diff --git a/patches/base/041-more-organization-through-into-apocalyptic.patch b/patches/base/041-more-organization-through-into-apocalyptic.patch new file mode 100644 index 0000000..a64048f --- /dev/null +++ b/patches/base/041-more-organization-through-into-apocalyptic.patch @@ -0,0 +1,3379 @@ +--- _tmp/ccsrd.md 2025-06-04 04:39:31.954786990 -0500 ++++ _tmp/ccsrd.new.md 2025-06-04 06:51:34.535151336 -0500 +@@ -30457,9 +30457,7 @@ + | 99 | Yonder yarn | + | 00 | Roll on the cypher tables in the Cypher System Rulebook | + +-##### A SELECTION OF FAIRY TALE CYPHERS +- +-###### Adderstone ++##### Adderstone + + Level: 1d6 + 3 + +@@ -30486,7 +30484,7 @@ + | 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in. | + | 19-20 | When tied in the hair, eases all defense tasks against curses by two steps. | + +-###### Agate Eye ++##### Agate Eye + + Level: 1d6 + 2 + +@@ -30496,7 +30494,7 @@ + cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's + system). + +-###### Animated Wood ++##### Animated Wood + + Level: 1d6 + +@@ -30512,7 +30510,7 @@ + attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are + eased by two steps). + +-###### Anywhere Door ++##### Anywhere Door + + Level: 1d6 + 3 + +@@ -30521,7 +30519,7 @@ + Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or + anything that can discern the door can use it. Erasing the drawn line erases the door. + +-###### Apple of Discord ++##### Apple of Discord + + Level: 1d6 + 1 + +@@ -30531,7 +30529,7 @@ + to take it for themselves. Foes spend their next two actions doing nothing but fighting among themselves for possession + of the apple. + +-###### Azure Dust ++##### Azure Dust + + Level: 1d6 + 1 + +@@ -30539,7 +30537,7 @@ + + Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue. + +-###### Baba Yaga's Spiced Cookie ++##### Baba Yaga's Spiced Cookie + + Level: 1d6 + +@@ -30547,7 +30545,7 @@ + + Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour. + +-###### Bellman's Map of the Ocean ++##### Bellman's Map of the Ocean + + Level: 1d6 + 2 + +@@ -30559,7 +30557,7 @@ + beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all + social interactions with those affected are eased by two steps). + +-###### Beloved's Kiss ++##### Beloved's Kiss + + Level: 1d6 + 3 + +@@ -30576,7 +30574,7 @@ + | 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) | + | 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) | + +-###### Bird's Nest Coronet ++##### Bird's Nest Coronet + + Level: 1d6 + 3 + +@@ -30586,7 +30584,7 @@ + Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions + are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level. + +-###### Blackbird Pie ++##### Blackbird Pie + + Level: 1d6 + +@@ -30595,7 +30593,7 @@ + Effect: When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within long + range who hear the song are hindered on all tasks for ten minutes. + +-###### Blood Pearl Blossom ++##### Blood Pearl Blossom + + Level: 1d6 + 4 + +@@ -30604,7 +30602,7 @@ + Effect: When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can + take from one round to one day, depending on the level, severity, and type of curse. + +-###### Bone Key ++##### Bone Key + + Level: 1d6 + 2 + +@@ -30612,7 +30610,7 @@ + + Effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level. + +-###### Bones of the Beloved ++##### Bones of the Beloved + + Level: 1d6 + 3 + +@@ -30623,7 +30621,7 @@ + hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days + if the cypher is level 6 or higher). This does not change the actual health or age of the character. + +-###### Bowl of Porridge ++##### Bowl of Porridge + + Level: 1d6 + 3 + +@@ -30632,7 +30630,7 @@ + Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the + effects of cold for ten minutes. + +-###### Cat Sidhe Medallion ++##### Cat Sidhe Medallion + + Level: 1d6 + 2 + +@@ -30641,7 +30639,7 @@ + Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is + cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces. + +-###### Cheshire Smile ++##### Cheshire Smile + + Level: 1d6 + +@@ -30652,7 +30650,7 @@ + with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes, + and then fades away slowly, until even the original smile has disappeared. + +-###### Coalheart's Beard Balm ++##### Coalheart's Beard Balm + + Level: 1d6 + +@@ -30665,7 +30663,7 @@ + + Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world. + +-###### Croc's Clock ++##### Croc's Clock + + Level: 1d6 + +@@ -30674,7 +30672,7 @@ + Effect: When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone + within long range to its presence for one day. + +-###### Crown Jewel ++##### Crown Jewel + + Level: 1d6 + 2 + +@@ -30684,7 +30682,7 @@ + item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever + comes first). + +-###### Dame Trot's Cat ++##### Dame Trot's Cat + + Level: 1d6 + 3 + +@@ -30693,7 +30691,7 @@ + Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next + time it senses danger. The cat's level is equal to the cypher level. + +-###### Darning Needle ++##### Darning Needle + + Level: 1d6 + +@@ -30703,7 +30701,7 @@ + damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal + to the cypher's level. + +-###### Dead Water ++##### Dead Water + + Level: 1d6 + 3 + +@@ -30712,7 +30710,7 @@ + Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum + Might Pool. + +-###### Deathless ++##### Deathless + + Level: 1d6 + 3 + +@@ -30728,7 +30726,7 @@ + If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all + actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected. + +-###### Death's Candle ++##### Death's Candle + + Level: 1d6 + 4 + +@@ -30742,7 +30740,7 @@ + of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of + damage, which is not enough to kill the user, the user takes the 4 points of damage. + +-###### Death's Messengers ++##### Death's Messengers + + Level: 1d6 + 2 + +@@ -30752,7 +30750,7 @@ + in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's + level (each round). + +-###### Diadem of Death ++##### Diadem of Death + + Level: 1d6 + 4 + +@@ -30761,7 +30759,7 @@ + Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts + damage equal to its level. + +-###### Dragon's Blood ++##### Dragon's Blood + + Level: 1d6 + +@@ -30775,7 +30773,7 @@ + | 3-4 | Asset to all tasks involving magic | + | 5-6 | Asset to all tasks involving romance, sex, and fertility | + +-###### Dragon's Teeth ++##### Dragon's Teeth + + Level: 1d6 + +@@ -30791,7 +30789,7 @@ + + Warriors: level 3; Armor 1; swords inflict 3 points of damage + +-###### Dressmaking Nut ++##### Dressmaking Nut + + Level: 1d6 + 2 + +@@ -30805,7 +30803,7 @@ + + Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits. + +-###### Drink Me ++##### Drink Me + + Level: 1d6 + +@@ -30814,7 +30812,7 @@ + Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find + another way to change their size (such as with an eat me). + +-###### Dust of the Dreamer ++##### Dust of the Dreamer + + Level: 1d6 + +@@ -30823,7 +30821,7 @@ + Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single + action. This does not use up any of their recovery rolls. + +-###### Eat Me ++##### Eat Me + + Level: 1d6 + +@@ -30832,7 +30830,7 @@ + Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another + way to change their size (such as with a drink me). + +-###### Emperor's New Clothes ++##### Emperor's New Clothes + + Level: 1d6 + +@@ -30840,7 +30838,7 @@ + + Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored. + +-###### Fairy Cup ++##### Fairy Cup + + Level: 1d6 + 1 + +@@ -30852,7 +30850,7 @@ + It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer + protection by way of thanks. + +-###### False Grandmother ++##### False Grandmother + + Level: 1d6 + 2 + +@@ -30865,7 +30863,7 @@ + creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the + duration. + +-###### Father's Betrayal ++##### Father's Betrayal + + Level: 1d6 + 2 + +@@ -30875,7 +30873,7 @@ + m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area + and are dazed for one round, hindering their next action. + +-###### Flaming Arrow ++##### Flaming Arrow + + Level: 1d6 + 2 + +@@ -30884,7 +30882,7 @@ + Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate + range. + +-###### Flowers for Grandmother ++##### Flowers for Grandmother + + Level: 1d6 + 2 + +@@ -30902,7 +30900,7 @@ + | 5 | Intellect | + | 6 | Slashing and piercing | + +-###### Forget-Me-Knot ++##### Forget-Me-Knot + + Level: 1d6 + 3 + +@@ -30914,7 +30912,7 @@ + scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that + memory. Capturing the memory is an action, as is untying the loop. + +-###### Genie's Handkerchief ++##### Genie's Handkerchief + + Level: 1d6 + +@@ -30928,7 +30926,7 @@ + their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its + drawbacks. + +-###### Gilded Shell ++##### Gilded Shell + + Level: 1d6 + +@@ -30940,7 +30938,7 @@ + m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape, + making it difficult for others to notice. Once expanded, the structure is permanent and immobile. + +-###### Gingerbread Man ++##### Gingerbread Man + + Level: 1d6 + +@@ -30948,7 +30946,7 @@ + + Effect: After eating the cookie, the user has training in Speed defense for the next day. + +-###### Godfather's Picture Book ++##### Godfather's Picture Book + + Level: 1d6 + 2 + +@@ -30959,7 +30957,7 @@ + turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a + regular book and does not count against the character's cypher limit. + +-###### Golden Beetle ++##### Golden Beetle + + Level: 1d6 + +@@ -30968,7 +30966,7 @@ + Effect: When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies + within long range. + +-###### Golden Vanity ++##### Golden Vanity + + Level: 1d6 + +@@ -30987,7 +30985,7 @@ + The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit. + When all three items have been used, it remains a functional vanity set but no longer holds any magic. + +-###### Green Spectacles ++##### Green Spectacles + + Level: 1d6 + +@@ -30996,7 +30994,7 @@ + Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one + day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight. + +-###### Hart's Heart ++##### Hart's Heart + + Level: 1d6 + 3 + +@@ -31005,7 +31003,7 @@ + Effect: When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, or + convince the recipient are eased by two steps. + +-###### Heart of a Star ++##### Heart of a Star + + Level: 1d6 + +@@ -31015,7 +31013,7 @@ + eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still + eased.) + +-###### Heart's Tart ++##### Heart's Tart + + Level: 1d6 + 2 + +@@ -31024,7 +31022,7 @@ + Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for + ten minutes. + +-###### Hot Cross Buns ++##### Hot Cross Buns + + Level: 1d6 + +@@ -31032,7 +31030,7 @@ + + Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool. + +-###### Iron Bands of Three ++##### Iron Bands of Three + + Level: 1d6 + 3 + +@@ -31043,7 +31041,7 @@ + them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands + breaks. When all three bands are broken, the cypher is used up. + +-###### Itsy Bitsy Spider ++##### Itsy Bitsy Spider + + Level: 1d6 + +@@ -31055,7 +31053,7 @@ + cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in + three words or less. + +-###### Jack's Candlestick ++##### Jack's Candlestick + + Level: 1d6 + 3 + +@@ -31063,7 +31061,7 @@ + + Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool. + +-###### Jiminy Cricket ++##### Jiminy Cricket + + Level: 1d6 + +@@ -31072,7 +31070,7 @@ + Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and + modifiers. + +-###### The Key of Knowing ++##### The Key of Knowing + + Level: 1d6 + 3 + +@@ -31085,7 +31083,7 @@ + After the key is used in this way, the blood disappears from its surface and the key refuses to open anything (or speak) + ever again. + +-###### Knave of Hearts ++##### Knave of Hearts + + Level: 1d6 + 2 + +@@ -31095,7 +31093,7 @@ + knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten + minutes per cypher level. + +-###### Lion's Courage ++##### Lion's Courage + + Level: 1d6 + 1 + +@@ -31105,7 +31103,7 @@ + time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict + +1 point of damage. + +-###### Living Water ++##### Living Water + + Level: 1d6 + 3 + +@@ -31117,7 +31115,7 @@ + When dead water and living water cyphers are used together, a dead character can be brought back to life without any + permanent reductions of their Might Pool. + +-###### Magic Beans ++##### Magic Beans + + Level: 1d6 + 4 + +@@ -31126,7 +31124,7 @@ + Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the + beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task. + +-###### Memory's Match ++##### Memory's Match + + Level: 1d6 + +@@ -31137,7 +31135,7 @@ + the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage + (ignores Armor). + +-###### Mermaid Tear ++##### Mermaid Tear + + Level: 1d6 + 2 + +@@ -31148,7 +31146,7 @@ + significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt + to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate). + +-###### Neverlost ++##### Neverlost + + Level: 1d6 + +@@ -31159,7 +31157,7 @@ + the items become invisible to everyone except the user and any allies the user designates. The items last for one day + per cypher level and can be seen by the user and their allies, even in complete darkness. + +-###### Nonsensical Poem ++##### Nonsensical Poem + + Level: 1d6 + 4 + +@@ -31169,7 +31167,7 @@ + becomes down. Gravity works the other way. A river flows backward. The sun shines at night. (The player should work with + the GM to come up with an appropriate and acceptable change.) + +-###### Omniscient Bean ++##### Omniscient Bean + + Level: 1d6 + 2 + +@@ -31183,7 +31181,7 @@ + knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it + can't provide knowledge about the future, since that is level 10). + +-###### Pictureless Book ++##### Pictureless Book + + Level: 1d6 + +@@ -31202,7 +31200,7 @@ + | 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage. | + | 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. | + +-###### Poison for Your Daughter ++##### Poison for Your Daughter + + Level: 1d6 + 2 + +@@ -31269,7 +31267,7 @@ + + + +-###### Poisoned Apple ++##### Poisoned Apple + + Level: 1d6 + 2 + +@@ -31283,7 +31281,7 @@ + other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for + instance, to force-feed someone part of the apple and have the cypher activate. + +-###### Poppet (Damage) ++##### Poppet (Damage) + + Level: 1d6 + 4 + +@@ -31293,7 +31291,7 @@ + Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far + away it is. Writing the name and destroying the poppet are separate actions. + +-###### Poppet (Love) ++##### Poppet (Love) + + Level: 1d6 + 2 + +@@ -31305,7 +31303,7 @@ + time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if + the creature were to slip near a deep pit, they would not fall into it. Giving the poppet to another is an action. + +-###### Poppet (Prosperity) ++##### Poppet (Prosperity) + + Level: 1d6 + 2 + +@@ -31315,7 +31313,7 @@ + Dirtying, tearing, and damaging the poppet causes the connected being or object to appear destitute and poor to all who + see them. This effect lasts for a day. Writing the name and damaging the poppet are separate actions. + +-###### Poppet (Silence) ++##### Poppet (Silence) + + Level: 1d6 + 2 + +@@ -31325,7 +31323,7 @@ + the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage + with the person who activated the poppet. + +-###### Powder of Life ++##### Powder of Life + + Level: 1d6 + 3 + +@@ -31342,7 +31340,7 @@ + their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a + stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking. + +-###### Princess's Pea ++##### Princess's Pea + + Level: 1d6 + 3 + +@@ -31351,7 +31349,7 @@ + Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false + claims, and other such tricks (for all senses) for what they are. + +-###### Rabbit Hole ++##### Rabbit Hole + + Level: 1d6 + +@@ -31366,7 +31364,7 @@ + The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again + jumping in feet-first. + +-###### Rapunzel Leaf ++##### Rapunzel Leaf + + Level: 1d6 + 3 + +@@ -31378,7 +31376,7 @@ + + The tower's level is equal to the cypher level, and the structure is permanent and immobile. + +-###### Rose of Red ++##### Rose of Red + + Level: 1d6 + 1 + +@@ -31390,7 +31388,7 @@ + birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius, + inflicting damage equal to the cypher level. + +-###### Shadow Soap ++##### Shadow Soap + + Level: 4 + +@@ -31404,7 +31402,7 @@ + + Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return. + +-###### Shard of the Moon ++##### Shard of the Moon + + Level: 1d6 + 2 + +@@ -31415,7 +31413,7 @@ + The user can converse with the creatures and ask them questions, which the creatures will answer to the best of their + ability, but always within their nature (so a trickster will still answer as a trickster would, for example). + +-###### Shining Knife ++##### Shining Knife + + Level: 1d6 + 3 + +@@ -31426,7 +31424,7 @@ + knife is stuck. If both are faring well, the knife shines bright gold. If harm has come to one, the knife is dull and + rusted. + +-###### Silver Slippers ++##### Silver Slippers + + Level: 1d6 + 2 + +@@ -31441,7 +31439,7 @@ + + it is rumored that they magically return to the world in some form for someone else who needs them. + +-###### Singing Bone ++##### Singing Bone + + Level: 1d6 + 3 + +@@ -31453,7 +31451,7 @@ + For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits. + "Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on. + +-###### Snake Leaves ++##### Snake Leaves + + Level: 1d6 + 2 + +@@ -31464,7 +31462,7 @@ + a character one step up the damage track, or bring a dead character back to life. However, the character also gains a + permanent 3-point reduction in their maximum Intellect Pool. + +-###### Snickersnee ++##### Snickersnee + + Level: 1d6 + 4 + +@@ -31473,7 +31471,7 @@ + Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an + additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size. + +-###### Song of the Dead ++##### Song of the Dead + + Level: 1d6 + +@@ -31483,7 +31481,7 @@ + carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to + communicate to those around it, but only for one day. After that, the bird returns to its lifeless form. + +-###### Sorcerer's Skeleton Key ++##### Sorcerer's Skeleton Key + + Level: 1d6 + 2 + +@@ -31492,7 +31490,7 @@ + Effect: When tapped three times against any locked door or other object (of the cypher level or lower), the key + automatically unlocks it. + +-###### Spirit Ring ++##### Spirit Ring + + Level: 1d6 + +@@ -31507,7 +31505,7 @@ + on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something + important), and they may take the time to curse or prank the characters before they disappear. + +-###### Teleport Hat ++##### Teleport Hat + + Level: 1d6 + 3 + +@@ -31518,7 +31516,7 @@ + stays for as long as both parties agree, but not more than a day. At that time, the creature is returned to their place + of origination. + +-###### Three Needles ++##### Three Needles + + Level: 1d6 + +@@ -31527,7 +31525,7 @@ + Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if + doing so was a routine task. + +-###### Tin Man's Tears ++##### Tin Man's Tears + + Level: 1d6 + 2 + +@@ -31537,7 +31535,7 @@ + touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin + soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes. + +-###### To Peter With Love ++##### To Peter With Love + + Level: 1d6 + 3 + +@@ -31547,7 +31545,7 @@ + specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes + at least a round and sometimes longer, depending on the distance and difficulty. + +-###### Valorous Whetstone ++##### Valorous Whetstone + + Level: 1d6 + +@@ -31556,7 +31554,7 @@ + Effect: After sharpening at least one of their weapons with the whetstone, the user instantly feels more brave. For the + next ten minutes, all of their intimidation actions are eased, and their sharpened weapon inflicts +2 points of damage. + +-###### Vase of Tears ++##### Vase of Tears + + Level: 1d6 + +@@ -31565,7 +31563,7 @@ + Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage + the next time they are physically attacked. + +-###### White Snake ++##### White Snake + + Level: 1d6 + 2 + +@@ -31574,7 +31572,7 @@ + Effect: Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living + things for ten minutes. + +-###### Wish-Granting Pearl ++##### Wish-Granting Pearl + + Level: 1d6 + 1 + +@@ -31585,7 +31583,7 @@ + an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The cypher + cannot grant a wish above its level. + +-###### Witch Bottle ++##### Witch Bottle + + Level: 1d6 + 1 + +@@ -31594,7 +31592,7 @@ + Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal + to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them. + +-###### Witch's Ladder ++##### Witch's Ladder + + Level: 1d6 + 2 + +@@ -31603,7 +31601,7 @@ + Effect: Safely stores one curse for use at a later time. The stored curse may be released and cast only by the person + who stored it, or by someone who has received their permission to do so. + +-###### Wooden Spoon ++##### Wooden Spoon + + Level: 1d6 + 4 + +@@ -31613,7 +31611,7 @@ + their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as + their turn, or attack a foe three times. + +-###### Yonder Yarn ++##### Yonder Yarn + + Level: 1d6 + 4 + +@@ -31626,14 +31624,14 @@ + It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know + ways to hide themselves (and others) from the yarn's power. + +-### ARTIFACTS ++#### ARTIFACTS + + Most artifacts in a Cypher System fairy tale setting are magical objects that have been either crafted via magic or + later altered by or imbued with magic. There are a number of people and beings in fairy tale settings who are capable of + creating artifacts by one or both of these methods. Additionally, some artifacts are products of magic or the setting + itself. Thus, new artifacts are constantly entering the world, just waiting to be found and used by the characters. + +-### ARTIFACT QUIRKS ++##### ARTIFACT QUIRKS + + Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and + mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also +@@ -31644,7 +31642,7 @@ + experience, usually one involving magic. Quirks may come and go without notice, but typically an artifact can have only + one quirk at a time and is rarely without a quirk for long. + +-Quirks Table ++##### Quirks Table + + + +@@ -31744,7 +31742,7 @@ + +
+ +-Artifact Table ++##### Artifact Table + + When giving artifacts to characters, either choose from this table or roll d100 for random results. + +@@ -31786,9 +31784,7 @@ + | 97-98 | Tweedledee's umbrella | + | 99-00 | Vicious tankard | + +-### A SELECTION OF FAIRY TALE ARTIFACTS +- +-A Tisket a Tasket ++##### A Tisket a Tasket + + Level: 1d6 + +@@ -31799,7 +31795,7 @@ + + Depletion: 1 in 1d20 (check each time a cypher is added to the basket) + +-Bounding Boots ++##### Bounding Boots + + Level: 1d6 + 1 + +@@ -31810,7 +31806,7 @@ + + Depletion: — + +-Boundless Bag ++##### Boundless Bag + + Level: 1d6 + 2 + +@@ -31832,7 +31828,7 @@ + Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be + cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact. + +-Boy Blue's Horn ++##### Boy Blue's Horn + + Level: 1d6 + +@@ -31844,7 +31840,7 @@ + + Depletion: 1 in 1d20. After depletion, it continues to function as a regular horn. + +-Carving Knife of Sharpness ++##### Carving Knife of Sharpness + + Level: 1d6 + 1 + +@@ -31858,7 +31854,7 @@ + The GM determines the effect of a lost limb; however, many magical beings can withstand lost limbs with far more aplomb + than a mortal creature will display in a similar situation. + +-Devils and Tailors ++##### Devils and Tailors + + Level: 1d6 + 2 + +@@ -31874,7 +31870,7 @@ + You can determine the outcome of a game by having both players roll 2d6. The player with the highest number of pieces + left on the board (highest roll) is the winner. + +-Fiddle of the Fossegrim ++##### Fiddle of the Fossegrim + + Level: 1d6 + 2 + +@@ -31887,7 +31883,7 @@ + + Depletion: 1 in 1d20 + +-Fortunate's Purse ++##### Fortunate's Purse + + Level: 1d6 + +@@ -31902,7 +31898,7 @@ + out of sight, provide an endless supply of gold or riches, or grant wishes. They are most often given as rewards for + doing great kindnesses or completing a difficult task. + +-Galoshes of Fortune ++##### Galoshes of Fortune + + Level: 1d6 + 4 + +@@ -31914,7 +31910,7 @@ + + Depletion: 1 in 1d6 + +-Genie's Lamp ++##### Genie's Lamp + + Level: 1d6 + 2 + +@@ -31930,7 +31926,7 @@ + Genies, also called djinn or jinn, come in many forms, and not all of them are contained or controlled by something so + simple as a lamp. + +-Golden Bridle ++##### Golden Bridle + + Level: 1d6 + 2 + +@@ -31945,7 +31941,7 @@ + + Depletion: 1 in 1d10 + +-Hatchet of the Woodsman ++##### Hatchet of the Woodsman + + Level: 1d6 + 4 + +@@ -31957,7 +31953,7 @@ + + Depletion: 1 in 1d20 (check on each successful attack) + +-Hook's Hook ++##### Hook's Hook + + Level: 1d6 + 1 + +@@ -31976,7 +31972,7 @@ + purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook. + Enterprising characters might seek out multiple hooks, along with a way to exchange them easily. + +-Horn of Destruction ++##### Horn of Destruction + + Level: 1d6 + 3 + +@@ -31990,7 +31986,7 @@ + It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris and to + wear a crown fashioned from talus and scree. + +-Iron Stove ++##### Iron Stove + + Level: 1d6 + 3 + +@@ -32009,7 +32005,7 @@ + A gingerbread being is not immune to dangers. Large amounts of liquids are likely to make it melt away, while birds and + other scavengers have been known to try to take an eye or leg. + +-Knapsack of Sevens ++##### Knapsack of Sevens + + Level: 1d6 + +@@ -32023,7 +32019,7 @@ + + Depletion: 1 in 1d20 + +-Mirror Mirror ++##### Mirror Mirror + + Level: 1d6 + 4 + +@@ -32087,7 +32083,7 @@ + + + +-Pandora's Box ++##### Pandora's Box + + Level: 1d6 + 4 + +@@ -32100,7 +32096,7 @@ + + Depletion: 1 in 1d6 + +-Pixie Dust ++##### Pixie Dust + + Level: 1d6 + +@@ -32113,7 +32109,7 @@ + + Depletion: 1 in 1d10 + +-Red Cap ++##### Red Cap + + Level: 1d6 + 3 + +@@ -32126,7 +32122,7 @@ + + Depletion: 1 in 1d20 (check each day of use) + +-Red Riding Hood ++##### Red Riding Hood + + Level: 1d6 + 3 + +@@ -32138,7 +32134,7 @@ + + Depletion: 1 in 1d10 (check each day of use) + +-Self-Swinging Sword ++##### Self-Swinging Sword + + Level: 1d6 + 1 + +@@ -32153,7 +32149,7 @@ + + Depletion: 1 in 1d6 (for the self-swinging ability). After depletion, it functions as a regular sword. + +-Seven-League Boots ++##### Seven-League Boots + + Level: 1d6 + 3 + +@@ -32166,7 +32162,7 @@ + Depletion: 1 in 1d20 (check each step). Once the movement ability depletes, the boots continue to function as regular + boots. + +-Shapeshifter Wand ++##### Shapeshifter Wand + + Level: 1d6 + +@@ -32183,7 +32179,7 @@ + + Depletion: 1 in 1d10 + +-She-Bear ++##### She-Bear + + Level: 1d6 + +@@ -32195,7 +32191,7 @@ + + Depletion: 1 in 1d6 + +-Shirt of Nettles ++##### Shirt of Nettles + + Level: 1d6 + 4 + +@@ -32208,7 +32204,7 @@ + Depletion: — (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that + ability, after which the shirt still functions as armor.) + +-Soldier's Cloak of Invisibility ++##### Soldier's Cloak of Invisibility + + Level: 1d6 + 2 + +@@ -32220,7 +32216,7 @@ + + Depletion: 1 in 1d100 + +-Soulful Fiddle ++##### Soulful Fiddle + + Level: 1d6 + 2 + +@@ -32237,7 +32233,7 @@ + + Depletion: 1 in 1d20 + +-Steadfast Tin Soldier ++##### Steadfast Tin Soldier + + Level: 1d6 + 2 + +@@ -32254,7 +32250,7 @@ + It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including + Paper Ballerina, Handless Maiden, and Bianca's Snake. + +-Stone Canoe ++##### Stone Canoe + + Level: 1d6 + 3 + +@@ -32265,7 +32261,7 @@ + + Depletion: 1 in 1d6 (check each use) + +-Story Knife ++##### Story Knife + + Level: 1d6 + 2 + +@@ -32286,7 +32282,7 @@ + + Depletion: 1 in 1d20 + +-Table-Be-Set ++##### Table-Be-Set + + Level: 1d6 + +@@ -32306,7 +32302,7 @@ + a forest, for example, is likely to draw bears and other hungry beasts, while using it in the middle of town might + garner the characters new friends, or catch the attention of thieves. + +-Tinderbox ++##### Tinderbox + + Level: 1d6 + 2 + +@@ -32317,7 +32313,7 @@ + + Depletion: 1 in 1d6 + +-Tweedledee's Umbrella ++##### Tweedledee's Umbrella + + Level: 1d6 + 2 + +@@ -32329,7 +32325,7 @@ + + Depletion: 1 in 1d10 + +-Vicious Tankard ++##### Vicious Tankard + + Level: 1d6 + 2 + +@@ -32344,7 +32340,7 @@ + + Depletion: 1 in 1d20 (check each fight) + +-### BEASTS AND BEINGS ++#### BEASTS AND BEINGS + + The following creatures and characters are provided to help populate your fairy tale game. + +@@ -32367,7 +32363,7 @@ + + A creature's health is always equal to its target number unless otherwise stated. + +-Suggested Additional Creatures for Use in Fairy Tale Settings ++##### Suggested Additional Creatures for Use in Fairy Tale Settings + + The Cypher System Rulebook provides a short list of creatures and NPCs that work well in fairy tale games. The following + creatures from that book can also be used, although some may need small tweaks to their appearance or motives to make +@@ -32409,9 +32405,9 @@ + + • Wizard, mighty + +-Beasts and Beings by Archetype ++##### Beasts and Beings by Archetype + +-Animals ++###### Animals + + | Animals, common | + |-----------------------| +@@ -32433,7 +32429,7 @@ + | Toby the turtle | + | Wolf, Big Bad | + +-Crafted ++###### Crafted + + | Geppetto's children | + |--------------------------------| +@@ -32442,7 +32438,7 @@ + | Tin Woodman | + | Virgilius's copper dogs | + +-Earth Beings ++###### Earth Beings + + | Erikling | + |---------------------------------| +@@ -32454,7 +32450,7 @@ + | Satyr | + | Troll | + +-Fey Beings ++###### Fey Beings + + | Áine, Fairy Queen of Light and Love | + |-----------------------------------------------| +@@ -32477,7 +32473,7 @@ + | Tunnel bog | + | Will-o-wisp | + +-Of the Grave ++###### Of the Grave + + | Death | + |---------------------------------------| +@@ -32490,7 +32486,7 @@ + | Ghoul (Cypher System Rulebook) | + | Skeleton (Cypher System Rulebook) | + +-Human NPCs ++###### Human NPCs + + | Aristocrat | + |---------------------| +@@ -32500,7 +32496,7 @@ + | Robber/Thief | + | Scholar | + +-Named Characters ++###### Named Characters + + | Happy | + |-----------------| +@@ -32509,7 +32505,7 @@ + | Snow White | + | Toby the turtle | + +-Royalty ++###### Royalty + + | Áine, Fairy Queen of Light and Love | + |---------------------------------------------------| +@@ -32524,7 +32520,7 @@ + | Red Knight | + | White stag royal | + +-Shapeshifters ++###### Shapeshifters + + | Changeling | + |------------| +@@ -32532,7 +32528,7 @@ + | Queen | + | Witch | + +-Spiring Beings ++###### Spiring Beings + + | Black dog | + |---------------------------------------| +@@ -32548,7 +32544,7 @@ + | Nightmare | + | Skeleton (Cypher System Rulebook) | + +-Tricksters ++###### Tricksters + + | Cheshire Cat | + |--------------------------------| +@@ -32557,7 +32553,7 @@ + | Satyr | + | Wolf, Big Bad | + +-Water Beings ++###### Water Beings + + | Caileach | + |----------------------| +@@ -32569,7 +32565,7 @@ + | The Sea, Herself | + | Siren | + +-Witches, Wizards, and Sorcerers ++###### Witches, Wizards, and Sorcerers + + | Witch (archetype) | + |------------------------------| +@@ -32584,7 +32580,7 @@ + | Wicked Witch of the West | + | Witch of the Drowning Slough | + +-World and Weather Beings ++###### World and Weather Beings + + | Moon | + |--------------------| +@@ -32592,7 +32588,7 @@ + | West Wind | + | Wind children, the | + +-### MAGICAL ANIMALS ++##### MAGICAL ANIMALS + + Bear: level 5; health 20; Armor 1; two magical abilities + +@@ -32655,7 +32651,7 @@ + Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might + or might not be living, depending on its nature. + +-### OF BITE AND CLAW (CREATURES) ++##### OF BITE AND CLAW (CREATURES) + + The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and + snarks. +@@ -32689,7 +32685,7 @@ + + level 7; Armor 2; inflicts 4 points of damage with elaborate swordplay. + +-### CRAFTED (CREATURES) ++##### CRAFTED (CREATURES) + + Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like + Pinocchio, +@@ -32720,7 +32716,7 @@ + + Level 5; Armor 2 + +-### OF EARTH AND STONE (CREATURES) ++##### OF EARTH AND STONE (CREATURES) + + Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are + made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in +@@ -32739,7 +32735,7 @@ + Troll: level 6; claws inflict 7 points of damage and grab victim until they can escape; grabbed creature takes 10 points + of damage per round; troll regains 3 points of health per round. + +-### FEY (CREATURES) ++##### FEY (CREATURES) + + In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins, + boggarts, and goblins. There are so many types of fey beings in +@@ -32767,7 +32763,7 @@ + + Level 2, stealth and finding lost items as level 6 + +-### OF WATER AND WAVES (CREATURES) ++##### OF WATER AND WAVES (CREATURES) + + Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery + areas of the world. +@@ -32794,7 +32790,7 @@ + Level 4; can cause water to boil, inflicting 3 points of heat damage on foes; can unleash flash floods that sweep all + foes back a very long distance and inflict 2 points of ambient damage (ignores Armor) + +-### NPCs ++##### NPCs + + The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in + fairy tales. +@@ -32833,7 +32829,7 @@ + + Suggested types and additional equipment for a horror setting are the same as in a modern setting. + +-### ENCYCLOPEDIA OF HORROR MECHANICS ++#### ENCYCLOPEDIA OF HORROR MECHANICS + + This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or + suspenseful. Horror modules are tweaks the GM applies +@@ -32852,7 +32848,7 @@ + use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique + twist to the game. + +-### GENERAL HORROR GM INTRUSIONS ++#### GENERAL HORROR GM INTRUSIONS + + The following GM intrusions work for most horror genres. + +@@ -32870,7 +32866,7 @@ + • A dramatic and/or ridiculous amount of blood and gore from something that just got killed splashes on a character, + blinding them until they take an action to wipe their eyes clean. + +-### BAD PENNY ++#### BAD PENNY + + An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to + discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with +@@ -32887,7 +32883,7 @@ + earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the + PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring. + +-### CHARACTER POSSE ++#### CHARACTER POSSE + + Every player is given at least two characters to run, each with about the same amount of background and abilities so + they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the +@@ -32905,7 +32901,8 @@ + and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or + require special actions (like Anecdote and Muscles of Iron). + +-### DEAD ALL ALONG ++#### DEAD ALL ALONG ++ + A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck, + quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away + from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or +@@ -32922,7 +32919,7 @@ + When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers + module. + +-### FRAGILITY ++#### FRAGILITY + + Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently + increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other +@@ -32937,7 +32934,7 @@ + affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more + Pools). + +-### GHOSTLY HELPERS ++#### GHOSTLY HELPERS + + In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the + player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of +@@ -32961,7 +32958,7 @@ + Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a + guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on + +-### HALLUCINATION RESET ++#### HALLUCINATION RESET + + In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're + hallucinating or dreaming it. In some cases, their fear response +@@ -32995,7 +32992,7 @@ + something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't + know if they should act on their "future memories" of these events or ignore them as falsehoods. + +-### HORROR MODE ++#### HORROR MODE + + Horror Mode is an optional rule discussed in the Cypher System Rulebook. When using this rule, the GM can escalate the + tension by increasing the range of numbers that trigger a GM intrusion: first on a roll of 1 or 2 instead of 1, then a +@@ -33009,7 +33006,7 @@ + task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes + them feel more vulnerable. + +-### USING GM INTRUSIONS IN HORROR MODE ++##### USING GM INTRUSIONS IN HORROR MODE + + With the GM intrusions coming fast and furious toward the end of Horror Mode, it's easy to run out of ideas. In combat, + intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a +@@ -33039,7 +33036,7 @@ + (GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but + that should be based on the situation.) + +-### OPTIONAL RULE: MADNESS ++#### OPTIONAL RULE: MADNESS + + Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror + campaigns more interesting. The easiest way to portray blows to a character's sanity is through Intellect damage. When +@@ -33074,7 +33071,7 @@ + their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those + simple things. + +-### ESCALATION RATE ++#### ESCALATION RATE + + + +@@ -33104,7 +33101,7 @@ + +
+ +-### HYSTERIA ++#### HYSTERIA + + Screaming is a natural reaction when you're frightened, but it's also likely + +@@ -33127,7 +33124,7 @@ + + attention of something that wants to harm the PCs or the sudden appearance of something dangerous. + +-### INSTANT PANIC ++#### INSTANT PANIC + + Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something + that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else +@@ -33142,7 +33139,7 @@ + person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt + it again as an intrusion if the circumstances warrant it. + +-### IRONMAN ++#### IRONMAN + + There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as recovery rolls + and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would +@@ -33155,7 +33152,7 @@ + whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of + healing cyphers and artifacts, but limit them to the minimum amount. + +-### LAST SURVIVOR ++#### LAST SURVIVOR + + Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the + journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is +@@ -33189,14 +33186,15 @@ + everyone else has already been the last survivor), the last survivor can pass the token to the GM in exchange for their + character getting 1 XP. Once this happens, the last survivor token is removed from the game. + +-### MADNESS ++#### MADNESS + + Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear + or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced + by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the + Mad descriptor. + +-### PERILOUS VENTURE ++#### PERILOUS VENTURE ++ + Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they + make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a + banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a +@@ -33240,7 +33238,8 @@ + blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls + could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost. + +-### POOR CHOICES ++#### POOR CHOICES ++ + Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their + friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger + and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the +@@ -33262,7 +33261,7 @@ + As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should + consider accepting the intrusion for the sake of the story, and because they'll need the XP later. + +-### POOR CHOICES INTRUSIONS ++##### POOR CHOICES INTRUSIONS + + The following are examples of GM intrusions to use with the Poor Choices module. + +@@ -33352,7 +33351,7 @@ + + • A character tries to help a child who has no reason for being there. + +-### SECRET TWIST ++#### SECRET TWIST + + It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other, + interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there +@@ -33395,7 +33394,7 @@ + sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take + separate notes about what the original and the duplicate know. + +-### SHOCK ++#### SHOCK + + Shock is an optional rule discussed in the Cypher System Rulebook. When using this rule, seeing something terrifying + means a PC must make an Intellect defense roll. The difficulty is based on the level of the scary thing, or the GM can +@@ -33405,7 +33404,7 @@ + the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other + appropriate action, perhaps with input from the player). + +-### SHOCK LEVELS ++##### SHOCK LEVELS + + | Event | Level | + |---------------------------------------------------------------------------------------------------------|----------------| +@@ -33420,7 +33419,7 @@ + | Witnessing something supernatural (like a spell) | 5 | + | Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) | 8 | + +-### UNEASE ++#### UNEASE + + Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's + something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your +@@ -33445,7 +33444,7 @@ + + In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it. + +-### CONSENT ++#### CONSENT + + Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, + make sure everyone around your table is okay with that. Find out what your players will find "good uncomfortable," which +@@ -33465,7 +33464,7 @@ + For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming* + PDF at myMCG.info/consent + +-### HORROR CREATURES AND NPCs BY LEVEL AND GENRE ++#### 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 +@@ -33515,7 +33514,7 @@ + + \* Creature found in the Cypher System Rulebook + +-### HORROR CYPHERS ++#### HORROR CYPHERS + + Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or + mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be +@@ -33531,7 +33530,7 @@ + invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to + award a new manifest cypher. + +-### ALIEN CYPHERS ++##### ALIEN CYPHERS + + | 1-2 | Anathema siren (aliens) | + |-------|------------------------------| +@@ -33545,7 +33544,7 @@ + | 17-18 | Primitive doppelganger | + | 19-20 | Visage scrutinizer | + +-### BODY HORROR CYPHERS ++##### BODY HORROR CYPHERS + + | 1-2 | Ascendant flesh vivisector | + |-------|----------------------------| +@@ -33559,7 +33558,7 @@ + | 17-18 | Primitive doppelganger | + | 19-20 | Reanimator | + +-### CLASSIC MONSTER CYPHERS ++##### CLASSIC MONSTER CYPHERS + + | 1 | Anathema siren (cryptids) | + |-------|-----------------------------| +@@ -33577,7 +33576,7 @@ + | 18-19 | Silgarho infusion | + | 20 | Unphantomed limb | + +-### DARK MAGIC AND OCCULT CYPHERS ++##### DARK MAGIC AND OCCULT CYPHERS + + | 1-4 | Anathema siren (demons) | + |-------|-------------------------| +@@ -33589,7 +33588,7 @@ + + + +-### DEMON CYPHERS ++##### DEMON CYPHERS + + | 1-4 | Anathema siren (demons) | + |-------|-------------------------| +@@ -33599,13 +33598,13 @@ + | 14-16 | Reanimator | + | 17-20 | Visage scrutinizer | + +-### GHOST CYPHERS ++##### GHOST CYPHERS + + | 1-8 | Anathema siren (ghost) | + |------|------------------------| + | 9-20 | Ghost detector | + +-### LOVECRAFTIAN CYPHERS ++##### LOVECRAFTIAN CYPHERS + + | 1-2 | Anathema siren (aliens) | + |-------|---------------------------------------------| +@@ -33620,7 +33619,7 @@ + | 18-19 | Invisibility revealer | + | 20 | Mind swapper | + +-### MUMMY CYPHERS ++##### MUMMY CYPHERS + + | 1-6 | Anathema siren (mummies) | + |-------|--------------------------| +@@ -33628,7 +33627,7 @@ + | 13-16 | Reanimator | + | 17-20 | Revenant serum | + +-### SCIENCE GONE WRONG CYPHERS ++##### SCIENCE GONE WRONG CYPHERS + + | 1 | Anathema siren (simulacra) | + |-----|----------------------------| +@@ -33652,7 +33651,7 @@ + | 19 | Revenant serum | + | 20 | Unphantomed limb | + +-### UNDEAD CYPHERS ++##### UNDEAD CYPHERS + + | 1-3 | Anathema siren (ghosts) | + |-------|---------------------------| +@@ -33666,14 +33665,14 @@ + | 16-18 | Silgarho infusion | + | 19-20 | Wolfsbane potion | + +-### VAMPIRE CYPHERS ++##### VAMPIRE CYPHERS + + | 1-6 | Anathema siren (vampire) | + |-------|--------------------------| + | 7-12 | Humanity tester | + | 13-20 | Silgarho infusion | + +-### WEREWOLF CYPHERS ++##### WEREWOLF CYPHERS + + | 1-5 | Anathema siren (werewolves) | + |-------|-----------------------------| +@@ -33683,16 +33682,14 @@ + + + +-### ZOMBIE CYPHERS ++##### ZOMBIE CYPHERS + + | 1-8 | Anathema siren (undead) | + |-------|-------------------------| + | 9-14 | Reanimator | + | 15-20 | Revenant serum | + +-### A SELECTION OF HORROR CYPHERS +- +-### ANATHEMA SIREN ++##### ANATHEMA SIREN + + Level: 1d6 + 2 + +@@ -33719,7 +33716,7 @@ + | 91-95 | Extradimensional creatures | + | 96-00 | Undead | + +-### ASCENDANT BRAIN VIVISECTOR ++##### ASCENDANT BRAIN VIVISECTOR + + Level: 1d6 + 4 + +@@ -33738,7 +33735,7 @@ + Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also + instigating aggressive behavior. + +-### ASCENDANT FLESH VIVISECTOR ++##### ASCENDANT FLESH VIVISECTOR + + Level: 1d6 + 4 + +@@ -33755,7 +33752,7 @@ + Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human with bestial + features. + +-### ORRUPTED CANOPIC JAR ++##### ORRUPTED CANOPIC JAR + + Level: 1d6 + 1 + +@@ -33764,7 +33761,7 @@ + Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two + assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range. + +-### ECAPITATIVE LONGEVITY ++##### ECAPITATIVE LONGEVITY + + Level: 1d6 + 4 + +@@ -33783,7 +33780,7 @@ + When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or + someone can carefully sever the head from the body, which doesn't harm the head. + +-### GHOST DETECTOR ++##### GHOST DETECTOR + + Level: 1d6 + 1 + +@@ -33796,7 +33793,7 @@ + in. If the ghost is normally invisible, it becomes somewhat visible (hindering its stealth attempts by one step). The + cypher remains active for ten minutes per cypher level. + +-### GHOST TRAP ++##### GHOST TRAP + + Level: 1d6 + 2 + +@@ -33810,7 +33807,7 @@ + + Ghosts in a trap can be permanently stored in a ghost vault. + +-### HOMUNCULUS FLASK ++##### HOMUNCULUS FLASK + + Level: 1d6 + 1 + +@@ -33824,7 +33821,7 @@ + + Homunculus: level 2; alchemy, all defenses, and stealth as level 3 + +-### HORRIFIC ARM ++##### HORRIFIC ARM + + Level: 1d6 + 1 + +@@ -33837,7 +33834,7 @@ + attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the user (the arm can + take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for one day per cypher level. + +-### HORRIFIC EYE ++##### HORRIFIC EYE + + Level: 1d6 + 1 + +@@ -33850,7 +33847,7 @@ + surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of damage directed at it before it + becomes nonfunctional). The eye lasts for one day per cypher level. + +-### HORRIFIC FACE ++##### HORRIFIC FACE + + Level: 1d6 + 1 + +@@ -33865,7 +33862,7 @@ + creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two + days if the cypher is level 6 or higher). + +-### HORRIFIC INTEGRATED WEAPON ++##### HORRIFIC INTEGRATED WEAPON + + Level: 1d6 + 3 + +@@ -33884,7 +33881,7 @@ + | 13-16 | Light handgun | + | 17-20 | Medium handgun | + +-### HORRIFIC ORIFICE ++##### HORRIFIC ORIFICE + + Level: 1d6 + 3 + +@@ -33899,7 +33896,7 @@ + Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or + control their mind by inserting data devices into the orifice. + +-### HUMANITY TESTER ++##### HUMANITY TESTER + + Level: 1d6 + 4 + +@@ -33915,7 +33912,7 @@ + multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific + kind of fake + +-### INSANITY SUPPRESSOR ++##### INSANITY SUPPRESSOR + + Level: 1d6 + +@@ -33927,7 +33924,7 @@ + make a level 1 Intellect defense roll to prolong the effect; failure means relapse. The roll is hindered by one step for + each day that has passed since the cypher was used. + +-### INVISIBILITY REVEALER ++##### INVISIBILITY REVEALER + + Level: 1d6 + 4 + +@@ -33937,7 +33934,7 @@ + point for one round per cypher level. Affected invisible creatures remain visible if they move outside the area, and + those outside the area become visible if they enter the area. + +-### INVISIBILITY SERUM ++##### INVISIBILITY SERUM + + Level: 1d6 + 2 + +@@ -33955,7 +33952,7 @@ + The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage. + Many users have become "stuck" in the invisible state and eventually go mad as a result. + +-### MIND SWAPPER ++##### MIND SWAPPER + + Level: 1d6 + 2 + +@@ -33972,7 +33969,7 @@ + Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't cause + trouble in the user's body. + +-### PRIMITIVE DOPPELGANGER ++##### PRIMITIVE DOPPELGANGER + + Level: 1d6 + 1 + +@@ -33988,7 +33985,7 @@ + Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else + entirely. It may or may not have scars, tattoos, or other non-genetic features of the original. + +-### REANIMATOR ++##### REANIMATOR + + Level: 1d6 + 2 + +@@ -33998,7 +33995,7 @@ + the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or + one round if level 6 or higher). + +-### REVENANT SERUM ++##### REVENANT SERUM + + Level: 1d6 + 4 + +@@ -34014,7 +34011,7 @@ + to eat, drink, or sleep, but it can still rest if it wants to (such as to make a recovery roll). The revenant remains in + this active state for one hour per cypher level, after which it dies again and cannot be reanimated with this cypher. + +-### SILGARHO INFUSION ++##### SILGARHO INFUSION + + Level: 1d6 + +@@ -34033,7 +34030,7 @@ + Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that + turns skin purple or purple-grey + +-### UNPHANTOMED LIMB ++##### UNPHANTOMED LIMB + + ​​Level: 1d6 + +@@ -34049,7 +34046,7 @@ + points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb + lasts for one day per cypher level. + +-### VISAGE SCRUTINIZER ++##### VISAGE SCRUTINIZER + + Level: 1d6 + 2 + +@@ -34062,7 +34059,7 @@ + a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is + lower than the cypher's level. The cypher lasts for one hour. + +-### WOLFSBANE POTION ++##### WOLFSBANE POTION + + Level: 1d6 + +@@ -34076,7 +34073,7 @@ + werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from + regenerating for several minutes. + +-### HORROR ARTIFACTS ++#### HORROR ARTIFACTS + + Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien + device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror +@@ -34102,7 +34099,8 @@ + + > The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot. + +-### LOVECRAFTIAN ARTIFACTS ++##### 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 +@@ -34118,9 +34116,7 @@ + + • Shining trapezohedron + +-### HORROR ARTIFACTS +- +-### BOOK OF THOTH ++##### BOOK OF THOTH + + Level: 1d6 + 2 + +@@ -34134,7 +34130,7 @@ + + Depletion: — + +-### BRAIN CYLINDER ++##### BRAIN CYLINDER + + Level: 1d6 + 2 + +@@ -34158,7 +34154,7 @@ + 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 ++##### CURSED VIDEO + + Level: 1d6 + 2 + +@@ -34175,7 +34171,7 @@ + + Depletion: — + +-### DEMON PUZZLE ++##### DEMON PUZZLE + + Level: 1d6 + 4 + +@@ -34195,7 +34191,7 @@ + + Depletion: 1 in 1d100 + +-### GHOST VAULT ++##### GHOST VAULT + + Level: 1d6 + 4 + +@@ -34208,7 +34204,7 @@ + + Depletion: 1 in 1d20 (check each month) + +-### HUMAN SUIT ++##### HUMAN SUIT + + Level: 1d6 + +@@ -34222,7 +34218,7 @@ + + Depletion: 1 in 1d20 + +-### MONKEY'S PAW ++##### MONKEY'S PAW + + Level: 1d6 + +@@ -34240,7 +34236,7 @@ + + Depletion: 1 in 1d6 + +-### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION) ++##### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION) + + Level: 1d6 + 4 + +@@ -34269,7 +34265,7 @@ + + Depletion: — + +-### PNAKOTIC MANUSCRIPTS ++##### PNAKOTIC MANUSCRIPTS + + Level: 1d6 + 2 + +@@ -34293,7 +34289,7 @@ + + Depletion: — + +-### SHINING TRAPEZOHEDRON ++##### SHINING TRAPEZOHEDRON + + Level: 1d6 + 3 + +@@ -34311,7 +34307,7 @@ + + Depletion: — + +-### SILGARHO BULLET ++##### SILGARHO BULLET + + Level: 1d6 + +@@ -34330,7 +34326,7 @@ + + Depletion: Automatic + +-### SPIRIT BOARD ++##### SPIRIT BOARD + + Level: 1d6 + +@@ -34356,7 +34352,7 @@ + + Depletion: 1 in 1d100 (check each session) + +-### BOOK OF INVERSION ++##### BOOK OF INVERSION + + Level: 8 + +@@ -34374,7 +34370,7 @@ + + Depletion: 1 in 1d10 + +-### SHADOW BOX ++##### SHADOW BOX + + Level: 7 + +@@ -34389,7 +34385,7 @@ + + Depletion: 1–2 in 1d6 + +-### SPHERE 23 ++##### SPHERE 23 + + Level: 1d6 + 4 + +@@ -34410,7 +34406,7 @@ + + Suggested types and additional equipment for a romance setting are the same as in a modern setting + +-### CONSENT AND BOUNDARIES ++#### CONSENT AND BOUNDARIES + + You must get consent to cover these topics in a game ahead of time—you don't want to make people uncomfortable. Everyone + involved also needs to learn everyone else's boundaries. Someone might not want any part of a romance scene, while +@@ -34431,7 +34427,7 @@ + For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming* + PDF at myMCG.info/consent + +-### THE CHECK-IN ++#### THE CHECK-IN + + It's vital that the GM and the players all check in with each other to make sure everyone's still comfortable with + what's going on in the game. This is particularly important to maintain the boundary between emotions expressed in the +@@ -34449,7 +34445,7 @@ + + The unattainable: level 3, interactions as level 7, resistance to all interactions as level 9 + +-### OPTIONAL RULE: INFATUATION ++#### OPTIONAL RULE: INFATUATION + + When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make + an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject +@@ -34462,7 +34458,7 @@ + + Infatuation can happen whether the PC is attracted to an NPC or a PC. + +-### OPTIONAL RULES: RELATIONSHIP LEVELS ++#### OPTIONAL RULES: RELATIONSHIP LEVELS + + When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. + If there's no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably +@@ -34488,7 +34484,7 @@ + far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even + in these situations the connection between any two individuals should have its own level.) + +-### ROMANTIC RELATIONSHIP LEVELS ++##### ROMANTIC RELATIONSHIP LEVELS + + | | | + |-------|---------------------------------------------------------------------| +@@ -34520,7 +34516,7 @@ + relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, + and decreased just as it can with a romantic relationship. + +-### PLATONIC RELATIONSHIP LEVELS ++##### PLATONIC RELATIONSHIP LEVELS + + | | | + |-------|-------------------------------------------------------------------------------------| +@@ -34547,7 +34543,7 @@ + long-awaited robot uprising, a powerful solar flare that burns out the world's power grids and communications, or even + something as prosaic as a global disease pandemic. + +-### SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME ++#### SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME + + | | | + |----------|--------------------------------| +@@ -34573,7 +34569,7 @@ + + Survivor, typical: level 3 + +-### OPTIONAL RULES FOR THE APOCALYPSE ++#### 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 +@@ -34596,7 +34592,7 @@ + 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 ++#### 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. +@@ -34606,11 +34602,12 @@ + + Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter. + +-### EXPOSURE ++#### 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 ++##### 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 +@@ -34622,7 +34619,7 @@ + (–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 ++##### 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 +@@ -34634,7 +34631,7 @@ + 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 ++#### 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 +@@ -34642,7 +34639,7 @@ + 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 ++#### 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 +@@ -34650,7 +34647,7 @@ + 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 ++#### 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 +@@ -34658,7 +34655,7 @@ + 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 ++#### 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. +@@ -34711,7 +34708,7 @@ + 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 ++#### SCAVENGING, REPAIRING, AND BUILDING + + Survivors need food and shelter in a world turned upside down. + +@@ -34724,7 +34721,7 @@ + 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 ++##### 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 +@@ -34742,7 +34739,7 @@ + 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 ++##### 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. +@@ -34750,7 +34747,7 @@ + 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 ++##### Scavenging and Related Tasks + + | Level | Task | + |-------|-------------------------------------------------------------------------------------------------------------------------------------| +@@ -34759,7 +34756,7 @@ + | \- | 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 ++##### 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. +@@ -34779,7 +34776,7 @@ + dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes + evident. + +-### USEFUL STUFF ++#### 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. +@@ -34800,7 +34797,7 @@ + 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 ++##### 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 +@@ -36223,7 +36220,7 @@ + + + +-### JUNK ++#### 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 +@@ -36244,7 +36241,7 @@ + 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 ++##### Junk + + | | | + |-----|-------------------------------------------------------------------------------------------------| +@@ -36260,7 +36257,7 @@ + | 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 ++#### 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 +@@ -36291,7 +36288,7 @@ + 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 ++#### 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 +@@ -36306,7 +36303,7 @@ + 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 ++##### Repairing and Crafting Difficulty and Time + + + +@@ -36519,7 +36516,7 @@ + + \*Load requirements for buildings (vs. repairing) are two to ten times the indicated values. + +-Handloading Tool Set ++##### 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 +@@ -36528,7 +36525,7 @@ + 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 ++#### IRONMAN + + This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular + people. +@@ -36547,7 +36544,7 @@ + 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 ++#### FRAGILITY + + This optional rule prevents power creep in PCs. + +@@ -36565,7 +36562,7 @@ + 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 ++#### ADVANCED AND ALIEN TECH + + Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology. + +@@ -36579,12 +36576,12 @@ + 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 ++##### 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 ++##### UNDERSTANDING ADVANCED AND ALIEN TECH + + Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even + harder. +@@ -36603,7 +36600,7 @@ + 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 ++##### 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. +@@ -36622,7 +36619,7 @@ + | 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 ++#### 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 +@@ -36637,7 +36634,7 @@ + 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 ++##### 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 +@@ -36665,7 +36662,7 @@ + + - Big clumps of fungal growth that are obviously intrusive and painful + +-Adaptive Mutations ++##### 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. +@@ -36684,13 +36681,13 @@ + + - Fungal growths that seem to connect the minds of creatures that have the same kind of growth. + +-### OPTIONAL RULE: MUTANT DESCRIPTOR ++#### 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 ++#### 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 +@@ -36699,7 +36696,7 @@ + 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 ++##### 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. +@@ -36739,7 +36736,7 @@ + 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 ++###### 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 +@@ -36762,13 +36759,13 @@ + + - When the cypher volatile mutation is replaced, roll the level for the new mutation. + +-Other Consequences of Volatile Mutations ++###### 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 ++#### 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 +@@ -36831,7 +36828,7 @@ + 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 ++#### 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. +@@ -36864,13 +36861,13 @@ + + 93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point. + +-### CRIPPLING MUTATIONS ++#### 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 ++#### 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 +@@ -36977,7 +36974,7 @@ + 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 ++#### 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. + +@@ -37113,7 +37110,7 @@ + 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 + + 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. +@@ -37208,12 +37205,12 @@ + | 99 | Feathers | + | 00 | Head crest | + +-**POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS** ++#### 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 ++##### Realistic Threats and Hazards + +
+ +@@ -37471,7 +37468,7 @@ + + \* 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 ++##### Fantastic Threats and Hazards + +
+ +@@ -37657,7 +37654,7 @@ + +
+ +-### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES ++#### 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 +@@ -37827,7 +37824,7 @@ + 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 ++#### 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 +@@ -37838,7 +37835,7 @@ + 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 ++##### 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. +@@ -37851,7 +37848,7 @@ + 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 ++##### 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 +@@ -37878,46 +37875,46 @@ + 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 ++##### Creatures By Apocalypse + +-Any 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 ++###### 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 ++###### 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 ++###### 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 ++###### 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 ++###### 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 ++#### POST-APOCALYPTIC EQUIPMENT + +-Currency ++##### Currency + + In your setting, you may want a new currency that PCs can use to purchase goods and services + +@@ -37926,7 +37923,7 @@ + + A few options are described here. + +-Loot ++##### 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 +@@ -37934,7 +37931,7 @@ + they were before the apocalypse. In general, the price category for such things is two ranks lower than before the + apocalypse. + +-Ammunition ++##### Ammunition + + | Price Category | Rounds of Ammo | + |----------------|----------------| +@@ -37944,7 +37941,7 @@ + | Very expensive | 1,000 bullets | + | Exorbitant | 10,000 bullets | + +-Other Currency Options ++##### 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 +@@ -37967,7 +37964,7 @@ + for services rendered. Such scrip might have value outside the group or be considered worthless, depending on your + setting. + +-### ADDITIONAL POST-APOCALYPTIC EQUIPMENT ++#### 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. +@@ -37975,7 +37972,7 @@ + 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 ++##### Inexpensive Items + + | Weapons | Notes | + |--------------------------|-----------------------------------------------------------------| +@@ -37999,7 +37996,7 @@ + | Sunglasses | | + | Tool, single hand tool | Hammer, tape measure, manual drill, or other single hand tool | + +-Moderately Priced Items ++##### Moderately Priced Items + + | Weapons | Notes | + |---------------------|-------------------------------------------| +@@ -38034,7 +38031,7 @@ + | Tool set, hand tools | Includes hammer, tape measure, screwdriver, pliers, etc | + | Water filter straw or bottle | Filters water while drinking | + +-Expensive Items ++##### Expensive Items + + | Weapons | Notes | + |-----------------|-------------------------------| +@@ -38058,7 +38055,7 @@ + | 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 ++##### Very Expensive Items + + | Weapons | Notes | + |----------------|-----------------------------------------------| +@@ -38077,26 +38074,26 @@ + | 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 ++#### Post-Apocalyptic Cyphers + +-Subtle 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 ++###### 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 + + 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 ++##### 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 +@@ -38125,14 +38122,14 @@ + | 18 | Useful thing | + | 19-20 | Useful tool | + +-Ammunition ++###### 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 ++###### Construction Supply + + Level: 1d6 + 1 + +@@ -38147,7 +38144,7 @@ + | 4 | Electrician's tape | + | 5-6 | Duct tape | + +-Edible Food ++###### Edible Food + + Level: 1d6 + 1 + +@@ -38186,7 +38183,7 @@ + | 84-97 | Vegetables, canned | + | 98-00 | Vegetables, fresh | + +-Firearm ++###### Firearm + + Level: 1d6 + 1 + +@@ -38208,14 +38205,14 @@ + | 9 | Heavy rifle (heavy, very long range) | + | 10 | Submachine gun (medium, rapid-fire, short range) | + +-First Aid ++###### 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 ++###### How-To Manual + + Level: 1d6 + 1 + +@@ -38236,7 +38233,7 @@ + | 9 | Smithcraft | + | 10 | Chemistry | + +-Medicine ++###### Medicine + + Level: 1d6 + 1 + +@@ -38270,7 +38267,7 @@ + | 19 | Acid reflux | + | 20 | Blood clots | + +-Melee Weapon ++###### Melee Weapon + + Level: 1d6 + 1 + +@@ -38290,7 +38287,7 @@ + | 9 | Bow (medium) | + | 10 | Pickaxe (heavy) | + +-Potable Liquid ++###### Potable Liquid + + Level: 1d6 + 1 + +@@ -38306,7 +38303,7 @@ + | 8-9 | Water, bottled or canned | + | 10 | Wine | + +-Transport ++###### Transport + + Level: 1d6 + 1 + +@@ -38324,7 +38321,7 @@ + | 9 | Motorcycle, gas or electric | + | 10 | Two-wheeled, self-balancing personal transporter | + +-Useful Clothing ++###### Useful Clothing + + Level: 1d6 + 1 + +@@ -38344,14 +38341,14 @@ + | 9 | Military body armor (heavy armor) | + | 10 | Hazmat suit (light armor, +2 Armor against chemical and radiation damage) | + +-Useful Thing ++###### 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 ++###### Useful Tool + + Level: 1d6 + 1 + +@@ -38381,7 +38378,7 @@ + | 19 | Can opener | + | 20 | Box of black markers | + +-Additional Post-Apocalyptic Manifest Cyphers ++##### 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 +@@ -38397,7 +38394,7 @@ + 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 ++###### AI-Fashioned Manifest Cyphers + + | D10 | Cypher | + |-----|-------------------------| +@@ -38412,7 +38409,7 @@ + | 9 | Fabricator, military | + | 10 | Smartdust | + +-### AI INSTANCE ++###### AI INSTANCE + + Level: 1d6 + 1 + +@@ -38425,7 +38422,7 @@ + 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 ++###### ARMOR BREACH + + Level: 1d6 + +@@ -38434,7 +38431,7 @@ + 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 ++###### DATA WIPE + + Level: 1d6 + 2 + +@@ -38442,7 +38439,7 @@ + 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 ++###### DENATURE NANOTECH + + Level: 1d6 + 3 + +@@ -38454,7 +38451,7 @@ + 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) ++###### DETONATION (PRION) + + Level: 1d6 + 2 + +@@ -38465,7 +38462,7 @@ + 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 ++###### DISASSEMBLER + + Level: 1d6 + 1 + +@@ -38476,7 +38473,7 @@ + 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 ++###### DISASSEMBLER, EPHEMERAL + + Level: 1d6 + 2 + +@@ -38487,7 +38484,7 @@ + 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 ++###### FABRICATOR, CIVIL + + Level: 1d6 + 1 + +@@ -38501,7 +38498,7 @@ + + A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures. + +-### FABRICATOR, MILITARY ++###### FABRICATOR, MILITARY + + Level: 1d6 + 1 + +@@ -38509,7 +38506,7 @@ + weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed + ammunition. + +-### SMARTDUST ++###### SMARTDUST + + Level: 1d6 + 2 + +@@ -38517,7 +38514,7 @@ + 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 ++#### 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 +@@ -38528,7 +38525,7 @@ + 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 ++##### Book + + Level: 1d6 + +@@ -38539,7 +38536,7 @@ + + Depletion: 1 in 1d100 + +-Faraday Cake ++##### Faraday Cake + + Level: 3 + +@@ -38549,7 +38546,7 @@ + + Depletion: — + +-Salvaged Car ++##### Salvaged Car + + Level: 1d6 + +@@ -38559,7 +38556,7 @@ + + Depletion: 1 in 1d20 (check each time the engine is started or the car begins a trip) + +-Water Filter ++##### Water Filter + + Level: 1d6 + 1 + +@@ -38569,7 +38566,7 @@ + + Depletion: 1 in 1d20 (check each day used) + +-### POST-APOCALYPTIC ARTIFACTS ++#### 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 +@@ -38603,7 +38600,7 @@ + + \*Artifacts presented in the Cypher System Rulebook + +-### AUTODOC ++##### AUTODOC + + Level: 1d6 + +@@ -38614,7 +38611,7 @@ + + Depletion: 1 in 1d10 + +-Carbonizer ++##### Carbonizer + + Level: 1d6 + 1 + +@@ -38639,7 +38636,7 @@ + + Depletion: 1 in 1d10 (check per use of scanning function) + +-Memory Eraser ++##### Memory Eraser + + Level: 1d6 + 1 + +@@ -38650,7 +38647,7 @@ + + Depletion: 1 in 1d20 + +-Mutation Inducer ++##### Mutation Inducer + + Level: 1d6 + 1 + +@@ -38662,7 +38659,7 @@ + + Depletion: 1 in 1d10 (upon depletion, target also gains a harmful mutation) + +-### MILITARY EXOSKELETON ++##### MILITARY EXOSKELETON + + Level: 1d6 + 1 + +@@ -38673,7 +38670,7 @@ + + Depletion: 1 in 1d10 + +-Nanorifle ++##### Nanorifle + + Level: 1d6 + 2 + +@@ -38687,7 +38684,7 @@ + + Depletion: 1 in 1d100 + +-### ROCKET FIST ++##### ROCKET FIST + + Level: 1d6 + 2 + +@@ -38698,7 +38695,7 @@ + + Depletion: 1 in 1d10 + +-### ROCKET-PROPELLED GRENADE ++##### ROCKET-PROPELLED GRENADE + + Level: 1d6 + 3 + +@@ -38709,7 +38706,7 @@ + + Depletion: 1 in 1d6 + +-Seal of Solomon ++##### Seal of Solomon + + Level: 1d6 + 2 + +@@ -38722,7 +38719,7 @@ + + Depletion: 1 in 1d100 + +-Spear of Destiny ++##### Spear of Destiny + + Level: 7 + +@@ -38738,7 +38735,7 @@ + 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 ++##### TERAHERTZ SCANNER + + Level: 1d6 + 1 + +@@ -38751,7 +38748,7 @@ + + Depletion: 1 in 1d20 + +-Transfer Discs ++##### Transfer Discs + + Level: 1d6 + 1 + +@@ -38764,7 +38761,7 @@ + + Depletion: 1 in 1d20 (check after each day of use) + +-### SCAVENGING ++#### SCAVENGING + + Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of + safety. +@@ -38803,7 +38800,7 @@ + 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 ++##### USEFUL STUFF + + + +@@ -38891,11 +38888,11 @@ + +
+ +-### Post-Apocalyptic SPECIES DESCRIPTORS ++#### Post-Apocalyptic SPECIES DESCRIPTORS + + In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster. + +-### MORLOCK ++##### MORLOCK + + You have lived your life deep underground in artificial bunkers, hidden from the world's destruction and the brutal + scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In +@@ -38931,7 +38928,7 @@ + 4\. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part + needed to repair a failing ancient system. + +-### ROACH ++##### ROACH + + You are born of a species of evolved insects once called "cockroach," but that is far in the past. Radiation and forced + evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human +@@ -38972,15 +38969,15 @@ + + 4\. You have a secret agenda, and the PCs were gullible enough to let you come along. + +-### POST-APOCALYPTIC CHARACTER OPTIONS ++#### POST-APOCALYPTIC CHARACTER OPTIONS + +-Alternate Character Roles ++##### 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 ++##### DESCRIPTORS + + In addition to the descriptors in the Cypher System Rulebook, you can widen the options + +@@ -38996,7 +38993,7 @@ + + Species: Canien, Felis, Flutter, Mutant + +-Bitter ++###### 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 +@@ -39029,7 +39026,7 @@ + + 4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves. + +-Canien ++###### 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 +@@ -39076,7 +39073,7 @@ + + out or keep an eye on them. + +-Felis ++###### 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 +@@ -39121,7 +39118,7 @@ + + 4\. You got lost. The PCs found you and invited you to join their group. + +-Flutter ++###### 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 +@@ -39166,7 +39163,7 @@ + + 4\. You zigged when you should have zagged and ran headlong into the PCs. They patched you up and you stayed with them. + +-Hopeful ++###### Hopeful + + Despite civilization's fall, you're optimistic about what the future could bring, confident + +@@ -39204,7 +39201,7 @@ + + 4\. You answered a cry for help when another PC got in over their head. + +-Mutant ++###### 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 +@@ -39246,7 +39243,7 @@ + 4\. The PCs asked you to come along, believing that your particular mutations could be harnessed for the benefit of the + mission. + +-Rusted ++###### 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 +@@ -39285,7 +39282,7 @@ + 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 ++###### 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 +@@ -39332,13 +39329,13 @@ + 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 ++#### 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 ++##### Merges Mind With Machine + + You were raised in an underground bunker by Milly, an AI instance installed in your +