------------------|
+-| Ammo handloading tools | Asset (and needed supplies) for creating ammunition |
+-| Hazmat suit | Light armor, +2 Armor against chemical and radiation damage |
+-| Nightvision goggles | See in darkness as if dim light at long range |
+-| Radiation detector, handheld | Immediate range |
+-| Radiation tent | Prevents damage from environmental radiation |
+-| Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for 12 hours |
+-
+-Very Expensive Items
+-
+-| Weapons | Notes |
+-|----------------|-----------------------------------------------|
+-| Handgun, heavy | Heavy weapon, long range |
+-| Assault rifle | Heavy weapon, rapid-fire weapon, long range |
+-| Rifle, heavy | Heavy weapon, 300-foot (90 m) range |
+-| Submachine gun | Medium weapon, rapid-fire weapon, short range |
+-
+-| Armor | Notes |
+-|------------------------|----------------------------------------|
+-| Lightweight body armor | Medium armor, encumbers as light armor |
+-| Military body armor | Heavy armor |
+-
+-| Other Items | Notes |
+-|-------------|------------------------------------------------------------------------------------|
+-| Vehicle | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) |
+-| Horse | Trained for riding (typically found with a few days of feed) |
+-
+-### POST-APOCALYPTIC CYPHERS AND ARTIFACTS
+-
+-Post-Apocalyptic Cyphers
+-
+-Subtle Cyphers
+-
+-Subtle cyphers are appropriate if your game's pre‑apocalyptic world was realistic (like our modern world) right up until
+-it was destroyed and if the disaster was a realistic cataclysm (like a pandemic, climate disaster, or war).
+-
+-Optional Rule: Transferring Subtle Cyphers
+-
+-A PC with a subtle cypher can use it on an ally they can touch and speak with as their action instead of gaining the
+-effect themself. They manage this feat by motivating the recipient through speech and interaction, effectively inspiring
+-the recipient in the same way the subtle cypher would have affected the character with the cypher. This uses the action
+-of the character activating the cypher, not the recipient.
+-
+-Manifest Cyphers
+-
+-Manifest cyphers in a post‑apocalyptic game might be remnants of the technology or magic that civilization used before
+-it fell, or the technology or magic that caused the end of the world.
+-
+-Scavenger Subtle Cyphers
+-
+-Resource scarcity, including lack of water and food, threatens PCs in most post‑apocalyptic settings. Enter scavenger
+-subtle cyphers. These give PCs one more way to find useful stuff like edible food, clean water, a helpful tool, extra
+-ammo, or other needful things.
+-
+-Discovering Scavenger Subtle Cyphers: Anytime PCs in your game are eligible for discovering a subtle cypher, consider
+-giving someone in the group a scavenger subtle cypher. No more than one PC in the group should have a scavenger subtle
+-cypher at any given time. Once they use it, you can give another PC in the group one, preferably something different.
+-
+-Using a Scavenger Subtle Cypher: The character uses their action to activate the scavenger subtle cypher, as usual. At
+-the end of their turn, they gain the indicated resource.
+-
+-| D20 | Cypher |
+-|-------|---------------------|
+-| 1-2 | Ammunition |
+-| 3-4 | Construction supply |
+-| 5-6 | Edible food |
+-| 7 | Firearm |
+-| 8-9 | First aid |
+-| 10-11 | How-to manual |
+-| 12 | Medicine |
+-| 13-14 | Melee weapon |
+-| 15 | Potable liquid |
+-| 16 | Transport |
+-| 17 | Useful clothing |
+-| 18 | Useful thing |
+-| 19-20 | Useful tool |
+-
+-Ammunition
+-
+-Level: 1d6 + 1
+-
+-Effect: The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no one has a
+-firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are found.
+-
+-Construction Supply
+-
+-Level: 1d6 + 1
+-
+-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
+-choose which item they obtain. The right component or substance for the job provides an asset to related tasks.
+-
+-| D6 | Component or Substance |
+-|-----|-------------------------------|
+-| 1 | Glue, wood, ceramic, or super |
+-| 2 | Epoxy, metal welding |
+-| 3 | Nails, screws, fasteners |
+-| 4 | Electrician's tape |
+-| 5-6 | Duct tape |
+-
+-Edible Food
+-
+-Level: 1d6 + 1
+-
+-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
+-choose which item they obtain. Food obtained is enough to feed one adult for one day, or if coffee is discovered, about
+-a gallon (4 L).
+-
+-| D100 | Food |
+-|-------|------------------------------------|
+-| 01-03 | Baby food, jarred |
+-| 04-06 | Beans, canned |
+-| 07-08 | Beans, dehydrated |
+-| 09-12 | Bouillon cubes |
+-| 13-14 | Canned pasta |
+-| 15-16 | Cereal, breakfast |
+-| 17-18 | Cheese in wax |
+-| 19-20 | Chocolate, dark |
+-| 21-22 | Coffee, instant |
+-| 23 | Eggs, fresh |
+-| 24 | Eggs, powdered |
+-| 25-26 | Energy bar |
+-| 27-28 | Fruit, canned |
+-| 29-30 | Fruit, dried |
+-| 31-34 | Fruit, fresh |
+-| 35-40 | Honey |
+-| 41-42 | Mayonnaise |
+-| 43-44 | Meat, canned |
+-| 45-47 | Milk, powdered |
+-| 48-50 | Nuts |
+-| 51-53 | Oatmeal |
+-| 54-56 | Pasta, dried |
+-| 57-58 | Pet food, canned |
+-| 59-62 | Rice, dried |
+-| 63-72 | Snack bag, dried chips, candy, etc |
+-| 73-83 | Sugar, bulk |
+-| 84-97 | Vegetables, canned |
+-| 98-00 | Vegetables, fresh |
+-
+-Firearm
+-
+-Level: 1d6 + 1
+-
+-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
+-choose which item they obtain. A firearm is usually found with about ten bullets or shells (or crossbow bolts). The
+-discovered firearm works, but it is damaged and has a GM intrusion range of 1–3 on a d20. In addition to any other
+-effect of a GM intrusion, the firearm breaks (but could be repaired).
+-
+-| D10 | Specific firearm |
+-|-----|--------------------------------------------------|
+-| 1 | Handgun (light, shortrange) |
+-| 2 | Light crossbow (medium, long range) |
+-| 3 | Handgun (medium, long range) |
+-| 4 | Heavy crossbow (heavy, long range) |
+-| 5 | Rifle (medium, long range) |
+-| 6 | Shotgun (heavy, immediate range) |
+-| 7 | Handgun, big (heavy, long range) |
+-| 8 | Assault rifle (heavy, rapid-fire, long range) |
+-| 9 | Heavy rifle (heavy, very long range) |
+-| 10 | Submachine gun (medium, rapid-fire, short range) |
+-
+-First Aid
+-
+-Level: 1d6 + 1
+-
+-Effect: The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If the
+-cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted.
+-
+-How-To Manual
+-
+-Level: 1d6 + 1
+-
+-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
+-choose which item they obtain. If the manual is studied for about an hour, the character gains an asset to a related
+-knowledge task.
+-
+-| D10 | Topics |
+-|-----|--------------------------|
+-| 1 | Plumbing |
+-| 2 | Electronics |
+-| 3 | Gardening |
+-| 4 | Farming |
+-| 5 | Civil engineering |
+-| 6 | Robotics |
+-| 7 | Health |
+-| 8 | Renewables (solar, wind) |
+-| 9 | Smithcraft |
+-| 10 | Chemistry |
+-
+-Medicine
+-
+-Level: 1d6 + 1
+-
+-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
+-choose which item they obtain. The right medicine vanquishes (or treats the symptoms of) an eligible disease or illness.
+-Other medicines are preventative.
+-
+-Special: A character who suffers from one of these medical conditions, without treatment, descends one step on the
+-damage track every month or so.
+-
+-| D20 | Condition Treated |
+-|-----|-------------------------------------|
+-| 1 | Radiation sickness (iodine tablets) |
+-| 2 | Hypothyroidism |
+-| 3 | Diabetes |
+-| 4 | High blood pressure |
+-| 5 | Depression and anxiety |
+-| 6 | Heart and artery condition |
+-| 7 | High cholesterol |
+-| 8 | Bacterial infection |
+-| 9 | Lung issues |
+-| 10 | Seizures |
+-| 11 | Asthma |
+-| 12 | Arthritis |
+-| 13 | Degenerative nerve condition |
+-| 14 | Cancer |
+-| 15 | Pregnancy prevention/termination |
+-| 16 | Gender dysmorphia |
+-| 17 | Enlarged prostate |
+-| 18 | Ulcers |
+-| 19 | Acid reflux |
+-| 20 | Blood clots |
+-
+-Melee Weapon
+-
+-Level: 1d6 + 1
+-
+-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
+-choose which item they obtain.
+-
+-| D10 | Weapon |
+-|-----|---------------------------------------------------------|
+-| 1 | Sap/blackjack (light) |
+-| 2 | Hand axe (light) |
+-| 3 | Hunting/combat knife (light) |
+-| 4 | Brass knuckles (light weapon, deals 3 points of damage) |
+-| 5 | Axe (medium) |
+-| 6 | Baseball bat (medium) |
+-| 7 | Baton (medium) |
+-| 8 | Saber/machete (medium) |
+-| 9 | Bow (medium) |
+-| 10 | Pickaxe (heavy) |
+-
+-Potable Liquid
+-
+-Level: 1d6 + 1
+-
+-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
+-choose which item they obtain. Water obtained is enough to hydrate one adult for one day.
+-
+-| D10 | Liquid |
+-|-----|--------------------------|
+-| 1 | Milk, fresh |
+-| 2-3 | Milk, bottled/canned |
+-| 4-5 | Soda, can |
+-| 6-7 | Liquor |
+-| 8-9 | Water, bottled or canned |
+-| 10 | Wine |
+-
+-Transport
+-
+-Level: 1d6 + 1
+-
+-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
+-choose which item they obtain.
+-
+-| D10 | Transport |
+-|-----|--------------------------------------------------|
+-| 1 | Roller skates |
+-| 2 | Inline skates |
+-| 3 | Skateboard |
+-| 4-6 | Bicycle |
+-| 7 | Moped/scooter, gas or electric |
+-| 8 | Hang glider |
+-| 9 | Motorcycle, gas or electric |
+-| 10 | Two-wheeled, self-balancing personal transporter |
+-
+-Useful Clothing
+-
+-Level: 1d6 + 1
+-
+-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
+-choose which item they obtain.
+-
+-| D10 | Garment |
+-|-----|---------------------------------------------------------------------------|
+-| 1 | Cold-weather coat |
+-| 2 | Raincoat |
+-| 3 | Leather jacket (light armor) |
+-| 4 | Boots |
+-| 5 | Motorcycle leathers (light armor) |
+-| 6 | Kevlar vest (medium armor) |
+-| 7 | Lightweight body armor (medium armor, encumbers as light) |
+-| 8 | Riot gear (medium armor) |
+-| 9 | Military body armor (heavy armor) |
+-| 10 | Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
+-
+-Useful Thing
+-
+-Level: 1d6 + 1
+-
+-Effect: One item from the Useful Stuff table is gained; roll randomly. If the cypher's level is 6 or higher, the
+-character can choose which item they obtain from the table.
+-
+-Useful Tool
+-
+-Level: 1d6 + 1
+-
+-Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
+-choose which item they obtain. The right tool or tools for the job provide an asset to related tasks.
+-
+-| D20 | Tool |
+-|-----|---------------------------|
+-| 1 | Manual drill |
+-| 2 | Hammer |
+-| 3 | Chainsaw, gas or electric |
+-| 4 | Lever hoist |
+-| 5 | Screwdriver |
+-| 6 | Saw |
+-| 7 | Pliers |
+-| 8 | Wrench |
+-| 9 | Level |
+-| 10 | Tape measure |
+-| 11 | Crowbar |
+-| 12 | Drill, electric |
+-| 13 | Nail gun |
+-| 14 | Air compressor |
+-| 15 | Heat gun, electric |
+-| 16 | Scissors |
+-| 17 | Binoculars |
+-| 18 | Lighter |
+-| 19 | Can opener |
+-| 20 | Box of black markers |
+-
+-Additional Post-Apocalyptic Manifest Cyphers
+-
+-Manifest cyphers are sometimes found in the ruins of Radio Quiet. One variety PCs might discover are AI‑fashioned. When
+-activated, the cypher dematerializes, swirling out into a cloud of free‑floating tiny machines that create the cypher's
+-effect through direct manipulation before burning out or dispersing.
+-
+-Effect: AI‑fashioned cyphers can provide nearly any effect described for cyphers in the Cypher System Rulebook, as well
+-as the effects described for the new manifest cyphers in the following section.
+-
+-Secondary Effect: Any time an AI‑fashioned manifest cypher is used, there's a chance the AI who created it for their own
+-ambiguous purpose becomes aware, if that instance still operates somewhere. That usually has no bearing on the
+-situation, but if the PC triggers an intrusion while using the cypher, a fledgling instance of the AI tries to install
+-on the PC, who must succeed on an Intellect defense roll against the cypher's level to avoid coming under the control of
+-the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might
+-stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
+-
+-AI-Fashioned Manifest Cyphers
+-
+-| D10 | Cypher |
+-|-----|-------------------------|
+-| 1 | AI instance |
+-| 2 | Armor breach |
+-| 3 | Data wipe |
+-| 4 | Denature nanotech |
+-| 5 | Detonation (prion) |
+-| 6 | Disassembler |
+-| 7 | Disassembler, ephemeral |
+-| 8 | Fabricator, civil |
+-| 9 | Fabricator, military |
+-| 10 | Smartdust |
+-
+-### AI INSTANCE
+-
+-Level: 1d6 + 1
+-
+-Effect: Installs an AI instance in an inert object. The instance persists for about a day. The AI's level is equal to
+-this cypher's level. The AI has the ability to understand and audibly synthesize nearly any language and can provide
+-answers to questions. The GM assigns a level to the question, so the more obscure the answer, the higher its level. The
+-instance can only answer questions equal to its level or less. Generally, knowledge that could be found by looking
+-somewhere other than the current location is level 1 or higher, and obscure knowledge of the past is level 7. Gaining
+-knowledge of the future is impossible. If the AI answers a question of level 5 or higher, the instance's existence
+-terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
+-actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
+-
+-### ARMOR BREACH
+-
+-Level: 1d6
+-
+-Effect: A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech
+-for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). While
+-coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
+-### 6).
+-
+-### DATA WIPE
+-
+-Level: 1d6 + 2
+-
+-Effect: A successfully targeted AI instance within short range whose level is equal to or less than this cypher's level
+-is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
+-is permanently wiped from the hardware (or wetware, if installed on a living creature).
+-
+-### DENATURE NANOTECH
+-
+-Level: 1d6 + 3
+-
+-Effect: Coats a short area surrounding the user, or adjacent to the user, with a nearly invisible film of nanotech that
+-lasts for years. The first time anyone attempts to use a nanotech‑based cypher, ability, or other effect in the affected
+-area whose level is less than this cypher's level, that use is suppressed and fails. Once one effect is suppressed, the
+-denaturing effect is expended. The cypher instead can be used to end one ongoing nanotech effect of the cypher's level
+-or less in a short area, but the user must succeed on an Intellect attack roll against the level of the effect or the
+-target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
+-by nanotech, the creature would become so much inert biological matter.
+-
+-### DETONATION (PRION)
+-
+-Level: 1d6 + 2
+-
+-Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, inflicting
+-damage equal to the cypher's level. On a hit, the living tissue of targets whose level is less than the cypher's level
+-begins to unravel due to a prion‑unfolding chain reaction. These targets take damage equal to the cypher's level on the
+-first round, then 1 point of damage each subsequent round until only so much cloudy pink fluid remains. PCs can make a
+-Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
+-is equal to or higher than the cypher's level take damage from the cypher for only one round.
+-
+-### DISASSEMBLER
+-
+-Level: 1d6 + 1
+-
+-Effect: Recycles waste or other unwanted material by breaking it down to constituent atoms and molecules. If used
+-destructively, this cypher can disassemble an object within immediate range whose level is equal to or less than the
+-cypher's level that fits into a 10‑foot (3.5 m) cube, or it can create a cavity of the same volume in a larger object
+-whose level is less than the cypher's level. If used as a weapon against creatures, the cypher can be hurled a short
+-distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
+-effectiveness of any Armor worn by targets by 1.
+-
+-### DISASSEMBLER, EPHEMERAL
+-
+-Level: 1d6 + 2
+-
+-Effect: An object or creature whose level is equal to or less than this cypher's level within immediate range is
+-temporarily disassembled into its component atoms and molecules. The disassembly lasts for up to ten hours or until a
+-time specified by the user, whichever occurs first. When the effect ends, the object or creature is reassembled over the
+-course of one round at the location where it was disassembled (or at the location the fine "dust" of its disassembly was
+-moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
+-being disassembled.
+-
+-### FABRICATOR, CIVIL
+-
+-Level: 1d6 + 1
+-
+-Effect: Assembles a specified object whose level is equal to the cypher's level. Once created, the object is permanent
+-until destroyed. A civil fabricator can build one object on the Additional Post‑Apocalyptic Equipment table (or another
+-equipment table in the Cypher System Rulebook) that falls into the "other items" category—no weapons or armor. The user
+-chooses which item to fabricate by speaking aloud the name of the item they want as they activate the cypher. The higher
+-the cypher level, the more expensive an item the fabricator can create, as follows: Level 2 cyphers can fabricate
+-inexpensive items, cyphers of level 3 or less can fab inexpensive and moderately priced items, cyphers of level 6 or
+-less can fab up to expensive items, and level 7 cyphers can fab up to very expensive items.
+-
+-A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
+-
+-### FABRICATOR, MILITARY
+-
+-Level: 1d6 + 1
+-
+-Effect: A military fabricator cypher functions like a civil fabricator; however, it can be used to create armor or
+-weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
+-ammunition.
+-
+-### SMARTDUST
+-
+-Level: 1d6 + 2
+-
+-Effect: Coats an area up to a short distance in diameter with a nearly invisible film of nanotech that lasts for a
+-number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
+-activity that occurs in that location no matter how far they are from it.
+-
+-### PRE-APOCALYPTIC ARTIFACTS
+-
+-One interesting approach for artifacts in a post‑apocalyptic setting is to use before‑times items that were once
+-commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly
+-impossible to manufacture and hard to preserve. The depletion roll for such items represents the likelihood that the
+-item will fall apart, break down, or run out. The upshot of adopting such a system for your game is that nearly every
+-nonfood item on the Useful Stuff table is also a pre‑apocalyptic artifact. Give most of these items a depletion of 1 in
+-1d20; however, if the item seems particularly hardy, a roll of 1d100 is appropriate. If particularly flimsy or prone to
+-being used up, a depletion of 1d10 or 1d6 would be in order. Refer to the following examples as a guide for adapting
+-before‑times Useful Stuff objects into artifacts with a specific depletion.
+-
+-Book
+-
+-Level: 1d6
+-
+-Form: Textbook, how‑to book, or other nonfiction book of knowledge on one topic; may be moldy or otherwise damaged
+-
+-Effect: This book covers a particular topic or area of knowledge determined by the GM. A reader who studies it for an
+-hour has an asset on a related Intellect task.
+-
+-Depletion: 1 in 1d100
+-
+-Faraday Cake
+-
+-Level: 3
+-
+-Form: Container made of metal mesh, of variable size (usually up to the size of a room)
+-
+-Effect: Blocks electromagnetic signals from reaching the interior of the cage.
+-
+-Depletion: —
+-
+-Salvaged Car
+-
+-Level: 1d6
+-
+-Form: Rusted vehicle, with parts cobbled together from multiple before‑times vehicles
+-
+-Effect: Transports five characters a very long distance on each turn in an open cab or, if level 6, a closed cab.
+-
+-Depletion: 1 in 1d20 (check each time the engine is started or the car begins a trip)
+-
+-Water Filter
+-
+-Level: 1d6 + 1
+-
+-Form: Large pitcher with built‑in filter
+-
+-Effect: Purifies enough drinking water for one character per artifact level every day.
+-
+-Depletion: 1 in 1d20 (check each day used)
+-
+-### POST-APOCALYPTIC ARTIFACTS
+-
+-The kinds of post‑apocalyptic artifacts described in the Cypher System Rulebook are, for the most part,
+-retro‑futuristic, or at least manifest cyphers created by super‑science that is mostly beyond today's technology. Most
+-of these would fit in almost any post‑apocalyptic setting that includes fantastic elements, especially if reskinned to
+-be thematically appropriate. The artifacts presented below include artifacts appropriate to an End Times apocalypse, an
+-apocalypse caused by the rise of antagonistic AIs (such as in Radio Quiet), and alien tech possibly brought by invading
+-or terraforming aliens. That said, any artifact could potentially be the result of AI artifice. Such artifacts usually
+-have a fractal quality to their form, as is the case for AI‑fashioned cyphers. And like AI‑fashioned cyphers, a
+-triggered intrusion could endanger the user if an instance of the artificial intelligence that created the item tries to
+-install itself on the PC's wetware (mind).
+-
+-| D20 | Apocalypse | Artifact |
+-|-------|-----------------------|--------------------------|
+-| 1-2 | Retro-futuristic | Autodoc\* |
+-| 3-4 | Alien | Carbonizer |
+-| 5-6 | Retro-futuristic | Enviroscanner\* |
+-| 7 | Alien or AI-fashioned | Memory Eraser |
+-| 8 | Retro-futuristic | Military exoskeleton\* |
+-| 9 | AI-fashioned | Mutation Inducer |
+-| 10-12 | AI-fashioned | Nanorifle |
+-| 13 | Retro-futuristic | Rocket first\* |
+-| 14-16 | Retro-futuristic | Rocket-propelled grenade |
+-| 17 | End Times | Seal of Solomon |
+-| 18 | End Times | Spear of Destiny |
+-| 19 | Retro-futuristic | Terahertz scanner\* |
+-| 20 | Alien | Transfer discs |
+-
+-\*Artifacts presented in the Cypher System Rulebook
+-
+-Carbonizer
+-
+-Level: 1d6 + 1
+-
+-Form: Tiny silver device with multiple prong‑like barrels
+-
+-Effect: This weapon fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
+-damage equal to the artifact's level that ignores Armor (including Armor granted by force fields). A target killed by a
+-carbonizer is turned completely to dust.
+-
+-Depletion: 1 in 1d20
+-
+-Memory Eraser
+-
+-Level: 1d6 + 1
+-
+-Form: Handheld reflective mass
+-
+-Effect: A flash of nano‑textured light erases the last few minutes of memory in all creatures within immediate range
+-that the user makes a successful Intellect attack on (one attack roll per target).
+-
+-Depletion: 1 in 1d20
+-
+-Mutation Inducer
+-
+-Level: 1d6 + 1
+-
+-Form: Handheld reflective device with gradually evolving fractal textures
+-
+-Effect: A targeted willing or helpless creature within immediate range is transformed over the course of one minute,
+-gaining a randomly determined beneficial mutation. If the artifact is level 6 or higher, the target instead gains a
+-powerful mutation. Mutations gained by the inducer fade within about a day.
+-
+-Depletion: 1 in 1d10 (upon depletion, target also gains a harmful mutation)
+-
+-Nanorifle
+-
+-Level: 1d6 + 2
+-
+-Form: Sleek two‑handed reflective device with gradually evolving fractal textures
+-
+-Effect: This weapon contains an onboard AI that assists the user, granting an asset to any attacks made with the weapon.
+-The weapon fires a stream of nanomachine rounds at a target within long range, inflicting damage equal to the artifact's
+-level. In addition, if the target fails an Intellect defense roll, they are affected as if with a minor AI instance
+-hazard, coming under the control of the AI housed in the nanorifle rather than a random artificial intelligence. The AI
+-usually works with the user to exert control over the target. Control lasts for about a minute.
+-
+-Depletion: 1 in 1d100
+-
+-Seal of Solomon
+-
+-Level: 1d6 + 2
+-
+-Form: Signet ring bearing a star design
+-
+-Effect: The wearer can attempt to command a demon, a devil, a Horseman of the Apocalypse, an angel, or a similar entity
+-by making a successful Intellect attack roll against a target within short range. An affected target must do as
+-requested for up to one minute (if the creature is level 5 or lower) or for one round (if the creature is level 6 or
+-higher). The ring also grants the wearer the ability to understand and communicate with animals.
+-
+-Depletion: 1 in 1d100
+-
+-Spear of Destiny
+-
+-Level: 7
+-
+-Form: Heavy spear of ancient manufacture
+-
+-Effect: Attacks with this spear are eased. If used against a supernatural creature such as a demon, a Horseman of the
+-Apocalypse, or an angel, it ignores Armor, and it inflicts 4 additional points of damage (10 points total). If an attack
+-with the spear kills a target normally able to return to existence (such as a Horseman), the target is truly destroyed
+-instead.
+-
+-Depletion: —
+-
+-Spear of Destiny GM GM intrusion: The wielder's heart is not pure enough to permit the use of the spear, and it burns
+-the character for 7 points of ambient damage each round they use it.
+-
+-Transfer Discs
+-
+-Level: 1d6 + 1
+-
+-Form: Two or more matching discs 3 feet (1 m) in diameter
+-
+-Effect: The user can step between deployed transfer discs, teleporting any distance. If a series of discs is deployed in
+-a network, the user receives a mental map of the discs upon stepping on any one of them, and they can navigate by
+-stepping on each intervening disc between their current location and their desired location. To deploy a disc as their
+-action, the user places it on a mostly level, secure surface and must succeed on a difficulty 3 Intellect‑based roll.
+-
+-Depletion: 1 in 1d20 (check after each day of use)
+-
+ ### CYPHER SHORTS
+
+ Cypher Shorts are what we call quick and easy adventures for use with the Cypher