this completes the first pass of header changes Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
1796 lines
56 KiB
Diff
1796 lines
56 KiB
Diff
--- _tmp/ccsrd.md 2025-06-13 08:03:03.565873888 -0500
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+++ _tmp/ccsrd.new.md 2025-06-13 08:17:09.529023716 -0500
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@@ -44239,8 +44239,6 @@
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Rattlesnake: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
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-### CREATURES
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-
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### ABOMINATION 5 (15)
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An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the
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@@ -50731,7 +50729,7 @@
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Movement: Short
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Modifications: Ranged attacks as level 5; Speed defense against most ranged attacks as level 5; resist trickery as level
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-### 1
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+1
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Combat: Skeletons can attack with a bony claw if they have no other weapon, but most attack with a long-range weapon. If
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a skeleton can see any portion of its target, the target loses any benefits of cover it might have otherwise enjoyed.
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@@ -51647,7 +51645,7 @@
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Movement: Short
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Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level
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-### 4
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+4
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Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category.
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@@ -54531,13 +54529,13 @@
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subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic
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cyphers are just suggestions for a typical campaign setting.)
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-### ADHESION
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+#### ADHESION
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Level: 1d6
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Effect: Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level.
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-### AGE TAKER
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+#### AGE TAKER
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Level: 1d6 + 4
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@@ -54546,20 +54544,20 @@
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physiological age past the age of
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twenty-three.
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-### ANALEPTIC
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+#### ANALEPTIC
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Level: 1d6 + 2
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Effect: Restores a number of points equal to the cypher's level to the user's Speed Pool.
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-### ANTIVENOM
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+#### ANTIVENOM
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Level: 1d6 + 2
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Effect: Renders user immune to poisons of the cypher's level or lower for one hour per cypher level (and ends any such
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ongoing effects, if any, already in the user's system).
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-### ARMOR REINFORCER
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+#### ARMOR REINFORCER
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Level: 1d6 + 1
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@@ -54574,14 +54572,14 @@
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| 5 | +2 to Armor, +5 against damage from cold |
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| 6 | +2 to Armor, +5 against damage from acid |
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-### ATTRACTOR
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+#### ATTRACTOR
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Level: 1d6 + 4
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Effect: One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 or
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higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives.
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-### BANISHING
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+#### BANISHING
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Level: 1d6
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@@ -54589,14 +54587,14 @@
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teleports the creature or object an immediate distance in a random direction (not up or down). The teleported creature's
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actions (including defense) are hindered on its next turn (hindered by two steps if the cypher level is 5 or higher).
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-### BEST TOOL
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+#### BEST TOOL
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Level: 1d6
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Effect: Provides an additional asset for any one task using a tool, even if that means exceeding the normal limit of two
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assets.
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-### BLACKOUT
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+#### BLACKOUT
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Level: 1d6 + 2
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@@ -54604,7 +54602,7 @@
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or otherwise senses what occurs inside. To outside observers, the area is a "blur" to any sense applied. Taps, scrying
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sensors, and other direct surveillance methods are also rendered inoperative within the area for a day.
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-### BLINKING
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+#### BLINKING
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Level: 1d6
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@@ -54612,19 +54610,19 @@
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they teleport an immediate distance in a random direction (not up or down). Since the user is prepared for this effect
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and their foe is not, the user's defenses are eased for one round after they teleport.
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-### BURST OF SPEED
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+#### BURST OF SPEED
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Level: 1d6
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Effect: For one minute, a user who normally can move a short distance as an action can move a long distance instead.
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-### CATHOLICON
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+#### CATHOLICON
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Level: 1d6 + 2
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Effect: Cures any disease of the cypher level or lower.
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-### CHEMICAL FACTORY
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+#### CHEMICAL FACTORY
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Level: 1d6
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@@ -54649,7 +54647,7 @@
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| 86–95 | Increases Intellect Edge by 1 for one hour |
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| 96–00 | Restores all Pools to full |
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-### COMPREHENSION
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+#### COMPREHENSION
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Level: 1d6 + 1
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@@ -54658,7 +54656,7 @@
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could already understand the language, the cypher has no effect. Once the cypher is used, the effect is permanent, and
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the cypher no longer counts against the number of cyphers that a PC can bear.
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-### CONDITION REMOVER
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+#### CONDITION REMOVER
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Level: 1d6 + 3
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@@ -54688,7 +54686,7 @@
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| 19 | Stiff neck |
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| 20 | Viral infection |
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-### CONTINGENT ACTIVATOR
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+#### CONTINGENT ACTIVATOR
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Level: 1d6 + 2
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@@ -54699,7 +54697,7 @@
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particular dangerous circumstance. Until the linked cypher is used, this cypher continues to count toward the maximum
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number of cyphers a PC can carry.
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-### CONTROLLED BLINKING
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+#### CONTROLLED BLINKING
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Level: 1d6 + 2
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@@ -54707,27 +54705,27 @@
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they teleport to a spot they desire within immediate range. Since they are prepared for this effect and their foe is
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not, the user's defenses are eased for one round after they teleport.
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-### CURATIVE
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+#### CURATIVE
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Level: 1d6 + 2
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Effect: Restores a number of points equal to the cypher's level to the user's Might Pool.
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-### CURSE BRINGER
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+#### CURSE BRINGER
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Level: 1d6 + 1
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Effect: The cypher can be activated when given to an individual who doesn't realize its significance. The next time the
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victim attempts an important task when the cypher is in their possession, the task is hindered by three steps.
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-### DARKSIGHT
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+#### DARKSIGHT
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Level: 1d6
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Effect: Grants the ability to see in the dark for five hours per cypher level. (For a more realistic game, this cypher
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could instead make the user specialized in low-light spotting.)
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-### DEATH BRINGER
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+#### DEATH BRINGER
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Level: 1d6
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@@ -54735,14 +54733,14 @@
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make a second attack roll. If the second attack roll is a success, the target is killed. If the target is a PC, the
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character instead moves down one step on the damage track.
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-### DENSITY
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+#### DENSITY
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Level: 1d6
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Effect: For the next day, each time the user strikes a solid creature or object with a weapon, the weapon suddenly
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increases dramatically in weight, causing the blow to inflict 2 additional points of damage.
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-### DETONATION
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+#### DETONATION
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Level: 1d6 + 2
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@@ -54761,7 +54759,7 @@
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| 51–75 | Fire |
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| 76–00 | Shrapnel |
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-### DETONATION (CREATURE)
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+#### DETONATION (CREATURE)
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Level: 1d6 + 1
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@@ -54769,7 +54767,7 @@
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teleportation gate. A random creature whose level is equal to or less than the cypher's level appears through the gate
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and attacks the closest target. After about one minute, the creature vanishes.
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-### DETONATION (DESICCATING)
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+#### DETONATION (DESICCATING)
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Level: 1d6 + 2
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@@ -54777,14 +54775,14 @@
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moisture from everything within it. Living creatures take damage equal to the cypher's level. Water in the area is
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vaporized.
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-### DETONATION (FLASH)
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+#### DETONATION (FLASH)
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Level: 1d6 + 2
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Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding all
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within it for one minute (ten minutes if the cypher is level 4 or higher).
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-### DETONATION (GRAVITY)
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+#### DETONATION (GRAVITY)
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Level: 1d6 + 2
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@@ -54792,14 +54790,14 @@
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damage equal to the cypher's level by increasing gravity tremendously for one second. All creatures in the area are
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crushed to the ground for one round and cannot take physical actions.
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-### DETONATION (GRAVITY INVERSION)
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+#### DETONATION (GRAVITY INVERSION)
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Level: 1d6 + 1
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Effect: Projects a small physical explosive up to a long distance away that explodes, and for one hour gravity reverses
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within long range of the explosion.
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-### DETONATION (MASSIVE)
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+#### DETONATION (MASSIVE)
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Level: 1d6 + 2
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@@ -54815,14 +54813,14 @@
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| 51–75 | Fire |
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| 76–00 | Shrapnel |
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-### DETONATION (MATTER DISRUPTION)
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+#### DETONATION (MATTER DISRUPTION)
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Level: 1d6 + 4
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Effect: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, releasing
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nanites that rearrange matter in random ways. Inflicts damage equal to the cypher's level.
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-### DETONATION (PRESSURE)
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+#### DETONATION (PRESSURE)
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Level: 1d6 + 2
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@@ -54830,7 +54828,7 @@
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impact damage equal to the cypher's level. Also moves unattended objects out of the area if they weigh less than 20
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pounds (9 kg) per cypher level.
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-### DETONATION (SINGULARITY)
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+#### DETONATION (SINGULARITY)
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Level: 10
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@@ -54841,14 +54839,14 @@
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(The singularity detonation is a greatly feared device, sought by those interested in truly horrific destruction.)
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-### DETONATION (SONIC)
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+#### DETONATION (SONIC)
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Level: 1d6 + 2
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Effect: Projects a small physical explosive up to a long distance away that explodes with terrifying sound, deafening
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all in an immediate radius for ten minutes per cypher level.
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-### DETONATION (SPAWN)
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+#### DETONATION (SPAWN)
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Level: 1d6 + 2
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@@ -54866,7 +54864,7 @@
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| 51–75 | Fire |
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| 76–00 | Shrapnel |
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-### DETONATION (WEB)
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+#### DETONATION (WEB)
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Level: 1d6 + 2
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@@ -54877,13 +54875,13 @@
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(Rather than strands of sticky goo, some web detonations fill the area with a mass of quick-hardening foam that has the
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same result.)
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-### DISARM
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+#### DISARM
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Level: 1d6 + 1
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Effect: One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding.
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-### DISGUISE MODULE
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+#### DISGUISE MODULE
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Level: 1d6 + 2
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@@ -54892,7 +54890,7 @@
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person. Once designated, the user cannot shift the effect to look like another person, though they can remove the module
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to look like themselves again before the end of the duration.
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-### DISRUPTING
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+#### DISRUPTING
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Level: 1d6
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@@ -54900,14 +54898,14 @@
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that directly attack its organic cells. The target takes 1 additional point of damage. If the target's level is less
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than the cypher's level, it loses its next action; otherwise its next action is hindered.
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-### EAGLESEYE
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+#### EAGLESEYE
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Level: 1d6
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Effect: Grants the ability to see ten times as far as normal for one hour per cypher level. (For a more realistic game,
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the eagleseye cypher could instead give the user two assets on tasks involving seeing to long distances.)
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-### EFFECT RESISTANCE
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+#### EFFECT RESISTANCE
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Level: 1d6 + 1
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@@ -54917,7 +54915,7 @@
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defense roll, treat the attack as if the user had succeeded on their regular defense roll. (If the user is an NPC, a PC
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attacking them with this kind of effect must succeed on two attack rolls to harm them.)
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-### EFFORT ENHANCER (COMBAT)
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+#### EFFORT ENHANCER (COMBAT)
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Level: 1d6 + 1
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@@ -54926,7 +54924,7 @@
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of Effort a character can normally apply to one task. Once this free level of Effort is used, the effect of the cypher
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ends.
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-### EFFORT ENHANCER (NONCOMBAT)
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+#### EFFORT ENHANCER (NONCOMBAT)
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Level: 1d6
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@@ -54934,13 +54932,13 @@
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a Pool. The level of Effort provided by this cypher does not count toward the maximum amount of Effort a character can
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normally apply to one task. Once this free level of Effort is used, the effect of the cypher ends.
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-### ENDURING SHIELD
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+#### ENDURING SHIELD
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Level: 1d6 + 4
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Effect: For the next day, the user has an asset to Speed defense rolls.
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-### EQUIPMENT CACHE
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+#### EQUIPMENT CACHE
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Level: 1d6 + 1
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@@ -54948,7 +54946,7 @@
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level does not exceed the cypher's level. The piece of equipment persists for up to one day, unless its fundamental
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nature allows only a single use (such as with a grenade).
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-### FARSIGHT
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+#### FARSIGHT
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Level: 1d6 + 1
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@@ -54956,20 +54954,20 @@
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galaxies). This vision persists for up to ten minutes per cypher level. The character can switch between viewing this
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location and viewing their current location once per round.
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-### FIREPROOFING
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+#### FIREPROOFING
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Level: 1d6 + 4
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Effect: A nonliving object treated by this cypher has Armor against fire damage equal to the cypher's level for one day.
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-### FLAME-RETARDANT WALL
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+#### FLAME-RETARDANT WALL
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Level: 1d6
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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
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level. The plane conforms to the space available. Flames passing through the plane are extinguished.
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-### FORCE CUBE
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+#### FORCE CUBE
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Level: 1d6 + 3
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@@ -54977,7 +54975,7 @@
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planes conform to the space available. (Although a force cube's walls are not gaseous permeable, there is likely enough
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air within for trapped creatures to breathe for the hour it lasts.)
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-### FORCE FIELD
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+#### FORCE FIELD
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Level: 1d6
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@@ -54988,28 +54986,28 @@
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(Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque.)
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-### FORCE SCREEN PROJECTOR
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+#### FORCE SCREEN PROJECTOR
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Level: 1d6 + 3
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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
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to the space available.
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-### FORCE SHIELD PROJECTOR
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+#### FORCE SHIELD PROJECTOR
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Level: 1d6 + 3
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Effect: Creates a shimmering energy shield around the user for one hour, during which time they gain +3 to Armor (or +4
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to Armor if the cypher is level 5 or higher).
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-### FRICTION REDUCER
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+#### FRICTION REDUCER
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Level: 1d6
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Effect: Spread across an area up to 10 feet (3 m) square, this makes things extremely slippery. For one hour per cypher
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level, movement tasks in the area are hindered by three steps.
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-### FRIGID WALL
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+#### FRIGID WALL
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Level: 1d6 + 2
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@@ -55017,7 +55015,7 @@
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equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
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ten minutes.
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-### GAS BOMB
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+#### GAS BOMB
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Level: 1d6 + 2
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@@ -55038,7 +55036,7 @@
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| 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. |
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| 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. |
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-### GRAVITY NULLIFIER
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+#### GRAVITY NULLIFIER
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Level: 1d6 + 3
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@@ -55046,7 +55044,7 @@
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horizontally without taking some other action, such as pushing along the ceiling). The user must weigh less than 50
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pounds (23 kg) per level of the cypher.
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-### GRAVITY-NULLIFYING APPLICATION
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||
+#### GRAVITY-NULLIFYING APPLICATION
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||
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Level: 1d6 + 2
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@@ -55054,14 +55052,14 @@
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cypher, it floats 1d20 feet in the air permanently and no longer has weight if carried (though it needs to be strapped
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down).
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-### HEAT ATTACK
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+#### HEAT ATTACK
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Level: 1d6
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Effect: For the next day, each time the user strikes a solid creature or object, the attack generates a burst of heat
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that inflicts 2 additional points of damage.
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-### HUNTER/SEEKER
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+#### HUNTER/SEEKER
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Level: 1d6
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@@ -55078,7 +55076,7 @@
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| 91–95 | Shocks for 4 points of electricity damage, and stuns for one round per cypher level. |
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| 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). |
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-### IMAGE PROJECTOR
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||
+#### IMAGE PROJECTOR
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||
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Level: 1d6
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@@ -55122,7 +55120,7 @@
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</tbody>
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</table>
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-### INFERNO WALL
|
||
+#### INFERNO WALL
|
||
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||
Level: 1d6 + 2
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||
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@@ -55130,7 +55128,7 @@
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equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
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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 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-### 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 <span dir="rtl">×</span> 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 <span dir="rtl">×</span> 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 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-### 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
|