From f9a7a6b83e9f184248c2599b4470b9cc0c60dff5 Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Tue, 6 May 2025 16:20:38 -0500 Subject: [PATCH] finish the bulk of the reorg there may be some stragglers here that will be more obvious as I fix the section depth, but this should have everything roughly where it needs to be. unfortunately, most of the module-specific rules that were in Running the Cypher System moved out into Genres, so the diff just looks like a gigantic delta of stuff moving without much aim Signed-off-by: Brian S. Stephan --- patches/base/018-core-reorg-part-3.patch | 32645 +++++++++++++++++++++ 1 file changed, 32645 insertions(+) create mode 100644 patches/base/018-core-reorg-part-3.patch diff --git a/patches/base/018-core-reorg-part-3.patch b/patches/base/018-core-reorg-part-3.patch new file mode 100644 index 0000000..59567d6 --- /dev/null +++ b/patches/base/018-core-reorg-part-3.patch @@ -0,0 +1,32645 @@ +--- _tmp/ccsrd.md 2025-05-05 12:44:41.501386611 -0500 ++++ _tmp/ccsrd.new.md 2025-05-06 16:19:13.249453972 -0500 +@@ -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. ++ + + +-++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ + + ++ ++ ++ ++ + +- +- ++ ++ + + +- +- ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ + + ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ + +- ++ + + +
D100Item Found
01Water filter straw or bottle
02Windproof matches, box
03Gas mask
04Soap, shampoo, or other hygiene product
05

Tool, hand (the right tool for the job provides an asset on repair and crafting tasks)

++ ++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d10Specific Tool Found
1Manual drill
2Hammer
3Tape measure
4Lever hoist/ratchet/come‑along
5Screwdriver, multibit
6Saw
7Pliers
8Wrench
9Level
10Clamps
06Carabiner
07-08Bungee cords
09-10

Tool, corded or battery‑powered (the right tool for the job provides an asset on repair and crafting tasks)

++ ++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d10Specific Tool Found
1Drill, corded or battery
2Miter saw, corded
3Circular saw, corded
4Table saw, benchtop
5Welding kit
6Impact driver, corded or battery
7Chainsaw, gas, corded, or electric
8Nail gun, corded, battery, or air‑driven
9Air compressor
10Heat 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)

++ ++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
D6Component or Substance
1Glue, wood, ceramic, or super
2Epoxy, metal welding
3Nails, screws, fasteners
4Electrician's Tape
5-6Duct Tape
12Nightvision goggles
13First aid kit (provides an asset to 1d20 healing-related tasks before exhaustion)
14Ammunition 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)

++ ++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d10Specific Medicine Found
1Pain reliever (aspirin, ibuprofen, acetaminophen, or naproxen) pill
2Antihistamines, pills or salve
3Antacids, pills or chews
4Sunscreen, oil or spray
5Cold/flu treatment, pills or liquid
6Antibiotic, spray or gel
7Liquid bandage, spray or liquid
8-9Pain and discomfort relief for PMS (blended ingredients)
10Anti-nausea, pills or liquid
17Pads and tampons
18Condoms
19

Prescription medicine (vanquishes or treats symptoms of an eligible disease or illness, if enough medicine is ++found)

++ ++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d20Condition Treated by Meds
1Blood clots
2Hypothyroidism
3Diabetes
4High blood pressure
5Depression and anxiety
6Heart and artery conditions
7High cholesterol
8Bacterial infection
9Lung issues
10Seizures and epilepsy
11Asthma
12Arthritis
13Degenerative nerve conditions
14Cancer
15Pregnancy prevention and ending
16Gender dysmorphia
17Enlarged prostate
18Ulcers
19Acid reflux
20Radiation sickness
20Binoculars
21Horse, trained for riding (typically found with a few days of feed)
22Magnifying glass
23Glasses, readers
24Box of black permanent markers
25Scissors
26-35

Food and water (enough for five people for one day)

++ +++++ +++ + + + +- ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- +- ++ ++ ++ + + +- ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d100Item FoundSpecific Food/Water Found
01–10Tools (provide an asset to tasks related to repair and crafting)01–02Baby food, jarred
11–20Medicine (provides an asset to one healing-related task)03–06Beans, dried
21–25Binoculars07–08Beans, canned
26–35Chocolate bar or similarly
+-sought-after candy or snack
09–12Bouillon cubes
36–45Textbook (provides an asset to a knowledge-related task)13–14Canned pasta
46–50Coffee or tea15–16Cereal, breakfast
51–55Gun or rifle with ten shells or bullets17–18Cheese in wax
56–60Flashlight19–20Chocolate, dark
61–65Loot21–22Coffee, instant
66–70Gasoline (2d6 × 10 gallons)23Eggs, fresh
71–75Batteries24Eggs, powdered
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)25–26Energy bar
81–85Generator27–28Fruit, canned
86–90MRE cache (food and water for six people for 1d6 weeks)29–30Fruit, dried
91–9531–32Fruit, fresh
33–34Flour, white
35–36Flour, other
37–38Honey
39–40Liquor
41–42Mayonnaise
43–44Meat, canned
45Milk, fresh
46Milk, powdered
47–48Mustard
49–50Nuts
51–52Oatmeal
53–54Oil, sealed in can
55–56Pasta, dried
57–58Pet food, canned
59–60Rice, dried
61–62Salt
63Snack bag, dried chips, etc.
64Snack, candy or baked snack
65–66Soda, can
67–68Spices
69–70Sugar
71–73Tea, in a tin
74–75Yeast, dry
76–77Vegetables, canned
78–79Vegetables, fresh
80–87Water, bottled
88–96Water, canned
97–98Wine, common
99–00Wine, fine
36Food cache (enough for five people for 1d20 weeks)
37Water cache (enough for six people for 1d20 weeks)
38Plastic bag (won't last long)
39-45

Textbook or "how‑to" manual (asset to related knowledge task if studied for about an hour)

++ ++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d10Topics Covered
1Plumbing
2Electronics
3Gardening
4Farming
5Civil engineering
6Robotics
7Health
8Renewables (solar, wind)
9Smithcraft
10Chemistry
46Supply stash (roll on this table 1d6 +2 times)
47Books (1d10 books of fiction)
48Toy wagon
49Shopping cart or baby carriage
50Wheelbarrow
51Skateboard, roller skates/blades, or similar
52Can opener or can punch
53Gloves
54Sunglasses or safety goggles
55Ear plugs
56Extension cord or power tree
57Lighter, butane
58Lighter, plasma
59Flashlight, battery and/or crank-powered
60-63

Weapon, melee

++ ++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d10Weapon
1Sap/blackjack (light)
2Hand axe (light)
3Hunting/combat knife (light)
4Brass knuckles (light)
5Axe (medium)
6Baseball bat (medium)
7Baton (medium)
8Saber/machete (medium)
9Bow (medium)
10Pickaxe (heavy)
64Broom or mop
65Padlock with keys
66

Armor

++ ++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d6Specific Armor
1Leather jacket (light armor)
2Kevlar vest (medium armor)
3Lightweight body (medium armor, encumbers as light armor)
4Riot gear (medium armor)
5Military body (heavy armor)
6Crafted from trash cans (variable)
67Bivouac sack
68SCUBA gear
69Straitjacket
70Game, physical (puzzle, board game, RPG)
71Canteen
72Hazmat suit (light armor, +2 Armor against chemical and radiation damage)
73-74

Vehicle

++ ++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d20Specific Vehicle
1Airplane, prop
2Ambulance
3Balloon
4Boat
5Bus
6Car, consumer (gas or EV)
7Truck, consumer (gas or EV)
8Fire engine
9Forklift
10Garbage truck
11Helicopter
12Jet
13Lawnmower, riding (gas or EV)
14Motorcycle (gas or EV)
15Bicycle (pedal or EV‑pedal)
16Police car
17Scooter
18Tractor (gas or EV)
19Train engine
20Van
75-78

Firearm (usually found with about 10 bullets or shells)

++ ++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d10Specific Firearm
1–2Handgun (light, short range)
3–4Handgun (medium, long range)
5Rifle (medium, long range)
6Shotgun (heavy, immediate range)
7Handgun, big (heavy, long range)
8Assault rifle (heavy, rapid‑fire, long range)
9Heavy rifle (heavy, very long range)
10Submachine gun (medium, rapid‑fire, short range)
79Hand grenade (4 points of damage in immediate range)
80Ammunition cache (100 shells or bullets for 1d6 different weapons)
81Bolt cutters
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)82Climbing gear
98–99Cypher (in addition to any other cyphers the GM awards)83Crowbar
84Handcuffs
85Firearm cache (1d6+ 4 firearms; a mix of light, medium, and heavy weapons, each usually found with about 10 bullets ++or shells)
86-87Boots
88

Power

++ ++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d10Specific Kind of Power
1Generator (gas)
2–3Batteries, 4‑pack, household
4Batteries, 4‑pack, household (rechargeable)
5Consumer battery recharger
6Battery, car (12 v)
7Battery, portable power station (rechargeable)
8Gasoline (2d6 × 10 gallons)
9Solar panels, portable
10Home battery (often connected to solar)
89Lantern, kerosene or battery
90

Electronics, consumer, general (functional, but without power or network connection, normally considered ++junk)

++ ++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d10Specific Device
1Smartphone
2Laptop
3TV
4Headphones, wireless or wired
5Fitness tracker
6Smart speaker
7Game console
8Digital camera
9Tablet
10Smartwatch
91Art supplies
92Mask, dust and particulates
93Rope, nylon
94Sleeping bag
95Tent
96Tires, stored
97Toilet paper, stored
98Turntable 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)

++ ++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d6Specific Valuable
1Silver dollar coin
2Gold eagle coin
3Book of rare stamps
4Framed art
5Designer wristwatch
6Jewelry
00Artifact (in addition to any other artifacts the GM awards)

Radiation control item

++ ++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d6Specific Item
1Radiation tent (prevents radiation damage for three days)
2Radiation pill (pack of five; eases defense rolls against radiation effects for 12 hours)
3Handheld radiation detector
4Radiation badge
5–6Manual 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 ++ ++ ++++++++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
DifficultyProjectRepair TimeBuild TimeLoads of Junk Required* (for repair)
0Tying a rope, finding a rock, etc.Minutes
1Torch1 minute5 minutes1 construction
2Spear, piece of simple furniture10 minutes1 hour1 construction
2Lean‑to shelter10 minutes1 hourDeadfall or 1 construction
3Bow, door, steps, simple bridge1 hour1 day1 construction
3Simple article of clothing10 minutes3 hours1 textile
3Light armor1 hour10 hours1 textile
3Wheelbarrow10 minutes1 hour1 vehicle
4Desk with drawers, other complex furniture1 hour1 day1 construction, 1 plastic, 1 textile
4Single plumbing project3 hours1 day1 construction, 1 plastic
4Wiring small structure for electricity3 hours2 days1 construction, 1 electronic
4Ammunition, 25 rounds2 days1 chemical, 1 metal
4Medium armor1 hour1 day1 metal, 1 textile
5Cabin, small1 day1 week2 construction
5Motorcycle1 day2 months1 metal, 1 vehicle
5Car or truck2 days5 months1 electronic, 1 vehicle
5Firearm3 hours1 month1 metal, 1 plastic
5Bulb, radio, common electronic items3 hours1 month3 electronic
5Heavy armor1 day1 month1 metal, 1 textile, 1 plastic
6

Generator, transmitter, watch, other

++

complex electronic items

1 day2 months5 electronic, 1 vehicle
6Cabin, multiple rooms, with amenities1 week6 months4 construction, 2 electronic, 1 plastic, 1 glass, 1 metal
6Medicine1 week1 month1 medical
7Computer, smartphone, TV, other intricate electronic items1 week1 year2 electronic, 1 plastic, 1 metal
7Medical device1 week1 year2 electronic, 1 plastic, 1 metal, 1 medical
7Airplane, military vehicle1 month2 years4 electronic, 4 plastic, 4 chemical, 6 metal, 2 vehicle
8Spacecraft, chemical rocket propelled1 month20 years8 electronic, 8 plastic, 12 chemical, 20 metal
9–10Advanced unearthly technologyMonthsMany years5 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 ++ ++ ++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
D100Threat or Hazard
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 ++ ++ ++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
D20Threat or Hazard
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.

18-19Rampaging 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 ++ ++ ++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
d100Item Found
01–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35Chocolate bar or similarly
++sought-after candy or snack
36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (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 ++ ++ ++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
D00Effect
01-02Hair of everyone in immediate range stands straight out
03-04Ugly faces manifest on surfaces in the area
05-06Character's skin color changes to something unusual (blue, orange purple)
07-08Character's footprints are glowing red arrows
09-10Flowers in short range wilt and dissolve into stinky goo
11-12Character's skin grows fishlike eyes, which dry and fall off like scabs
13-14Internet speeds within short range slow to a crawl
15-16Character develops prominent skin rash resembling corporate logos
17-18Character says the word "sexy" in place of any adjective
19-20Dogs bark angrily at the character
21-22Character sheds fingernails, quickly replaced by circuit boards
23-24Character keeps seeing UFOs
25-26Cypher randomizes names and icons of nearby apps
27-28Character 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

69-70Character 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

85-86Attracts an internet d@emon
87-88Attracts 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) ++ ++ ++++++++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
D6Ability
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.

3-4The 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 +- +- +-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
D00Effect
01-02Hair of everyone in immediate range stands straight out
03-04Ugly faces manifest on surfaces in the area
05-06Character's skin color changes to something unusual (blue, orange purple)
07-08Character's footprints are glowing red arrows
09-10Flowers in short range wilt and dissolve into stinky goo
11-12Character's skin grows fishlike eyes, which dry and fall off like scabs
13-14Internet speeds within short range slow to a crawl
15-16Character develops prominent skin rash resembling corporate logos
17-18Character says the word "sexy" in place of any adjective
19-20Dogs bark angrily at the character
21-22Character sheds fingernails, quickly replaced by circuit boards
23-24Character keeps seeing UFOs
25-26Cypher randomizes names and icons of nearby apps
27-28Character 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

69-70Character 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

85-86Attracts an internet d@emon
87-88Attracts 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. +- +- +-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
D100Item Found
01Water filter straw or bottle
02Windproof matches, box
03Gas mask
04Soap, shampoo, or other hygiene product
05

Tool, hand (the right tool for the job provides an asset on repair and crafting tasks)

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d10Specific Tool Found
1Manual drill
2Hammer
3Tape measure
4Lever hoist/ratchet/come‑along
5Screwdriver, multibit
6Saw
7Pliers
8Wrench
9Level
10Clamps
06Carabiner
07-08Bungee cords
09-10

Tool, corded or battery‑powered (the right tool for the job provides an asset on repair and crafting tasks)

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d10Specific Tool Found
1Drill, corded or battery
2Miter saw, corded
3Circular saw, corded
4Table saw, benchtop
5Welding kit
6Impact driver, corded or battery
7Chainsaw, gas, corded, or electric
8Nail gun, corded, battery, or air‑driven
9Air compressor
10Heat 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)

+- +-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
D6Component or Substance
1Glue, wood, ceramic, or super
2Epoxy, metal welding
3Nails, screws, fasteners
4Electrician's Tape
5-6Duct Tape
12Nightvision goggles
13First aid kit (provides an asset to 1d20 healing-related tasks before exhaustion)
14Ammunition 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)

+- +-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d10Specific Medicine Found
1Pain reliever (aspirin, ibuprofen, acetaminophen, or naproxen) pill
2Antihistamines, pills or salve
3Antacids, pills or chews
4Sunscreen, oil or spray
5Cold/flu treatment, pills or liquid
6Antibiotic, spray or gel
7Liquid bandage, spray or liquid
8-9Pain and discomfort relief for PMS (blended ingredients)
10Anti-nausea, pills or liquid
17Pads and tampons
18Condoms
19

Prescription medicine (vanquishes or treats symptoms of an eligible disease or illness, if enough medicine is +-found)

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d20Condition Treated by Meds
1Blood clots
2Hypothyroidism
3Diabetes
4High blood pressure
5Depression and anxiety
6Heart and artery conditions
7High cholesterol
8Bacterial infection
9Lung issues
10Seizures and epilepsy
11Asthma
12Arthritis
13Degenerative nerve conditions
14Cancer
15Pregnancy prevention and ending
16Gender dysmorphia
17Enlarged prostate
18Ulcers
19Acid reflux
20Radiation sickness
20Binoculars
21Horse, trained for riding (typically found with a few days of feed)
22Magnifying glass
23Glasses, readers
24Box of black permanent markers
25Scissors
26-35

Food and water (enough for five people for one day)

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d100Specific Food/Water Found
01–02Baby food, jarred
03–06Beans, dried
07–08Beans, canned
09–12Bouillon cubes
13–14Canned pasta
15–16Cereal, breakfast
17–18Cheese in wax
19–20Chocolate, dark
21–22Coffee, instant
23Eggs, fresh
24Eggs, powdered
25–26Energy bar
27–28Fruit, canned
29–30Fruit, dried
31–32Fruit, fresh
33–34Flour, white
35–36Flour, other
37–38Honey
39–40Liquor
41–42Mayonnaise
43–44Meat, canned
45Milk, fresh
46Milk, powdered
47–48Mustard
49–50Nuts
51–52Oatmeal
53–54Oil, sealed in can
55–56Pasta, dried
57–58Pet food, canned
59–60Rice, dried
61–62Salt
63Snack bag, dried chips, etc.
64Snack, candy or baked snack
65–66Soda, can
67–68Spices
69–70Sugar
71–73Tea, in a tin
74–75Yeast, dry
76–77Vegetables, canned
78–79Vegetables, fresh
80–87Water, bottled
88–96Water, canned
97–98Wine, common
99–00Wine, fine
36Food cache (enough for five people for 1d20 weeks)
37Water cache (enough for six people for 1d20 weeks)
38Plastic bag (won't last long)
39-45

Textbook or "how‑to" manual (asset to related knowledge task if studied for about an hour)

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d10Topics Covered
1Plumbing
2Electronics
3Gardening
4Farming
5Civil engineering
6Robotics
7Health
8Renewables (solar, wind)
9Smithcraft
10Chemistry
46Supply stash (roll on this table 1d6 +2 times)
47Books (1d10 books of fiction)
48Toy wagon
49Shopping cart or baby carriage
50Wheelbarrow
51Skateboard, roller skates/blades, or similar
52Can opener or can punch
53Gloves
54Sunglasses or safety goggles
55Ear plugs
56Extension cord or power tree
57Lighter, butane
58Lighter, plasma
59Flashlight, battery and/or crank-powered
60-63

Weapon, melee

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d10Weapon
1Sap/blackjack (light)
2Hand axe (light)
3Hunting/combat knife (light)
4Brass knuckles (light)
5Axe (medium)
6Baseball bat (medium)
7Baton (medium)
8Saber/machete (medium)
9Bow (medium)
10Pickaxe (heavy)
64Broom or mop
65Padlock with keys
66

Armor

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d6Specific Armor
1Leather jacket (light armor)
2Kevlar vest (medium armor)
3Lightweight body (medium armor, encumbers as light armor)
4Riot gear (medium armor)
5Military body (heavy armor)
6Crafted from trash cans (variable)
67Bivouac sack
68SCUBA gear
69Straitjacket
70Game, physical (puzzle, board game, RPG)
71Canteen
72Hazmat suit (light armor, +2 Armor against chemical and radiation damage)
73-74

Vehicle

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d20Specific Vehicle
1Airplane, prop
2Ambulance
3Balloon
4Boat
5Bus
6Car, consumer (gas or EV)
7Truck, consumer (gas or EV)
8Fire engine
9Forklift
10Garbage truck
11Helicopter
12Jet
13Lawnmower, riding (gas or EV)
14Motorcycle (gas or EV)
15Bicycle (pedal or EV‑pedal)
16Police car
17Scooter
18Tractor (gas or EV)
19Train engine
20Van
75-78

Firearm (usually found with about 10 bullets or shells)

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d10Specific Firearm
1–2Handgun (light, short range)
3–4Handgun (medium, long range)
5Rifle (medium, long range)
6Shotgun (heavy, immediate range)
7Handgun, big (heavy, long range)
8Assault rifle (heavy, rapid‑fire, long range)
9Heavy rifle (heavy, very long range)
10Submachine gun (medium, rapid‑fire, short range)
79Hand grenade (4 points of damage in immediate range)
80Ammunition cache (100 shells or bullets for 1d6 different weapons)
81Bolt cutters
82Climbing gear
83Crowbar
84Handcuffs
85Firearm cache (1d6+ 4 firearms; a mix of light, medium, and heavy weapons, each usually found with about 10 bullets +-or shells)
86-87Boots
88

Power

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d10Specific Kind of Power
1Generator (gas)
2–3Batteries, 4‑pack, household
4Batteries, 4‑pack, household (rechargeable)
5Consumer battery recharger
6Battery, car (12 v)
7Battery, portable power station (rechargeable)
8Gasoline (2d6 × 10 gallons)
9Solar panels, portable
10Home battery (often connected to solar)
89Lantern, kerosene or battery
90

Electronics, consumer, general (functional, but without power or network connection, normally considered +-junk)

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d10Specific Device
1Smartphone
2Laptop
3TV
4Headphones, wireless or wired
5Fitness tracker
6Smart speaker
7Game console
8Digital camera
9Tablet
10Smartwatch
91Art supplies
92Mask, dust and particulates
93Rope, nylon
94Sleeping bag
95Tent
96Tires, stored
97Toilet paper, stored
98Turntable 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)

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d6Specific Valuable
1Silver dollar coin
2Gold eagle coin
3Book of rare stamps
4Framed art
5Designer wristwatch
6Jewelry
00

Radiation control item

+- +-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
d6Specific Item
1Radiation tent (prevents radiation damage for three days)
2Radiation pill (pack of five; eases defense rolls against radiation effects for 12 hours)
3Handheld radiation detector
4Radiation badge
5–6Manual 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 +- +- +-+-+-+-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
DifficultyProjectRepair TimeBuild TimeLoads of Junk Required* (for repair)
0Tying a rope, finding a rock, etc.Minutes
1Torch1 minute5 minutes1 construction
2Spear, piece of simple furniture10 minutes1 hour1 construction
2Lean‑to shelter10 minutes1 hourDeadfall or 1 construction
3Bow, door, steps, simple bridge1 hour1 day1 construction
3Simple article of clothing10 minutes3 hours1 textile
3Light armor1 hour10 hours1 textile
3Wheelbarrow10 minutes1 hour1 vehicle
4Desk with drawers, other complex furniture1 hour1 day1 construction, 1 plastic, 1 textile
4Single plumbing project3 hours1 day1 construction, 1 plastic
4Wiring small structure for electricity3 hours2 days1 construction, 1 electronic
4Ammunition, 25 rounds2 days1 chemical, 1 metal
4Medium armor1 hour1 day1 metal, 1 textile
5Cabin, small1 day1 week2 construction
5Motorcycle1 day2 months1 metal, 1 vehicle
5Car or truck2 days5 months1 electronic, 1 vehicle
5Firearm3 hours1 month1 metal, 1 plastic
5Bulb, radio, common electronic items3 hours1 month3 electronic
5Heavy armor1 day1 month1 metal, 1 textile, 1 plastic
6

Generator, transmitter, watch, other

+-

complex electronic items

1 day2 months5 electronic, 1 vehicle
6Cabin, multiple rooms, with amenities1 week6 months4 construction, 2 electronic, 1 plastic, 1 glass, 1 metal
6Medicine1 week1 month1 medical
7Computer, smartphone, TV, other intricate electronic items1 week1 year2 electronic, 1 plastic, 1 metal
7Medical device1 week1 year2 electronic, 1 plastic, 1 metal, 1 medical
7Airplane, military vehicle1 month2 years4 electronic, 4 plastic, 4 chemical, 6 metal, 2 vehicle
8Spacecraft, chemical rocket propelled1 month20 years8 electronic, 8 plastic, 12 chemical, 20 metal
9–10Advanced unearthly technologyMonthsMany years5 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 +- +- +-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
D100Threat or Hazard
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 +- +- +-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
D20Threat or Hazard
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.

18-19Rampaging 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) +- +- +-+-+-+- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +- +-
D6Ability
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.

3-4The 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