community-cypher-system-ref.../patches/base/045-modern-magic-organization-p1.patch
Brian S. Stephan 3031742da1
organization changes for part of the modern magic
again there are some abilities to move, so taking a pause here to do
that

Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
2025-06-18 23:48:07 -05:00

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--- _tmp/ccsrd.md 2025-06-04 07:42:58.008590821 -0500
+++ _tmp/ccsrd.new.md 2025-06-05 20:56:20.480349052 -0500
@@ -39896,7 +39896,7 @@
### OPTIONAL MODERN FANTASY RULES
-### CANTRIPS
+#### CANTRIPS
Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as
ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a
@@ -40222,7 +40222,7 @@
way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to
"cram" for this test, including expending Effort, getting help, or using an appropriate asset.
-### COVENS
+#### COVENS
Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians
with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a
@@ -40249,13 +40249,13 @@
> Spending XP to advance a character's rank in a coven does not count as one of the four character advancements needed
> to reach a higher tier
-Joining A Coven
+##### Joining A Coven
Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven's goals
and living in accordance with its values. The ritual is a demonstration of dedication to the coven's purpose, and varies
in difficulty accordingly. Characters receive their talisman once the ritual is complete.
-Coven Talismans
+##### Coven Talismans
A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven.
Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers'
@@ -40267,7 +40267,7 @@
the coven, the talisman's appearance may change to reflect this. While these talismans don't require a depletion roll
with each use, a character's coven talisman automatically depletes if they break from the coven.
-Advancing Within A Coven
+##### Advancing Within A Coven
Advancing within a coven is a separate matter from advancing a character. In fact, coven advancement is more similar to
a long-term benefit of spending XP. Coven advancement should occur after a character has learned, discovered, or
@@ -40276,7 +40276,7 @@
To advance within the coven, the player spends 3 XP. Characters may mark the occasion with a celebration or let it pass
quietly
-Breaking From A Coven
+##### Breaking From A Coven
If a character wishes to leave a coven, they relinquish their coven talisman and lose access to their coven abilities.
But a character can also break from their coven by behaving in opposition to its values—such as if a Benevolent Baker
@@ -40287,7 +40287,7 @@
take their coven talisman to an epicenter and perform a ritual with a difficulty equal to their former coven rank. Upon
completing the ritual, they regain that rank within the coven and can access spells accordingly.
-Forming A New Coven
+##### Forming A New Coven
Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following:
@@ -40303,7 +40303,7 @@
- What does the initiation ritual (which exemplifies the coven's goals and values) consist of?
-Selecting Coven Abilities
+##### Selecting Coven Abilities
Coven abilities are chosen by the GM and players. To start, they need to decide the rank 1 ability. They can determine
the rank 2 ability when at least one character is ready to advance within the coven. In a longer campaign, selecting
@@ -40323,14 +40323,14 @@
ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
-Magical Crafting Skills
+#### Magical Crafting Skills
Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general
"crafting magic items" skill, or need to have a specific skill for each kind of item they might craft, such as "brewing
potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers
all sorts of crafted magic items.
-### EXCEEDING CYPHER LIMITS
+#### EXCEEDING CYPHER LIMITS
Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
@@ -40643,7 +40643,7 @@
</tbody>
</table>
-### FAMILIARS
+#### FAMILIARS
In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person
as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities
@@ -40654,7 +40654,7 @@
CONTENT WARNING: This section talks about the death of pets.
-Standard Pet
+##### Standard Pet
The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially
the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the character's
@@ -40669,7 +40669,7 @@
As a slightly more magical variant, choose either of these abilities, but instead of finding a replacement for the
creature if it dies, the character can perform a magical ritual (taking 1d6 days) to return them to life.
-Unusual Familiar
+##### Unusual Familiar
There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a
world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards,
@@ -40686,7 +40686,7 @@
their game statistics. For example, a flying skull familiar and a bat familiar probably have the same level, movement,
and modifiers.
-Magical Familiar
+##### Magical Familiar
This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the
familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet
@@ -40694,14 +40694,14 @@
far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this
type of familiar, a character should choose the Bound Magic Familiar ability.
-Soulbound Familiar
+##### Soulbound Familiar
This is the most powerful and versatile kind of familiar. They have significant magical abilities, but this requires a
bond between the character and familiar that makes them both vulnerable in certain ways.
For this type of familiar, a character should choose the Soul Familiar ability.
-Modifying A Familiar
+##### Modifying A Familiar
The following character abilities can be used to improve your familiar or the connection you have with it. (Although
most of the ability descriptions refer to the Beast Companion ability, they have the same effect on a familiar as on a
@@ -40715,7 +40715,7 @@
Tier 6: As If One Creature
-### REVIVING ARTIFACTS
+#### REVIVING ARTIFACTS
While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing
this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character
@@ -40730,11 +40730,9 @@
depletion number is equal to or higher than the highest number the die can roll (like 16 on a d6), change the
artifact's depletion to "automatic."
-### OPTIONAL MODERN MAGIC FLAVOR
-
-### MODERN MAGIC FLAVORS
+#### MODERN MAGIC FLAVORS
-Charms and Figments Flavor
+##### Charms and Figments Flavor
Creating illusions and affecting minds are sometimes considered "soft" magical disciplines (as opposed to "hard"
disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a
@@ -40798,7 +40796,7 @@
Terrifying Image
-Cozy Magic Flavor
+##### Cozy Magic Flavor
Sometimes a sorcerer isn't interested in combat magic and secret of the universe. Sometimes "cozy magic" is enough:
bonding with a group of close friends, having a nice house, and providing support and comfort in times of need.
@@ -40853,7 +40851,7 @@
Telepathic Network
-Divination Flavor
+##### Divination Flavor
Knowledge is power! Characters with the divination flavor are familiar with using magic to learn information, see into
hidden places, and discover secrets.
@@ -40908,7 +40906,7 @@
See Through Time
-Modern Magic Flavor
+##### Modern Magic Flavor
Characters who live in a modern world with magic and technology often know a bit about mixing the two of them together.
These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger's pistol)
@@ -40973,7 +40971,7 @@
Trust to Luck
-Protection Flavor
+##### Protection Flavor
Characters with the protection flavor use magic to defend against hostile environments, hazardous substances, dangerous
creatures, and intrusive mental powers.
@@ -41024,14 +41022,14 @@
Untouchable
-### MODERN FANTASY EQUIPMENT
+#### MODERN FANTASY EQUIPMENT
In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually
available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an
expensive altar cloth instead of a moderately priced one. Some of these price categories are higher than for a typical
real-world item because items used with magic usually require higher quality or specific materials.
-Inexpensive Items
+##### Inexpensive Items
| Item | Notes |
|------------------------|-------------------------------------------------------|
@@ -41054,7 +41052,7 @@
| Smudging stick | For cleansing an area and warding off negative energy |
| Tea | |
-Moderately Priced Items
+##### Moderately Priced Items
| Item | Notes |
|-------------------------|-------------------------------------------------------|
@@ -41085,7 +41083,7 @@
| Vintage clothing | |
| Wand | |
-Expensive Items
+##### Expensive Items
| Item | Notes |
|-------------------------------|--------------------------------------|
@@ -41100,14 +41098,14 @@
hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit
board for a ritual to talk to a dead person.
-### MODERN FANTASY CRAFTING MATERIALS
+#### MODERN FANTASY CRAFTING MATERIALS
An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or
more price categories higher.
Often, a material with sentimental value to the magician is worth one price category more than its default value.
-Inexpensive Materials
+##### Inexpensive Materials
• Base metals (copper, aluminum, iron, and so on)
@@ -41287,7 +41285,7 @@
• Wood from a wine cask
-Very Expensive Materials
+##### Very Expensive Materials
• Air from a person's last breath
@@ -41301,11 +41299,11 @@
• Gemstone (diamond, opal, ruby, sapphire)
-Exorbitant Materials
+##### Exorbitant Materials
• Wood from an ancient tree
-### MODERN MAGIC CYPHERS
+#### MODERN MAGIC CYPHERS
The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the
modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This
@@ -41315,15 +41313,15 @@
extra magical tricks. Third, it probably means that fantastic cyphers become the norm because magic easily allows for
fantastic effects.
-Manifest Cypher Forms
+##### Manifest Cypher Forms
The form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
the user's next task by three steps is functionally identical to a magical scroll that does the same thing. The only
difference is the look and feel (campaign flavor) in the story.
-Example Modern Fantasy Cyphers
+##### Example Modern Fantasy Cyphers
-Random Cyphers
+###### Random Cyphers
| D00 | Cypher |
|-------|-------------------------|
@@ -41397,7 +41395,7 @@
| 99 | Wrecking balls |
| 00 | You're safe now |
-### APPS AS CYPHERS
+###### APPS AS CYPHERS
Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell
phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't
@@ -41410,7 +41408,7 @@
require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app
might be something you download into a modified body part or integrated piece of hardware.
-Absolute Power
+###### Absolute Power
Level: 1d6 + 4
@@ -41421,7 +41419,7 @@
phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet airplane is a level 10
power requirement.
-Algomancy
+###### Algomancy
Level: 1d6 + 3
@@ -41433,7 +41431,7 @@
They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends of what's coming,
and ease their friends' next action.
-Ambiance
+###### Ambiance
Level: 1d6 + 1
@@ -41443,7 +41441,7 @@
minutes per cypher level. This includes adjusting non-adjustable lights, lighting or blowing out candles, soundproofing,
starting or stopping music through any available medium, starting a fire, and so on.
-Anywhere Web
+###### Anywhere Web
Level: 1d6 + 2
@@ -41455,7 +41453,7 @@
immediate range can also see and hear what you are seeing and hearing (but cannot interact with it). This works even in
places where there is no internet connectivity and lasts for ten minutes per cypher level.
-Below the Law
+###### Below the Law
Level: 1d6 + 2
@@ -41466,7 +41464,7 @@
tasks involving illegal or unsanctioned activities are eased, including stealing, sneaking, getting away, escaping
bonds, and so on. The effect lasts for ten minutes per cypher level.
-Best Gift
+###### Best Gift
Level: 1d6
@@ -41476,7 +41474,7 @@
in their hand. Inside the box is a small, thoughtful gift (whose value does not exceed a moderately priced item) that
the recipient will truly love.
-Beverage Bestie
+###### Beverage Bestie
Level: 1d6
@@ -41486,7 +41484,7 @@
their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen person's favorite
beverage, their location, or when they will wish for it—the magic takes care of it.
-Borrowed Familiar
+###### Borrowed Familiar
Level: 1d6
@@ -41497,7 +41495,7 @@
becomes the user's temporary familiar, providing an asset to all magic-related actions (including defense actions). The
creature cannot be harmed, but at the end of its time, it fades away.
-Brain Overclock
+###### Brain Overclock
Level: 1d6 + 3
@@ -41517,7 +41515,7 @@
| 5 | Restores Intellect Pool to full |
| 6 | Become trained in two noncombat Intellect skills for one hour |
-Burn Your Bridges
+###### Burn Your Bridges
Level: 1d6
@@ -41528,7 +41526,7 @@
or establishing a false trail. Anyone attempting to follow or track them for one day per cypher level finds their
actions hindered by two steps.
-Burner Phone
+###### Burner Phone
Level: 1d6
@@ -41543,7 +41541,7 @@
mobile phone that has been broken and its chip removed). The user of the cypher can end it early as an action by
speaking a command word or physically breaking it.
-Cloak of the Crafter
+###### Cloak of the Crafter
Level: 1d6
@@ -41554,7 +41552,7 @@
level higher than it normally would be. In addition, the user can find up to two ingredients they need (up to the level
of the cypher) in the pockets of the cloak.
-Dancing on Air
+###### Dancing on Air
Level: 1d6 + 1
@@ -41565,7 +41563,7 @@
substance below them would not normally hold them, such as water or thin ice. The effect lasts for ten minutes per
cypher level.
-Dumpster Fire
+###### Dumpster Fire
Level: 1d6 + 3
@@ -41576,7 +41574,7 @@
takes against those creatures (including combat) are eased by one step, and any positive actions they take for those
creatures (such as attempting to inspire them) are hindered by one step.
-Duplicity Window
+###### Duplicity Window
Level: 1d6 + 1
@@ -41588,7 +41586,7 @@
level is equal to the cypher level and fools the vision of living creatures as well as that of magical and electronic
eyes. The effect lasts for ten minutes per cypher level.
-Exceptional Engine
+###### Exceptional Engine
Level: 1d6 + 2
@@ -41598,7 +41596,7 @@
exceptionally well for the next ten minutes per cypher level, easing all tasks involved with operating it. For example,
a car handles better, a hacking program works faster, an elevator door closes before a pursuer can get on, and so on.
-Extrovert Shield
+###### Extrovert Shield
Level: 1d6 + 1
@@ -41609,7 +41607,7 @@
a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto the attacker; the user
makes an Intellect-based attack roll for this reflected damage. After that, the being disappears.
-Fade to Black
+###### Fade to Black
Level: 1d6 + 2
@@ -41620,7 +41618,7 @@
user can make magical attacks but not physical ones. They take no physical damage. However, any successful magical
attacks against them inflict +1 point of damage.
-Faraday Ward
+###### Faraday Ward
Level: 1d6 + 3
@@ -41630,7 +41628,7 @@
electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for ten minutes
per cypher level.
-Fey Collar
+###### Fey Collar
Level: 1d6 + 3
@@ -41641,7 +41639,7 @@
Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten minutes per
cypher level and then disintegrates.
-Ghost Tag
+###### Ghost Tag
Level: 1d6
@@ -41651,7 +41649,7 @@
spoken message up to twenty words long and is invisible except to the creature the user designates. That creature can
touch the tag and hear the entirety of the message.
-Girl Moss
+###### Girl Moss
Level: 1d6
@@ -41662,7 +41660,7 @@
sneaking, and remaining undetected (even by magic). Entering into combat or interacting with another creature in any way
breaks the effect.
-Got Your Back
+###### Got Your Back
Level: 1d6
@@ -41671,7 +41669,7 @@
Effect: The cypher turns bright blue in the presence of any type of drug, poison, or other detrimental or dangerous
substance whose level is equal to or less than the cypher level. The effect lasts for one day.
-Gravity Denied
+###### Gravity Denied
Level: 1d6
@@ -41682,7 +41680,7 @@
this ability, "down" for them is either the surface they are walking on or the normal orientation of gravity (their
choice).
-Great Hair Day
+###### Great Hair Day
Level: 1d6
@@ -41691,7 +41689,7 @@
Effect: When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24
hours, they have an asset in all confidence-based actions, social and otherwise.
-Growwell
+###### Growwell
Level: 1d6
@@ -41700,7 +41698,7 @@
Effect: Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or
water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level.
-Handwave
+###### Handwave
Level: 1d6 + 4
@@ -41708,7 +41706,7 @@
Effect: When the user places this cypher upon their hand as an action, they can take three actions on their next turn.
-Hashtag
+###### Hashtag
Level: 1d6
@@ -41724,7 +41722,7 @@
create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their mind's eye
instead.
-Here All Along
+###### Here All Along
Level: 1d6 + 4
@@ -41734,7 +41732,7 @@
includes social media accounts, a personal or business website, photos and videos, friends, and so on. The information
stays on the internet forever.
-Instant Automobile
+###### Instant Automobile
Level: 1d6 + 2
@@ -41751,7 +41749,7 @@
> be tracked like any registered vehicle. Likewise, an instant motorcycle cypher creates a functional but not
> particularly "sexy" motorbike.
-Instant Delivery
+###### Instant Delivery
Level: 1d6 + 3
@@ -41763,7 +41761,7 @@
their location. Within a round of having left the user, the package will arrive within a short distance of the
recipient.
-Instant Motorcycle
+###### Instant Motorcycle
Level: 1d6 + 2
@@ -41774,7 +41772,7 @@
asset on all tasks relating to its movement, and at cypher level 7 and higher, the motorcycle can move a short distance
each round under its own power. The motorcycle lasts for a day, after which it vanishes.
-Lie To Me
+###### Lie To Me
Level: 1d6 + 4
@@ -41783,7 +41781,7 @@
Effect: Once activated and worn, allows the user to see through all deceptions, mirages, and illusions (up to the level
of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other deception tasks.
-Light 'Em Up
+###### Light 'Em Up
Level: 1d6 + 4
@@ -41793,7 +41791,7 @@
beam stretches a short range and inflicts damage equal to the cypher level. It affects even creatures (such as ghosts
and vampires) that normally can't be harmed by mundane weapons. Once activated, the weapon is active for ten minutes.
-Lucky Charm
+###### Lucky Charm
Level: 1d6
@@ -41804,7 +41802,7 @@
appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. Effectively,
using this cypher grants the player a player intrusion without having to spend 1 XP.
-Magic Aura Tracker
+###### Magic Aura Tracker
Level: 1d6
@@ -41815,7 +41813,7 @@
to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from the standard
readings. This lasts for five hours per cypher level.
-Mental Load Alleviator
+###### Mental Load Alleviator
Level: 1d6 + 4
@@ -41825,7 +41823,7 @@
the calendar, project management, working on spells, and decision making. During this time, the user gains +1 to their
Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or higher).
-Merciful Memory
+###### Merciful Memory
Level: 1d6
@@ -41836,7 +41834,7 @@
altered, it remains that way for a day. During that time, the target gains +5 to their Intellect Pool and all tasks
involving the memory (such as talking to the person the memory's about) are eased.
-Next You
+###### Next You
Level: 1d6 + 2
@@ -41846,7 +41844,7 @@
include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the changes they've
made to the avatar are made to their own body. The effect lasts for one hour per cypher level.
-No Take Backs
+###### No Take Backs
Level: 1d6
@@ -41857,7 +41855,7 @@
from the next attack of that type. When the user would next take damage from the same type of attack, the bubble absorbs
all of it and then pops.
-Pickpocket
+###### Pickpocket
Level: 1d6 + 1
@@ -41868,7 +41866,7 @@
the cypher's. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal
to or less than the level of the pickpocket cypher).
-Pocket Protector
+###### Pocket Protector
Level: 1d6 + 2
@@ -41878,7 +41876,7 @@
to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the user's action to
activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust.
-Portal Stone
+###### Portal Stone
Level: 1d6
@@ -41888,7 +41886,7 @@
undiscoverable location, such as another dimension or world (depending on the setting). The item can only be retrieved
by holding the portal stone and whispering the name of the object.
-Power Device
+###### Power Device
Level: 1d6 + 2
@@ -41898,7 +41896,7 @@
powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
flashlight, the battery is fully charged.
-Power House
+###### Power House
Level: 1d6
@@ -41908,7 +41906,7 @@
the structure is about 20 feet by 20 feet by 10 feet (6 m by 6 m by 3.5 m). It lasts for 24 hours, at which point it and
all nonliving things inside it disintegrate.
-Presto Change-O
+###### Presto Change-O
Level: 1d6 + 2
@@ -41920,7 +41918,7 @@
traverse the same type of terrain as the original (the user can change a canoe into a speedboat, for example, but not
into a plane or a race car).
-Puzzle Box
+###### Puzzle Box
Level: 1d6 + 2
@@ -41931,7 +41929,7 @@
any actions. They cannot be harmed in any way and they do not experience time moving forward. The creature stays inside
permanently, unless they are released by magic or until the user chooses to let them out.
-Quick Pic
+###### Quick Pic
Level: 1d6 + 2
@@ -41941,7 +41939,7 @@
the next 24 hours. By touching an appropriate device, they can download the image, print it out, or digitally alter it.
At the end of 24 hours, all versions of the image, including the one in their head, disappear.
-Quick Pickup
+###### Quick Pickup
Level: 1d6
@@ -41951,7 +41949,7 @@
This could be a rideshare, a city bike, a horse, a canoe, a friend with a car, a helicopter, or something else, as the
GM determines.
-Real Fake
+###### Real Fake
Level: 1d6
@@ -41961,7 +41959,7 @@
instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying or
verifying features. The duplicate lasts for a number of days equal to the cypher level.
-Repair Module
+###### Repair Module
Level: 1d6 + 2
@@ -41972,7 +41970,7 @@
any knowledge of the machine or what's wrong with it, but they must be able to touch the machine and continue to do so
for the length of the repair. The repair takes one minute per level of the machine.
-Safe Space
+###### Safe Space
Level: 1d6 + 3
@@ -41986,7 +41984,7 @@
of points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it's as
though they never went away and no time has passed. They can remain in the space for up to one hour per cypher level.
-Screen Control
+###### Screen Control
Level: 1d6 + 2
@@ -41996,7 +41994,7 @@
whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
and colors.
-Social Battery
+###### Social Battery
Level: 1d6
@@ -42005,7 +42003,7 @@
Effect: Allows you to recharge your social battery, providing you with an asset on all positive social interactions,
including persuasion, charm, flirtation, and succor. The effect lasts for ten minutes per cypher level.
-Soul Saver
+###### Soul Saver
Level: 1d6 + 1
@@ -42017,7 +42015,7 @@
Pool is healed to full in some way during this time, they return to life permanently, but with a 3-point reduction in
their maximum health or Might Pool.
-Stay Down
+###### Stay Down
Level: 1d6
@@ -42027,7 +42025,7 @@
single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a number of
rounds equal to the cypher level.
-Take Me There
+###### Take Me There
Level: 1d6
@@ -42038,7 +42036,7 @@
is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher provides an asset). The
thread lasts for one day per cypher level or until they reach their destination, whichever is sooner.
-Talk to Me
+###### Talk to Me
Level: 1d6 + 2
@@ -42049,7 +42047,7 @@
equal to the cypher level and get true answers. The questions must pertain to something the creature would know, such as
something they saw or heard in the area, something they felt, or who made them.
-Teleportation Block
+###### Teleportation Block
Level: 1d6 + 4
@@ -42061,7 +42059,7 @@
out. Player characters using such abilities must succeed at an Intellect-based task with a difficulty equal to the
cypher level in order to enter or leave the area. The block lasts for one day per cypher level.
-Through the Window
+###### Through the Window
Level: 1d6
@@ -42073,7 +42071,7 @@
wink to change their vision back to their current location, then wink again to return to the window. The effect lasts
for ten minutes per cypher level or until they choose to end it.
-Time Ticket
+###### Time Ticket
Level: 1d6 + 3
@@ -42085,7 +42083,7 @@
how the user gets there— they may still sit in traffic forever or get stuck in the security line.) Their traveling
companions, if any, enjoy the same benefit as long as they stick with the user.
-Tunnel Traverser
+###### Tunnel Traverser
Level: 1d6 + 2
@@ -42097,7 +42095,7 @@
least 1 foot (30 cm) in diameter and must not be blocked by rocks, doors, and so on. The effect lasts for ten minutes
per cypher level.
-What the Doctor Ordered
+###### What the Doctor Ordered
Level: 1d6 + 1
@@ -42106,7 +42104,7 @@
Effect: Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user adds
+3 to their next recovery roll.
-Who's Looking
+###### Who's Looking
Level: 1d6 + 3
@@ -42116,7 +42114,7 @@
tracked by something of the cypher level or less. This includes people, devices, security systems, cameras, spells, and
so on.
-Wire Wraith
+###### Wire Wraith
Level: 1d6
@@ -42127,7 +42125,7 @@
While the construct persists, the user can use it to slip through small areas, carry an electrical current, or attack
foes. It lasts for a number of rounds equal to the cypher level.
-Wrecking Balls
+###### Wrecking Balls
Level: 1d6 + 2
@@ -42137,7 +42135,7 @@
then slams into targets within long range chosen by the user. The impact of each ball does 2 points of ambient damage
(ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one round.
-You're Safe Now
+###### You're Safe Now
Level: 1d6 + 3
@@ -42147,9 +42145,9 @@
damage, such as from falling off a roof or being electrocuted by a power line, the cypher absorbs all of the damage (up
to the cypher level).
-Software Cyphers
+##### Software Cyphers
-EasyMagic.App
+###### EasyMagic.App
Level: 1d6 + 2
@@ -42161,7 +42159,7 @@
When the cypher is activated, the user attracts the attention of a malevolent internet d@emon, who slides into their
internet-connected devices and starts draining their magic. The d@emon remains even after the cypher's duration expires.
-Malware Cyphers
+###### Malware Cyphers
EasyMagic.app has a beneficial effect, but also a serious drawback—it attracts a hostile creature to prey upon the
user's magic. The cypher is significantly better than a typical Edge-augmenting cypher like an Intellect booster
@@ -42181,7 +42179,7 @@
Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
-### MODERN MAGIC ARTIFACTS
+#### MODERN MAGIC ARTIFACTS
If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how
@@ -42237,9 +42235,9 @@
| 99 | Wonder onesie |
| 00 | Your mama's biker jacket |
-Example Modern Fantasy Artifacts
+##### Example Modern Fantasy Artifacts
-Accessories Sold Separately
+###### Accessories Sold Separately
Level: 1d6
@@ -42277,7 +42275,7 @@
| 19 | Guitar |
| 20 | Inflatable couch |
-Ask Me Anything
+###### Ask Me Anything
Level: 1d6 + 1
@@ -42290,7 +42288,7 @@
Depletion: 1 in 1d20
-Atheneum of the Mind Card
+###### Atheneum of the Mind Card
Level: 1d6
@@ -42305,7 +42303,7 @@
Depletion: 1 in 1d00
-Attempted Murder
+###### Attempted Murder
Level: 1d6 + 4
@@ -42316,7 +42314,7 @@
Depletion: 1 in 1d6 (when the artifact depletes, the tattoo flies away and disappears)
-Battery of the Vanquished
+###### Battery of the Vanquished
Level: 1d6 + 4
@@ -42329,7 +42327,7 @@
Depletion: 1 in 1d6
-Blade of the Roses
+###### Blade of the Roses
> Level: 1d6 + 2
>
@@ -42343,7 +42341,7 @@
Depletion: 1 in 1d00 (check each first successful attack)
-Book of the Baker
+###### Book of the Baker
> Level: 1d6
>
@@ -42354,7 +42352,7 @@
Depletion: 1 in 1d20
-Breakaway Bag
+###### Breakaway Bag
> Level: 1d6 + 4
>
@@ -42368,7 +42366,7 @@
Depletion: 1 in 1d20 (roll each time a magic item is added)
-Busy Box
+###### Busy Box
Level: 1d6
@@ -42382,7 +42380,7 @@
Depletion: 1 in 1d20
-Cats Hide Their Paws
+###### Cats Hide Their Paws
Level: 1d6 + 2
@@ -42393,7 +42391,7 @@
Depletion: 1 in 1d00 (check each day)
-Cloud Storage
+###### Cloud Storage
Level: 1d6 + 2
@@ -42404,7 +42402,7 @@
Depletion: 1 in 1d20 (check each time an app is added)
-Cloud Thief
+###### Cloud Thief
> Level: 1d6
>
@@ -42417,7 +42415,7 @@
Depletion: 1 in 1d20
-Color Cannon
+###### Color Cannon
> Level: 1d6
>
@@ -42438,7 +42436,7 @@
Depletion: 1 in 1d20
-Combat Glasses
+###### Combat Glasses
> Level: 1d6 + 2
>
@@ -42451,7 +42449,7 @@
Depletion: 1 in 1d6 (check after each foe)
-Crow Friend
+###### Crow Friend
Level: 1d6 + 4
@@ -42464,7 +42462,7 @@
Depletion: 1 in 1d00 (roll each time the crows arrive)
-Crown of the High King
+###### Crown of the High King
Level: 1d6 + 3
@@ -42476,7 +42474,7 @@
Depletion: 1 in 1d00 (roll each day)
-Dragon Pen
+###### Dragon Pen
> Level: 1d6 + 2
>
@@ -42493,7 +42491,7 @@
Depletion: 1 in 1d10
-Eau de Blood of Monsters
+###### Eau de Blood of Monsters
> Level: 1d6 + 4
>
@@ -42511,7 +42509,7 @@
Depletion: 1 in 1d20
-Ecosensitive Fridge Magnets
+###### Ecosensitive Fridge Magnets
Level: 1d6
@@ -42525,7 +42523,7 @@
Depletion: 1 in 1d20 (check each day of use); depletion means one of the magnets is lost forever but the remainder
continue to function
-Flying Carpet
+###### Flying Carpet
Level: 1d6 + 1
@@ -42536,7 +42534,9 @@
Depletion: 1 in 1d20
-Gift from the Fairy Queen Level: 1d6 + 2
+###### Gift from the Fairy Queen
+
+Level: 1d6 + 2
Form: Glass eye that shines with a beautiful inner light
@@ -42546,7 +42546,7 @@
Depletion: —
-Goodest Gargoyle
+###### Goodest Gargoyle
> Level: 1d6 + 2
>
@@ -42558,7 +42558,9 @@
Depletion: 1 in 1d20
-Harrowing Blade Level: 1d6 + 1
+###### Harrowing Blade
+
+Level: 1d6 + 1
Form: Long black blade with a carved stone handle
@@ -42568,7 +42570,7 @@
Depletion: —
-History's Fickle Hands
+###### History's Fickle Hands
> Level: 1d6
>
@@ -42581,7 +42583,7 @@
Depletion: 1 in 1d6
-Keys of Close to You
+###### Keys of Close to You
Level: 1d6 + 4
@@ -42594,7 +42596,7 @@
Depletion: 1 in 1d20 (check each teleportation)
-Living Copycat
+###### Living Copycat
Level: 1d6
@@ -42607,7 +42609,7 @@
Depletion: 1 in 1d20
-Magician's Protective Amulet
+###### Magician's Protective Amulet
Level: 1d6 + 2
@@ -42617,7 +42619,7 @@
Depletion: 1 in 1d20 (check each spell attack)
-Malware Genie
+###### Malware Genie
Level: 1d6 + 2
@@ -42631,7 +42633,7 @@
Depletion: 1 in 1d6
-Meatboy
+###### Meatboy
Level: 1d6
@@ -42643,7 +42645,7 @@
Depletion: 1 in 1d20
-My Friend Lockness
+###### My Friend Lockness
Level: 1d6 + 3
@@ -42656,7 +42658,7 @@
Depletion: 1 in 1d00
-Pearls of Your Grandmother, the Witch
+###### Pearls of Your Grandmother, the Witch
Level: 1d6 + 2
@@ -42667,7 +42669,7 @@
Depletion: —
-Poor Magician's Lunchbox
+###### Poor Magician's Lunchbox
Level: 1d6
@@ -42679,7 +42681,7 @@
Depletion: 1 in 1d10
-Rainbow Suspenders
+###### Rainbow Suspenders
Level: 1d6
@@ -42690,7 +42692,7 @@
Depletion: 1 in 1d20 (roll each interaction); still wearable as regular suspenders after depletion
-Ring of Reflected Bullets
+###### Ring of Reflected Bullets
Level: 1d6
@@ -42703,7 +42705,7 @@
Depletion: 1 in 1d20
-Scarf of Love and Death
+###### Scarf of Love and Death
> Level: 1d6
>
@@ -42720,7 +42722,7 @@
Depletion: 1 in 1d20 (roll each activation)
-Song of the Siren
+###### Song of the Siren
> Level: 1d6 + 3
>
@@ -42732,7 +42734,7 @@
Depletion: 1 in 1d6
-Speed Readers
+###### Speed Readers
> Level: 1d6
>
@@ -42748,7 +42750,7 @@
Depletion: 1 in 1d20
-Tattoo of the Tiger
+###### Tattoo of the Tiger
Level: 1d6 + 2
@@ -42767,7 +42769,7 @@
> character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on
> their body.
-Tattoo of Tomorrow's Edge
+###### Tattoo of Tomorrow's Edge
Level: 1d6 + 3
@@ -42778,7 +42780,7 @@
Depletion: 1 in 1d6
-Tattoo of True Shot
+###### Tattoo of True Shot
Level: 1d6
@@ -42789,7 +42791,7 @@
Depletion: 1 in 1d10
-Time is a Circle
+###### Time is a Circle
> Level: 1d6 + 4
>
@@ -42803,7 +42805,7 @@
Depletion: 1 in 1d6 (roll each use)
-Umbrella of No-Touch
+###### Umbrella of No-Touch
> Level: 1d6 + 3
>
@@ -42815,7 +42817,7 @@
Depletion: 1 in 1d20 (roll each use); works as a regular umbrella after depletion
-Vanity of the Vanities
+###### Vanity of the Vanities
> Level: 1d6
>
@@ -42828,7 +42830,9 @@
Depletion: 1 in 1d00 (check each hour of extra time granted to the user); after depletion, its magic stops working but
it continues to function as a normal mirror
-Witch Wand Level: 1d6
+###### Witch Wand
+
+Level: 1d6
Form: Wooden wand of exceptional quality
@@ -42836,7 +42840,7 @@
Depletion: —
-Witch's Broom
+###### Witch's Broom
Level: 1d6 + 2
@@ -42851,7 +42855,7 @@
Depletion: 1 in 1d20
-Wonder Onesie
+###### Wonder Onesie
Level: 1d6 + 4
@@ -42865,7 +42869,7 @@
Depletion: — (At any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that
ability, after which it still functions as armor.)
-Your Mama's Biker Jacket
+###### Your Mama's Biker Jacket
Level: 1d6 + 4
@@ -42909,9 +42913,9 @@
</tbody>
</table>
-### MODERN MAGIC CHARACTER OPTIONS
+#### MODERN MAGIC CHARACTER OPTIONS
-### DESCRIPTORS
+##### DESCRIPTORS
Most of these descriptors are for characters who are or become significantly nonhuman
@@ -42923,7 +42927,7 @@
It's Only Magic Descriptors: Chimera, Dragon, Ghost, Hunter, Nix, Sylph, Unmagical
-Chimera
+###### Chimera
You have a blend of animal attributes; you may be a well-known mythological creature,
@@ -42977,7 +42981,7 @@
Frenzy
-Dragon
+###### Dragon
You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In
your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You're drawn
@@ -43035,7 +43039,7 @@
Training in Spitting Flames
-Ghost
+###### Ghost
Unfortunately, you're dead. But hey, it's not all bad! Your spirit has remained in the mortal world. You can still walk
among the living, but you no longer need pesky things like food or sleep. It's up to you how long you've been dead,
@@ -43086,7 +43090,7 @@
Walk Through Walls
-Hunter
+###### Hunter
You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls
of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are
@@ -43123,7 +43127,7 @@
4\. You're searching for the horse you remember riding—a massive undead stallion with flaming hooves.
-Nix
+###### Nix
You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you're submerged, you gain a
tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also
@@ -43177,7 +43181,7 @@
Wilderness Life
-Sylph
+###### Sylph
You're an air spirit, with the gift of wingless flight and hawklike eyes. You're happiest when you have an aerial view;
you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to air
@@ -43225,7 +43229,7 @@
Shock
-Unmagical
+###### Unmagical
You're not good at using magic. In fact, it's clear that you're inherently unmagical—magic is as confusing, difficult,
and awkward for you as learning lava spells would be for a frost giant. It's not that you don't believe in magic (though