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